Slashdot Mirror


Star Trek Legacy Review

Since late last month, I've been playing with the Xbox 360 title Star Trek Legacy. The fact that it is not a great game should be no surprise. Despite some entertaining plot elements, the title's gameplay leaves a lot to be desired. What is confusing, and troubling, is that this is just the latest in a long line of disappointing Trek games. Looking back on the history of Star Trek gaming, games like Elite Force or A Final Unity stand out from a disturbingly large field of titles that over-promise and under-deliver on the well-loved Trek universe. Why is it so hard to make a good Trek game? Why do developers keep trying and failing? Why is there a Vulcan leading the Borg? Read on for consideration of each of these questions, and a review of Star Trek Legacy to boot.
  • Title: Star Trek Legacy
  • Publisher: Mad Doc Software
  • Developer: Bethesda Softworks
  • System: 360 (PC)
Like a lot of the titles that have explored the final frontier, this latest offering from Mad Doc offers the promise of an amazing adventure in the Star Trek universe. What it delivers is a muddled experience that will only truly satisfy a Trekkie desperate for a taste of the final frontier. For the rest of us, it's a merely adequate title that offers moments of entertainment broken up by long periods of dullness or frustration. Kind of, I imagine, what actually serving on a starship is like.

As so often happens with a Trek title the premise, at least, is compelling. Commanding a task force of up to four ships, you follow a fairly coherent plot from the "Enterprise" era all the way through to the time of Jean-Luc Picard and Benjamin Sisko. You can choose between a number of ship classes to include in your fleet, and gameplay consists of real-time ship-to-ship battles. The actors who portrayed the captains in the various eras make a return, offering their vocal talents and a feel of authenticity to the proceedings.

What sounds like a can't-miss formula, though, inevitably flies past the target at full impulse. Ship and fleet control is the most notable failure, and results in individual combat moments requiring more effort than feels right. I found fleet combat most frustrating, as it is so variable how your actions are interpreted. When you begin a mission, all four of your ships are taking orders from you at the same time. Selecting a enemy for combat (by hitting the right shoulder button and cycling through the available options) is intuitive and quick. When all four ships are following your orders, this results in a focused barrage that effectively neutralizes targets. The problem comes when ships begin 'thinking' on their own.

It was never clear to me what prompted this, though I know that giving individual ships orders via the overhead tactical display (available via the 'select' button) always 'broke up' the fleet's command. This is problematic, as the 2D overhead display is the best way to keep track of the action on the sometimes dauntingly large 3D space maps Legacy uses. Indeed, the z-axis is used in the game (unlike in the show), making it hard to keep track of enemy ships on occasion. These are challenges, though, to be overcome: the frustration sets in when order-less ships choose to sit dead in space and absorb phaser hits without retaliating. That's some extremely poor decision-making on the part of the AI, and can mean the difference between success and failure in a large and frantic naval battle.

Another, subtle frustration is the pathing your friendly ships use when circling a target. While sometimes ships do 'the right thing' and orbit their prey at an appropriate range, trying to keep weapons locked on the target at all times, that's not always a given. Often, ships locked onto a target attempt something I can best refer to as a 'strafing run', where they move directly at a target, allowing firing on the enemy for a brief period of time, before overshooting and swinging around for another pass. Overshot on targets can sometimes be quite some distance, resulting in a long delay between assaults on enemy ships. This style of attack is particularly frustrating when attacking immobile targets like space stations and asteroids, as AI-controlled ships tend to fly right into their prey and sort of bounce off. Given the finicky targeting you're allowed to use, this greatly reduces an AI-controlled ship's effectiveness against such a target. In a pitched battle, which is almost all of them, it just becomes frustrating to have to keep so many balls in the air.

That's a shame, too, because combat is actually a lot of fun when things are moving in the right direction. It's extremely easy to jump from ship to ship within your fleet, simply by pressing one of the four directions on the D-pad. This can (generally) allow you to keep all four of your ships active and flying straight. Weapon use is as simple as right trigger for phasers, left for photons. The game does a good job of informing you when weapons can be used, both via visual HUD elements and vocal alerts. Legacy also does a great job of switching up who you're fighting, and what exactly you're doing in combat. Sending away teams onto a space station in the middle of a pitched battle, for example, or using a sensor scan to detonate an explosive keeps you on your toes and stops things from getting overly monotonous.

The plot that strings these combat elements together is all the Trek you can stand, and more, crammed into a disappointingly short timespan. There is time travel, Klingons, Romulans, Borg, and one very weird Vulcan. The plot itself is explained in detail in a comic included as an 'extra' on the game's main menu. To give you a horrible taste, it mentions V'ger, from the first Star Trek movie, in connection with the Borg's origin. Looking back on the whole story from the last mission gives you an 'ohhh' moment, but it's not that great a payoff for the amount of time you spend in the dark. Just the same, overall the story is coherently told and entertainingly written. The dialogue written for the captains is especially entertaining; even the stuff written for Shatner (who, predictably, gets the most 'screen time') is enjoyable in a scenery-chewing kind of way. Getting to hear Avery Brooks intone new lines as Benjamin Sisko was especially enjoyable, and the role DS9 gets to play near the game's end allowed me to forgive a lot of smaller oversights.

Visually, Legacy is a competent 360 title. It's certainly not Gears-pretty, but the ships are all well modeled, and it's hard to make space look ugly nowadays. Ships and stations explode nicely, though larger objects tend to look a little odd when breaking apart. Audio effects use official FX from the show, and the score consists of forgettable Trekesque tracks that back the game's sometimes-tense moments adequately.

Star Trek: Legacy, then, allows the dedicated Trek fan to experience ship-to-ship combat in a way that's never quite been captured so well before. Trekkies are sure to appreciate that new experience, as well as the vocal work of the actors-turned-captains. As a game, though, Legacy leaves a lot to be desired. Gamers are going to find the inexact fleet control and inept AI frustrating, with some missions being bang-your-head-against-the-desk annoying. The first Next Generation-era mission, Revelations, is particularly hair-pulling, and makes the lack of in-level save points sorely missed. If the lack of a new Trek show on TV is leaving you anxious, I would readily recommend Legacy as a balm to your Trekkish needs. Likewise, the game might be worth a rental of you're a 360 gamer who has already tired of Gears of War. It's just not that great a game otherwise, and can readily be given a miss for other, better games.

This leaves us with the question I posed above, though: Why is it so hard to make a good Star Trek game? It could be the difficulty of making licensed games satisfying to players outside of the 'fan' population ... but Star Wars titles like Knights of the Old Republic and Jedi Academy transcend fandom as truly great gaming experiences. Heck, even Spider-Man 2 is a better game than any Trek game I've played, and Spidey's history with gaming is a lot shorter than Star Trek's. Given the dialogue and narration-heavy storytelling that Star Trek uses, it is possible that the Trek universe just isn't a good fit for videogames? What does the lackluster performance of these latest Bethesda titles mean for future trek games? Star Trek Online, specifically, seems to have a Herculean task before it. How do you bring a license that's never seemed to be quite right for gaming to one of the most finicky of all genres, the MMOG?

What do you think? What would it take to make a great Trek game? Are there any Trek games that you think have really succeeded? What will Star Trek Online need to include in order to satisfy you?

242 comments

  1. Kirk by aedan · · Score: 5, Funny

    You need Kirk in a fist fight with a torn shirt and some scantily clad lady aliens. It's that simple, defy authority, destroy property and take people's clothes off.

    1. Re:Kirk by Travoltus · · Score: 1

      And a potential love affair with Spock. ...

      I apologize for this post. :)

      --
      --- Grow a pair, liberals... stop letting the Republicans bully you!
    2. Re:Kirk by jkusters · · Score: 1

      Well, in many ways, I think you're actually right. Too many Trek games are all about starship combat, and ship-to-ship combat has generally been a relatively rare thing in Trek. They prefer to solve problems with character interaction and stuff like that. Trying to shoehorn a starship combat simulation into the Trek universe is just not a wise thing to do. You start to have to try and make sense of Trek ships, classes, capabilities, and so forth, when the writers never really did.

      JOhn.

    3. Re:Kirk by First+Person · · Score: 1

      And a potential love affair with Spock. ...

      That requires the 'Hot Tranya' mod.

      --
      Given one hour to live, the student replied: "I'd spend it with professor FP who can make an hour seem like a lifetime."
    4. Re:Kirk by kfg · · Score: 3, Funny

      Kirk in a fist fight with a torn shirt

      Twenty bucks says the torn shirt takes him.

      KFG

    5. Re:Kirk by Saige · · Score: 1

      There are a few characters in DOA that my friends and I have moves that we've taken to calling the "Kirk" - his trademark double-fisted downward slam that he always did in any fist-fight in Star Trek. Add that to the scantily-clad ladies in that game, and all you're missing is the painful method of dialog delivery that Shatner always managed...

      --
      "You know your god is man-made when he hates all the same people you do."
    6. Re:Kirk by Nasarius · · Score: 1
      They prefer to solve problems with character interaction and stuff like that. Trying to shoehorn a starship combat simulation into the Trek universe is just not a wise thing to do.
      An interesting point. I remember playing a Star Trek adventure game a LONG time ago (in the style of King's Quest 5-6), but I don't remember if it was any good. Maybe an RPG/FPS like Deus Ex or VTM: Bloodlines would work.
      --
      LOAD "SIG",8,1
    7. Re:Kirk by Omeger · · Score: 1

      You're thinking of either Star Trek 20th anniversary (or something like that) or Star Trek TNG: A Final Unity. Both wicked sweet games.

    8. Re:Kirk by brouski · · Score: 1

      Chances are you're thinking of Star Trek 25th Anniversary/Judgment Rites and/or TNG: A Final Unity. All terrific games.

      --
      Proud member of the American Non Sequitur Society. We might not make much sense, but boy do we love pizza!
    9. Re:Kirk by Impy+the+Impiuos+Imp · · Score: 3, Informative

      That'd probably be the Star Trek 25 Anniversary game -- an adventure game that was mostly old-schook King's Quest style adventure with a handful of space battles thrown in, one of which was by another Constitution class starship, improbably commandeered by a space pirate.

      The best part of that game was that most missions had a special way to get the redshirt killed -- quite amusing. In one mission, you assign the redshirt to futz with the control panel of a door to get into a cave or some such. He fails, so you tell him to try again. After about the 5th or 6th attempt, he fries himself.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    10. Re:Kirk by Impy+the+Impiuos+Imp · · Score: 2, Insightful

      The sad part about this game was that it was one of the few good Trek games [i]back then[/i]. By that point, about 15 years ago, they already had had enough bad Trek games that a good one like this was already the odd one out.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    11. Re:Kirk by Antique+Geekmeister · · Score: 2, Funny

      Leave Kirk out of the fight. Let his toupee do the fighting: it's got less paunch and stands up a lot straigher.

    12. Re:Kirk by Anonymous+Brave+Guy · · Score: 1

      And on off-days, it also sells breakfast cereals! ;-)

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    13. Re:Kirk by X-treme-LLama · · Score: 1

      No, bars of gold-pressed latinum of course!!

    14. Re:Kirk by Nanpa · · Score: 1

      Oh dear, don't give them any ideas about Grand Theft Starship

    15. Re:Kirk by Drooling+Iguana · · Score: 1

      No Quatloos for you!

      --
      ... I'm addicted to placebos
    16. Re:Kirk by raddan · · Score: 1

      Which reminds me, deep in the recesses of my brain-- there was a Kirk-fistfight-with-a-Klingon module in the video game adaptation of the 5th Trek movie. Most of the game sucked, and not because I only had a 286 to play it on. Once you beat the game, though, you could go back and play any module you wanted. There was a wireframe 3D starship battle (with a Klingon cruiser) that I remember thinking was the only redeeming part of the game, and was actually pretty good. This must have been around 1990... my disappointment ran so deep that I haven't played another trek game since. If only there were green women in short skirts!

      There was this one CGA Trek game that I remember playing (c. 1987?) and absolutely loving. Or it might have been a Commodore game-- I can't remember. It had a unique 3D map of the universe that you could "spin". Anyone have any idea where I can find that one again?

    17. Re:Kirk by Dabido · · Score: 1

      Toupee? I thought that was a tribble on his head!!!! :-)

      --
      Sure enough, the cow costume was hanging up next to the superhero outfit and sailors uniform. (S,Spud)
  2. DESU by Anonymous Coward · · Score: 0

    DESU DESU DESU

  3. Succeeded? by drinkypoo · · Score: 1
    Are there any Trek games that you think have really succeeded?

    There's only one I can think of: Star Trek... Courtesy Sega.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Succeeded? by ccandreva · · Score: 1

      I'll second that. If you've never played it, download MAME and grab the ROMS .

      Or if you are nuts, buy your own machine. (No, it is NOT for sale.)

    2. Re:Succeeded? by FunkLord84 · · Score: 1

      The Commodore version of this seemed pretty sweet, not that I got to play that much of it. Fun ship to ship battles were as far as I got.

    3. Re:Succeeded? by Redlazer · · Score: 1
      I played an FPS in the Star Trek universe a while ago, and i remember it being a lot of fun. It dealt a lot with the borg, and i believe was in the Picard timeframe.


      I wish i could remember the name > -Red

      --
      Guns don't kill people, "with glowing hearts" kills people.
    4. Re:Succeeded? by richardablitt · · Score: 1

      Was it Star trek invasion?

    5. Re:Succeeded? by lordmatthias215 · · Score: 1

      That would be Star Trek Elite Force I and II I believe.

    6. Re:Succeeded? by mrchaotica · · Score: 3, Informative

      Maybe I'm weird, but I thought Birth of the Federation was a reasonably good turn-based strategy game.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    7. Re:Succeeded? by Redlazer · · Score: 1
      That may be it. I recall very little - but i remember it being a decent little shooter.


      -Red

      --
      Guns don't kill people, "with glowing hearts" kills people.
  4. Why is it so hard to make a good Star Trek game by wiredog · · Score: 4, Insightful
    Same reason it's hard make a good game, period. Game creation is difficult. It has to have a good plot, a fair amount of flexibility in the plot, good graphics, good AI, and be fun to play. This all requires a large amount of creativity.

    It also has to be delivered on-time and on-budget.

    1. Re:Why is it so hard to make a good Star Trek game by cliffski · · Score: 4, Insightful

      it helps if you don't blow half the budget on licensing voice actors though. I don't give a damn if modern games have no vocals whatsoever. If I wanted to hear Patrick stewarts voice I'd put a DVD on. I want to 'interact' and have 'fun' in a 'game'. More effort is required on the game, and less on ticking the marketing boxes like "all 5 star trek captains voices". I found the game dull and uninspired long before getting to hear more than 1 of the celebrity voices.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    2. Re:Why is it so hard to make a good Star Trek game by elrous0 · · Score: 0, Troll
      In their defense, there is no way anyone would consider Scott Bakula a "celebrity."

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    3. Re:Why is it so hard to make a good Star Trek game by AuMatar · · Score: 0, Troll

      I'd actually pay double if ti came without Janeway's.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Why is it so hard to make a good Star Trek game by Flentil · · Score: 1

      Someone please mod the parent a troll. Bakula was star of the long running highly regarded sci-fi TV series "Quantum Leap", and has starred in a few feature films, asside from his Enterprise experience.

    5. Re:Why is it so hard to make a good Star Trek game by misleb · · Score: 4, Funny

      I imagine it is a lot like making a good movie.

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    6. Re:Why is it so hard to make a good Star Trek game by Saige · · Score: 2, Funny

      That's what multiplayer mode is for - watching the USS Voyager explode into little bits, knowing Janeway and company are all nice and dead. Too bad Archer commanded one of the early ships, since nobody chooses that one in multiplayer - it deserves destruction even more than Voyager.

      --
      "You know your god is man-made when he hates all the same people you do."
    7. Re:Why is it so hard to make a good Star Trek game by elrous0 · · Score: 1
      Paris Hilton is a celebrity. Scott Bakula is a low-rent syndicated TV also-ran (and a wash-upped one at that). Hard, harsh reality.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    8. Re:Why is it so hard to make a good Star Trek game by minvaren · · Score: 1

      One could consider him so, but it would be a Quantum Leap in logic...

      --
      Big! Strong! Wow! Tada-O!
    9. Re:Why is it so hard to make a good Star Trek game by DeepHurtn! · · Score: 1

      Don't forget about the money blown on just licensing the "Star Trek" name either!

    10. Re:Why is it so hard to make a good Star Trek game by TheClam · · Score: 1

      I apologize for not having the mod points to (+1, Funny) your subtle humor. Apparently, no one else noticed.

      Did you ever notice that it's a lot easier to enjoy a bad movie than a bad game?

    11. Re:Why is it so hard to make a good Star Trek game by Impy+the+Impiuos+Imp · · Score: 0, Troll

      > Someone please mod the parent a troll. Bakula was star of the long running
      > highly regarded sci-fi TV series "Quantum Leap", and has starred in a few
      > feature films, asside from his Enterprise experience.

      In their defense, there is no way anyone would consider "Quantum Leap" a highly regarded TV series.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    12. Re:Why is it so hard to make a good Star Trek game by Hatta · · Score: 2, Insightful

      Same reason it's hard make a good game, period. Game creation is difficult. It has to have a good plot, a fair amount of flexibility in the plot, good graphics, good AI, and be fun to play. This all requires a large amount of creativity.

      Wow, keen insight there...

      I think the OP was trying to get at why it seems to be harder to make good Trek games than say, good Star Wars games. They're both games, so by your logic they should be equally different to make. But there are quite a few good Star Wars games, but only a handful of good Star Trek games. What's the difference?

      --
      Give me Classic Slashdot or give me death!
    13. Re:Why is it so hard to make a good Star Trek game by Impy+the+Impiuos+Imp · · Score: 1

      > Paris Hilton is a celebrity.

      Oh yeah? Who celebrates her? Take advantage of her. Mock her. Laugh at her. But celebrate her?

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    14. Re:Why is it so hard to make a good Star Trek game by slagheap · · Score: 1

      ...there are quite a few good Star Wars games, but only a handful of good Star Trek games. What's the difference?

      Star Wars is good. Star Trek sucks.

      Is that enough of a difference?

      --
      First against the wall when the revolution comes
    15. Re:Why is it so hard to make a good Star Trek game by misleb · · Score: 1

      I dunno. A bad movie is a bad movie. Maybe you mean "sit through" instead of "enjoy." The difference is that a bad game would consume much more time given the chance.

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    16. Re:Why is it so hard to make a good Star Trek game by westlake · · Score: 1
      I don't give a damn if modern games have no vocals whatsoever.

      I beg to differ. I think that strong vocal performances and talent are no longer dispensable if you want the "total experience" of the best "modern" RPGs, adventures, strategy games, and first-person shooters, genres which are becoming difficult to distinguish.

    17. Re:Why is it so hard to make a good Star Trek game by Anonymous+Brave+Guy · · Score: 2, Funny

      So you're saying we should play Star Trek games, but only the even-numbered ones?

      --
      If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
    18. Re:Why is it so hard to make a good Star Trek game by raddan · · Score: 1

      Star Trek for the TI-994A worked with the speech synthesizer module. That's definitely cheaper, and it was very entertaining at the time. I remember the looks of astonishment on my friends' faces when my computer would blurt out (in a completely mechanical and almost indecipherable) "Entering sector 2 point 2." It's too bad nothing interesting ever happened in that game except that there were more bad guys who went faster.

      Alpiner, and Parsec, though, really put the speech synthesizer to work-- those were GREAT games!

    19. Re:Why is it so hard to make a good Star Trek game by Babbster · · Score: 1

      There are also "quite a few" absolutely forgettable, often atrocious, Star Wars video games...and there are more Star Wars games overall. I suspect (I won't take the time myself) that if you expressed the number of good Star Wars games as a percentage of the total number of Star Wars games, it would match up pretty closely with a similar calculation of Star Trek games.

      In other words, the question is bogus. Look at the review and it doesn't even mention the Starfleet Command series of games. That omission is startling to me since it seems like it would be very useful to compare/contrast that series with Legacy given that they both focus on Star Trek starship combat. While I'm aware that SFC was based on a board game based on Star Trek (some people would break it out into its own niche genre for that reason), it was a solid series of games deserving of attention.

    20. Re:Why is it so hard to make a good Star Trek game by delinear · · Score: 1

      Oh boy...

    21. Re:Why is it so hard to make a good Star Trek game by Anonymous Coward · · Score: 0

      Why is it so hard to make a good Star Trek game?

      Licensing, publishers and profit.

      A good game will not sell well enough.

      The classic example is the Starfleet Command series (SFC), the best of which is Starfleet Command: Orion Pirates - which is an excellent trek game.

      Starfleet command was originally developed by Taldren and Quicksilver. Licensing is quite complicated, involving the Amarillo Design Bureau (makers of the paper strategy game Star Fleet battles (SFB) - http://www.starfleetgames.com/ ... and Paramount pictures of course.

      Taldren went down when for Starfleet Command 3, they caved to publisher pressure (Activision) to make a more populist game. They completely ruined everything that was great about SFC (mainly being based on SFB).

      SFC was the only good trek game I ever played. However it is too complicated to be successful on the large scale. People want nice simple mindless games.

      The complex strategic naval simulations of SFB/SFC are just too much for the modern gamer who is accustomed to the "twitch" style FPS which generally involves little thought.

      Why is it so hard to make a good Star Trek game?

      The market doesn't want one, licensing, publishers and profit.

    22. Re:Why is it so hard to make a good Star Trek game by Anonymous Coward · · Score: 0

      SFC's original publisher was Interplay (By Gamers, For Gamers) who were excellent, it was Activision that was the kiss of death for Taldren.

    23. Re:Why is it so hard to make a good Star Trek game by elrous0 · · Score: 1
      I didn't say being a celebrity was a GOOD thing. Scott Bakula is no doubt a more talented actor than Paris Hilton or Lindsay Lohan. But when's the last time paparazzi ambushed Scott Bakula? For that matter, when's the FIRST time they did?

      Even so, I still don't think Scott Bakula is a particularly talented actor. His range is VERY limited and his line delivery, even after all these years, sounds unnatural. Nor has he ever been one to pick particularly challenging roles. He's basically a low-rent television leading man who plays the same bland characters again-and-again. His few film roles have ranged from horrid at worst (Sibling Rivalry) to competent at best (American Beauty). Like many bland television actors from his generation (Stephen Collins, I'm looking at you, buddy), he knows how to memorize his lines and hit his marks--and that's about the extent of it.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  5. "Why is it so hard to make a good Trek game"? by popo · · Score: 4, Interesting

    Because Trek is ultimately about dialogue and not action.
    Tension is created through plot devices and not physical violence.

    And because Trek is about large (non-nimble) vessels.

    Add fast action and its no longer "Trek".
    Keep it "Trek" and it's just not that fun as a video game.

    --
    ------ The best brain training is now totally free : )
    1. Re:"Why is it so hard to make a good Trek game"? by Shakrai · · Score: 2, Insightful

      Because Trek is ultimately about dialogue and not action.

      You haven't been watching Trek since TNG have you?

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
    2. Re:"Why is it so hard to make a good Trek game"? by Anonymous Coward · · Score: 0

      Even in the later series, where there was a lot more action, the series was still defined by it's strong drama and character developement. Star Trek has always been, and always will be a drama first, and sci-fi second. (We don't talk about Enterprise)

    3. Re:"Why is it so hard to make a good Trek game"? by grumbel · · Score: 1

      ### Keep it "Trek" and it's just not that fun as a video game.

      I think the adventure genre would disagree with you.

    4. Re:"Why is it so hard to make a good Trek game"? by popo · · Score: 4, Funny

      You haven't been watching Trek since TNG have you?

      Them's fightin words, son.

      --
      ------ The best brain training is now totally free : )
    5. Re:"Why is it so hard to make a good Trek game"? by Erwos · · Score: 1

      It's not hard to make a good Trek game. Armada, 25th Anniversary, Elite Force, Star Fleet Command III, and A Final Unity were all good games. I think that the _quantity_ of Star Trek games causes this to be forgotten - but Star Wars really does have much the same problem.

      Also, I think your basic thesis is wrong anyways. The two big dialogue games (Borg and Klingon) both didn't do very well when they were released back in the mid-90's. What makes a good Star Trek episode may not make a good Star Trek game.

      --
      Plausible conjecture should not be misrepresented as proof positive.
    6. Re:"Why is it so hard to make a good Trek game"? by pla · · Score: 2, Insightful

      You haven't been watching Trek since TNG have you?

      Since none exists after TNG, I'd say you have that correct. ;-)

      Actually, in fairness, DS9 lasted another five years after TNG, but started a year before TNG ended, so gets a pass.



      But you make a good good point, if accidentally - Voyager and Enterprise both threw away everything that made the franchise great, and they managed to all but ruin Star Trek for a generation. Analogously, most games try to make Trek into something more like the style of Voyager and Enterprise, and almost ubiquitously fall flat.


      Mark my words, when a new Star Trek series eventually comes back in a decade or three, they will pretend those two never happened (or at best, give a not to Voyager for opening up the Delta quadrant, but basically ignore most of the episode development).

    7. Re:"Why is it so hard to make a good Trek game"? by Shakrai · · Score: 1

      Star Trek has always been, and always will be a drama first, and sci-fi second. (We don't talk about Enterprise)

      I'm sorry but I don't feel like it's been that way since TNG. DS9 might make an honorable mention and it still holds a special place in my heart because it was the first Trek I ever saw. But the more I watch and start to like Babylon 5 the more it feels like DS9 ripped it off.

      Classical Trek for me ended when TNG ended. And I'm glad TNG ended when it did -- because certain Season 7 episodes bear an amazing resemblance to Voyager and if TNG had stayed on the air it would have jumped the shark in Season 8. Look no further then the TNG movies if you doubt this.

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
    8. Re:"Why is it so hard to make a good Trek game"? by Shakrai · · Score: 1

      Actually, in fairness, DS9 lasted another five years after TNG, but started a year before TNG ended, so gets a pass.

      I'm torn on DS9. It feels like Bab5 meets Star Trek. Obviously it has Star Trek themes (DS9 did some pretty cool stuff with the Klingons -- a nice build-out from the groundwork laid by TNG) and undertones but the overall story has quite a few similarities and one has to wonder how many of those you can write off to "coincidence".

      Mark my words, when a new Star Trek series eventually comes back in a decade or three, they will pretend those two never happened (or at best, give a not to Voyager for opening up the Delta quadrant, but basically ignore most of the episode development).

      The day I stopped taking Star Trek seriously was the day that Patrick Stewart had to utter the line: "Admiral Janeway". I like to pretend that nothing after "All Good Things..." happened.

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
    9. Re:"Why is it so hard to make a good Trek game"? by Shakrai · · Score: 1

      Eh,

      I don't see how "dialog" exists in the Voyager or Enterprise world. DS9 had dialog but it also had a much heavier emphasis on action then TNG so it's a wash at best.

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
    10. Re:"Why is it so hard to make a good Trek game"? by Wilson_6500 · · Score: 1

      I dunno. "A Final Unity" was an adventure game that I thought was actually not half bad.

      Then again, nobody makes adventure games these days. Maybe they could take a cue from Sam and Max--if EVER a series cried out "episodic content" it's one where the original source was... episodic.

    11. Re:"Why is it so hard to make a good Trek game"? by CaptnMArk · · Score: 1

      DS9 was great with the Klingon story arc...

      But everything related to Dominion IMO sucked.

    12. Re:"Why is it so hard to make a good Trek game"? by Shakrai · · Score: 1

      But everything related to Dominion IMO sucked.

      Including quite possibly the biggest anti-climatic letdown of a story in television history.

      "The Prophets made them disappear"

      *sigh*

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
    13. Re:"Why is it so hard to make a good Trek game"? by fm6 · · Score: 1

      So don't do an action game. The Trekverse would be a good place to set an old-fashioned adventure game.

      Alas, CBS Paramount will never back such a game. Like all the big media companies, they have no faith in any entertainment that requires actual thinking by the audience to think.

    14. Re:"Why is it so hard to make a good Trek game"? by Impy+the+Impiuos+Imp · · Score: 1

      > Add fast action and its no longer "Trek".

      To prove the point, I have only two words: dune buggies

      (But they're spray-painted silver so they're of the future! >:( )

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    15. Re:"Why is it so hard to make a good Trek game"? by Impy+the+Impiuos+Imp · · Score: 1

      > but Star Wars really does have much the same problem.

      I recall in KotoR (I), it took an irritatingly long time to turn into a Jedi and get your light saber. "So we fixed that in KotoR II!"

      Yay!

      Wait, it takes even longer to get your saber in II, even though you are a Jedi from day one? FTW! >:(

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    16. Re:"Why is it so hard to make a good Trek game"? by Vacardo · · Score: 1

      Agreed. The first time I saw Star Trek, it was through the movie "Nemesis." I remember getting more excited at the two battleships being locked in statemate, both captains voicing their concerns, fear, their next moves and so on, than the battles themselves. I mean, if we want overblown effects, we'll watch Star Wars amirite?

    17. Re:"Why is it so hard to make a good Trek game"? by Antique+Geekmeister · · Score: 3, Informative

      That's because it was a direct theft by Paramount from JMS's plot proposal for a new Star Trek series, with an actual story ark. He was understandably furious when Paramount stole it, and went about showing what could be done without their budget or cooperation. And B5's plotting was much more powerful, although their special effects budget and actor budget wwere much smaller.

      It then amused the heck out of me when I saw Nurse Chapel/Lwaxana Troi/the ship's voice/Gene Roddenberry's widow show up as the emperor's wido. She's just wonderful to watch, a majestic older woman, knows that she wants to work on really good projects, and isn't frightened of threats from a company htat exists because of Gene Roddenberry's legacy.

    18. Re:"Why is it so hard to make a good Trek game"? by JackieBrown · · Score: 1

      I prefer to pretend the TNG movies never happened. Other than that I agree with much everything you wrote.

    19. Re:"Why is it so hard to make a good Trek game"? by Babbster · · Score: 1

      They won't back such a game because such games just don't sell very well anymore. Dreamfall: The Longest Journey (to use a recent example) was hailed by critics as an excellent game but did little in sales. Even great "adventure platformers" that focus more on action (like Psychonauts and Beyond Good and Evil) don't manage to get the sales performance that they should based on their quality.

      You can blame publishers and licensors if you want, but the real culprits are the gamers themselves who apparently won't buy a game unless it gets a huge marketing push and/or is a sequel to a game that they liked last year.

    20. Re:"Why is it so hard to make a good Trek game"? by Vegabondmx · · Score: 1

      Deep Space Nine had it's share of action, but ultimately it was its story that made it great. What's needed for a good Trek game? Action is fine, you just need the story to back it up. A great story with action (but not over done) is needed. Unlike Star Trek I think the Starwars franchise isn't as sensitive to this.

      Personally I think that "DS9: The Fallen" was a decent game. "Star Trek: Away Team" in my opinion was good as well. It was could have been better, but it was fun and the story was interesting. I liked EF and EF2 as first person shooters, although I can see how it's district focus on action could be disliked.

    21. Re:"Why is it so hard to make a good Trek game"? by GimliGloin · · Score: 1

      Classical Trek for me ended when TNG ended.

      Pretty much agree with you on that.... I DO think that Ronald D. Moore leaving Paramount hurt Trek alot. Not many people know that the creator of the new Battlestar Galactica, is also the same guy that refined the Klingon characters in TNG and DS9.... He also specialized in what the studios, then, didn't want... story arcs.. Voyager was done mainly by the Berman and Braga crowd who basically ruined everything. Well.... Okay 7of9 was a pretty cool character... They should not have lost Moore... But he is doing pretty well for himself....

      The ultimate Trek Movie was, ofcourse, TWOC... Okay this is another excuse to post -> http://www.khaaan.com/

      As far as games go... I would REALLY like to see a computer equivalent of the old Star Fleet Battles paper game....

      GSG

    22. Re:"Why is it so hard to make a good Trek game"? by GimliGloin · · Score: 1

      The Trekverse would be a good place to set an old-fashioned adventure game. Alas, CBS Paramount will never back such a game..

      I wonder how this -> http://www.startrek.perpetual.com/index.html
      will do...

      GSG

    23. Re:"Why is it so hard to make a good Trek game"? by Anonymous Coward · · Score: 0

      First of all it's dialogue, not dialog. Second of all, you know those parts where the characters are moving their lips, and weird speech noises are coming out? THAT'S THE FUCKING DIALOGUE.

      I mean really, what kind of a stupid post was that supposed to be?

    24. Re:"Why is it so hard to make a good Trek game"? by fm6 · · Score: 1
      They won't back such a game because such games just don't sell very well anymore.
      I still think that companies like CBS Paramount have an aversion to any product that requires actual brain cells. That's the main reason ST has gotten so freaking awful. But you're right: there isn't a big market for "deskchair adventure" games any more.
    25. Re:"Why is it so hard to make a good Trek game"? by fm6 · · Score: 1

      Well, I hope it turns out to be something that requires actual thought. But if it's your typical MMORPG, it's be mostly about Action.

  6. Because... by Wandering+Wombat · · Score: 1

    ... it's so much EASIER to make a game that everyone will dislike, than one which 10% will love and 90% will outright hate! It's a fine line between fandom and idiocy, so the game-makers straddle it equally.

    --
    I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
  7. The old DOS era adventures rocked by Werrismys · · Score: 2, Insightful

    Star Trek: 25th Anniversary was _excellent_. It felt like playing episodes of the old series. The puzzles were logical and TREK STYLE. The best Star Trek game I've ever played. The sequel, Judgment Rites, was not nearly as good but still, shares the place of second best Trek game with Elite Force.

    --
    'Once scientists, even the dim-witted social scientists, get muzzled, the Western Civilization is finished.' - oldhack
    1. Re:The old DOS era adventures rocked by exp(pi*sqrt(163)) · · Score: 1
      It felt like playing episodes of the old series. The puzzles were logical...
      Stop right there! There's a parallel universe where episodes of the old series were logical?
      --
      Doesn't it make you feel good to know that our freedoms are protected by politicans, lawyers and journalists.
    2. Re:The old DOS era adventures rocked by kc32 · · Score: 1

      Do I suck at this game or is the last level impossible to beat?

    3. Re:The old DOS era adventures rocked by mackil · · Score: 1

      I loved the 25th Anniversary and Judgment Rites as well. In fact I still play them from time to time using DOSBox.

    4. Re:The old DOS era adventures rocked by Impy+the+Impiuos+Imp · · Score: 1

      "When logic does not offer a solution, the only logical thing...is to be illogical." -- Spock

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    5. Re:The old DOS era adventures rocked by ErnieD · · Score: 1

      I absolutely agree about ST:25th Anniv....I had a heck of a lot of fun playing that game. Really captured the style of the original series, including a fair bit of humor. And the ship combat was well done for the time...good use of localized shield and hull damage. It didn't try to mold Star Trek into a space RTS game which it's really not.

  8. Trek Gaming Formula by Anonymous Coward · · Score: 5, Funny

    Why is it so hard to make a good Trek game? Why do developers keep trying and failing?

    Maybe if they made a game based on Kirk banging green chicks, they would succeed.

  9. i don't get it by macadamia_harold · · Score: 2, Interesting

    Why is it so hard to make a good Trek game? Why do developers keep trying and failing?

    What's odd is that it is possible to make a good, licensed game. Take KOTOR for xbox, as an example.

    However, most studios seem to see a content license as a "get out of work free" card, and expect that the game will sell on name recognition alone, regardless of whether or not it's any good.

    1. Re:i don't get it by stubear · · Score: 2, Insightful

      "However, most studios seem to see a content license as a "get out of work free" card, and expect that the game will sell on name recognition alone, regardless of whether or not it's any good."

      Oh, it will sell well. What game publishers truly hope for, however, is the license to make the game play well on name recognition alone.

    2. Re:i don't get it by calderra · · Score: 1

      Take KOTOR for xbox, as an example. And what an example! KOTOR and Jedi Knight don't even need to be Star Wars games- even if you're not a fan, they're still great games. As some have said here, the real problem is that a license like this is a Free Money pass according to the studio. Look at the film industry- how many big licenses get screwed away into titles that barely make a profit, if at all? And even if they make money, it's usually more from the "holy crap you have to see how bad this is" factor than anything else- and that even hurts the source material. Example: DOOM, or as its known to most of the populace, "That crappy space movie starring The Rock". And Star Trek isn't alone, although it's a bigger name suffering from the problem. The Gundam series is my favorite example- talk about an easy premise for a game! Take lots of giant robots, and make 'em fight. With really, really cool weapons. The result? Basically not a single good game ever, unless you wanna count the so-so 2d fighters back on SNES. I mean come on, GIANT FIGHTING ROBOTS! An 8-year-old can dream up a great game based on that line alone. Gundam even has plasma swords (re: "sabers made of light"), yet they still can't get it right. I don't get it. We all know studios license out movies and shows because they think it's easy money, but virtually every time they do it, they disgrace themselves, disgrace the material, and usually only break even- assuming they don't lose. What's the point?

    3. Re:i don't get it by StikyPad · · Score: 2, Insightful

      Take KOTOR for xbox, as an example.

      Star Wars has a much more loosely defined universe, and consequently it's easier for game designers to be imaginative. Star Trek has an OCD fanbase who knows every single detail of every character, race, and ship that was ever referenced, even tangentially, in any Star Trek episode, ever, and they're going to be pissed if there are inconsistencies. There are a few of those people in the Star Wars camp as well, but there just isn't the same sort of detail for them to pore over. Also Star Wars is a pretty straightforward hack-and-slash universe, while Star Trek is ostensibly about finding creative solutions to complex problems (or unnecessarily complex solutions to ridiculously outlandish problems, if you're a skeptic). The latter doesn't translate into a game very well.

    4. Re:i don't get it by Impy+the+Impiuos+Imp · · Score: 1

      They pay huge dollars for the rights to make the game (the studios don't risk much -- they make the game company cough up huge bucks up front just to get to make the game, then the game company takes all the risk) then what you're left with is a huge investment by monied people, and they suddenly decide to micromanage the game design until it's a useless horse-designed-by-committee.

      The Superman franchise suffered far worse fates in this department. I'm not aware of [i]any[/i] decent Superman games. I recall this especially bad monstrosity from Sunsoft for the Genesis. Or was it the Colecovision. I don't know. Thank god I only rented that POS. Cool, you're Superman! F**k! There's Kryptonite beams everywhere!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    5. Re:i don't get it by cspariah · · Score: 1

      Licensed games are harder to make than non-licensed because of the too many cooks problem. Frequently the owner of the license is more interested in "protecting" the license than making a good game. This is the challenge of making a licensed game, but sometimes it's worth it because of the free marketing you're getting. The best scenario is a solid license and a license owner with a hands-off approach, but that's rare. Generally the more well-known the license is, the more interference you'll get from the owner. Interference decrease quality every single time.

    6. Re:i don't get it by gordgekko · · Score: 1
      There are a few of those people in the Star Wars camp as well, but there just isn't the same sort of detail for them to pore over.


      Who shot first again? :-)
      --
      You want to know who isn't running Firefox 2.x? They spell it "definately" and "rediculous".
  10. Action & Adventure vs Philosophy by KalvinB · · Score: 4, Interesting

    Star Trek would probably translate better into an adventure game series (like Space Quest) since the shows revolve far more around talking (philosophy) than battling foes (action). Star Wars and Spider Man involve a lot more action. There's no shortage of villians that need to be killed in those series where in Star Trek it's all about negotiation/talking with very little death.

    In short, if you want a good Trek game they're going to need to switch game genres to match the show genre more closely.

    1. Re:Action & Adventure vs Philosophy by MBraynard · · Score: 3, Insightful
      Another game which I enjoyed THOROUGHLY that is not of the genre you speak was Birth of the Federation. It has bugs but as a 4x game was probably the most fun I ever played. It was in the Star trek universe and had all of the characters, ships, and destinations. And I've never seen a 4x game with the Borg-style element done so well.

      Galactic Civilizations has some cool elements, but it lacks the artistic style and coolness and, in some ways, the intelligence of BOTF.

    2. Re:Action & Adventure vs Philosophy by meringuoid · · Score: 2, Insightful
      Star Trek would probably translate better into an adventure game series (like Space Quest) since the shows revolve far more around talking (philosophy) than battling foes (action).

      Hence the mention of A Final Unity, which was basically a point-'n-click adventure game in the SCUMM mould. There was occasional ship-to-ship combat, but much of your time was spent flying from planet to planet and conducting away missions, while unlocking the mysteries of the ancient civilisation and their Unity Device. Like KOTOR, but a different universe :-)

      --
      Real Daleks don't climb stairs - they level the building.
    3. Re:Action & Adventure vs Philosophy by Phanatic1a · · Score: 1

      You mean like STTNG: A Final Unity, which came out 12 years ago?

  11. Dialogue and narration heavy videogames by TrekkieGod · · Score: 4, Interesting

    Given the dialogue and narration-heavy storytelling that Star Trek uses, it is possible that the Trek universe just isn't a good fit for videogames?

    That's not the problem. As the submitter mentioned himself, although most Trek games are horrible, there were some winners, such as A Final Unity. It might, however, restrict it to some genres. You take the Star Trek universe, and make a game where you just take ships back and forth and shoot at each other, and you're eliminating 90% of what makes trekkies like Trek. I can say the same thing about making a shooter out of it, which is why I for one didn't like Elite Force.

    The problem is that no one seems to like adventure games anymore. Why can't we have more games like Judgment Rites and Final Unity? Star Trek episodes, although they do contain some action which should not be ignored, are mostly about solving puzzles and making choices that influence the outcome of some event. That's what gamers do in adventure games, and that's why every trek gamer remembers A Final Unity as being so great.

    --

    Warning: Opinions known to be heavily biased.

    1. Re:Dialogue and narration heavy videogames by DrFalkyn · · Score: 1

      I think a good way to do a Trek game would be something along the lines of Deus Ex, a plot-driven FPS/RPG hybrid. Deus Ex FPS action was not all that great. What made it a great game was the plot and character interaction.

    2. Re:Dialogue and narration heavy videogames by spyrochaete · · Score: 1

      The problem is that no one seems to like adventure games anymore. Why can't we have more games like Judgment Rites and Final Unity?

      With adventure veterans like Al Lowe and Jane Jensen currently working on games, plus the resurgence of a more mature demographic with casual games, I think we'll be seeing some fantastic, intelligent adventure titles in the very near future!

  12. Super Star Trek? by petro6 · · Score: 2, Interesting

    Super Star Trek anyone?
    God I loved that game from the moment I checked out the floppy from the local library...

  13. dogfights in giant fighters by sammy+baby · · Score: 1
    Another, subtle frustration is the pathing your friendly ships use when circling a target. While sometimes ships do 'the right thing' and orbit their prey at an appropriate range, trying to keep weapons locked on the target at all times, that's not always a given. Often, ships locked onto a target attempt something I can best refer to as a 'strafing run', where they move directly at a target, allowing firing on the enemy for a brief period of time, before overshooting and swinging around for another pass.


    Oh, I dunno. I seem to recall tons of starship combat sequences from the movies and various series which involved exactly that kind of maneuvering. I couldn't tell you why it seemed appropriate to have spacecraft the size of cities dogfight like they were just slightly clunky fighters - maybe those inertial dampeners work better than you'd think.

    Or maybe the firing arc of the weapons isn't as wide in the game as it is in the series? The Galaxy class phaser arrays could fire with a pretty wide arc.

    Rather than say that this is a defect in the game AI, I'd say that it's an accurate representation of the odd combat sequences from the entire series.

    (Hey, know what would have been cool? Port and starboard mounted photon torpedo launchers, so we could have heard Riker saying, "Give 'em a broadside.")

    (Hey, know what else? I'm a big dork.)
    1. Re:dogfights in giant fighters by Anonymous Coward · · Score: 0

      The Akira is capable of doing this in the game. (No Riker, Sorry)

    2. Re:dogfights in giant fighters by Knara · · Score: 1

      I'm pretty sure that the Enterprise D could hit any target with phasers in almost a 360 sphere (they had those strips on the top and bottom of the saucer section that seemed to be some sort of really long phaser array). Visualizing it I can imagine there were a few angles that might be blind spots, though.

      Thing that always bugged me was that aside from Star Trek 2 and 6, even in-universe the characters displayed "2-dimensional thinking" in regards to ship tactics (though saying that and thinking at the same time, I remember in All Good Things, Riker's Enterprise did some 3-d maneuvering as well).

  14. A game that succeeded by Chairboy · · Score: 4, Informative

    The article asks for an example of trek games that succeeded. The best, or at least, most enjoyable and replayable one I've found was written 20 years ago.

    It was a PC game called 'Begin:Tactical Starship Combat'. It ran first in 80x20 text and later in EGA, but unlike most trek games of the time (which were variants of the old "You're in a 'sector' with 12 quadrants. Press P for phaser" theme from the PDP-11 days, this one put you in charge of a ship (or a fleet) with detailed systems, a need to excercise tactics (instead of just pounding on a 'Fire all' button), and clever (or at least difficult) AI.

    You gave it commands using a quasi-english that you could shorten. "Pursue Krager at warp 6" could become "purs kr 6" for instance, as long as it was distinct enough.

    Phasers, torpedos, warp engines that could overheat, especially when they had taken damage (limiting your performance or making you sacrifice repair times for temporary speed), power systems management, shield management, all sorts of details but you weren't FORCED to micromanage 'em.

    Ship battles could be 1x1, or massive fleets. You can play hide & seek with a Romulan warbird, or escort a convoy and protect it against Orions.

    I made a web page about it a couple years ago, and there's a Yahoo groups with a few hundred people that STILL play it today. Someone has even hacked together a multiplayer version with clever use of assembly and a debugger.

    THIS is the kind of game that works with trek. It puts the player in the game as themselves, not as Kirk or Archer or Picard. The original Toy Story didn't have Barbie because Mattel was worried that Barbie on film wouldn't match the Barbie that kids have in their imagination. The same thing applies to Star Trek games. If the game doesn't let someone really feel like they're in control of things, or uses so many graphics that it gets into uncanny valley territory, then it'll disappoint at some level.

    Keep it simple while keeping it flexible. Configurable complexity, less graphics, more monkey.

    Here's a page I made about the game, with screenshots and downloads.

    http://hallert.net/misc/begin/begin.html

    1. Re:A game that succeeded by Anonymous Coward · · Score: 0

      Two words: Starfleet Command.

      You're welcome.

    2. Re:A game that succeeded by CaptnMArk · · Score: 4, Informative

      There's also a more gooey-clicky alternative available: VTREK.EXE (google it)

      Works nicely under dosbox.

      Probably the most played trek game for me.

      (Although the suckiness of 'Legacy has made me discover the ST Bridge Commander which is okay).

    3. Re:A game that succeeded by dcray2000 · · Score: 1

      BEGIN was a shocking amazing Star Trek game. I had almost forgotten how many hours of my life were flushed away on it.

    4. Re:A game that succeeded by CaptnMArk · · Score: 1

      Vtrek is a simpler game than BEGIN, but still has things like power distribution, damage control/repair, mining for dilithium (energy), stealing the romulan cloaking device, etc.

      And Tribbles :)

      Of course, it also has non-real-trek stuff, like the death ray or beaming the Enterprise to the nearest starbase.

    5. Re:A game that succeeded by Mogomra · · Score: 1

      I don't believe it, someone else out there other than me remembers BEGIN, the first shareware package I ever registered.

      Does anyone remember a DOS-based Trek-type game called UNIVERSE? It was a more complex version of Vtrek with crew management, derelict vessels, and tons of other races like Kzinti and Lyrans. It ran in yellow ASCII text, and you could view a map of the entire galaxy if you had a Hercules-compatible graphics card.

    6. Re:A game that succeeded by buckthorn · · Score: 1

      Indeed... I did so enjoy playing a fed DN vs 9 rom FR and 8 BP... turn around, hit warp 5, and keep firing torps.

      Either that, or the lovely chain reaction that is an xplasma torpedo destroying both fleets.

      But yes, I spent hours of my life on an old 286, waiting and waiting for the processor to crank through a cycle. Was always a surprise to see nothing happen for 5 seconds, then :XPlasma: #(yourship) DESTRUCT!!# appear.

      Begin was, and is, amazingly solid, and I enjoyed the flexibility of the game almost as much as anything else. Also enjoyed telling Spock to go stuff his odds of winning. :D But I thought of Begin as soon as I started reading the article, and I'm glad someone mentioned it. Did anyone ever pay the $10 to get the Advanced Simulations Manual? I did; Fairly interesting glimpse into the game's mechanics, quite useful if you were hardcore. (told, for example, that each cycle was made up of 10 "mini-cycles", so if something like a mkvii torpedo went warp 30 [3000 distance units/cycle] it went 300 distance units per mini-cycle, meaning a proximity fuse of greater than 300 would be the order of the day as the torp "jumped" 300 distance units each time... this is the sort of information that crowds out whatever calculus I learned in college)

    7. Re:A game that succeeded by brouski · · Score: 1
      THIS is the kind of game that works with trek. It puts the player in the game as themselves, not as Kirk or Archer or Picard.

      These are the voyages of Captain Mary Sue.

      --
      Proud member of the American Non Sequitur Society. We might not make much sense, but boy do we love pizza!
    8. Re:A game that succeeded by Tesen · · Score: 1

      Begin is an awesome game (I still play it, sad eh?). I lost many a chance to bang hot chicks to stay at home, open a pop and play this game. I just wish it was open source, I'd like to extend it :)

      Tes

    9. Re:A game that succeeded by dcray2000 · · Score: 1

      I had also forgotten about the Advanced Simulations Manual. When I moved from my 8088 to my 386 the screens in Begin started going by too fast. I was distracted by women for a short while after that.

      A few years later the 2.0 version came out which was CGA, though it might have been EGA. I played it for a while until I moved onto TNG Final Unity. I'll have to go dig for the floppy image on my server and play it again!

    10. Re:A game that succeeded by srpatterson · · Score: 1
      Fun review, couldn't help comparing it with Battlecruiser Millennium http://www.3000ad.com/products/bcm.shtml the sequel to the buggy & prematurely released Battlecruiser 3000AD. An open form space combat simulation with 6 competing empires, 50 star systems and a variety of ships (that you can pilot) from unarmed transports to battlecruisers (think Battlestars) armed with heavy lasers & missiles, and carrying space fighters and marines.

      There's a review at http://www.gamerankings.com/itemrankings/launchrev iew.asp?reviewid=194383 but its fun from the freeform concept, you can either be a freelance pilot or follow a mission-based career.

      --
      -- The Heineken Uncertainty Principle: You can never be sure how many bears you had last night.
    11. Re:A game that succeeded by buckthorn · · Score: 1

      I have version 1.6 and would be glad to send it to you if you can't find it. Just email me at my username(at)gmaildotcom.

  15. They make you play Archer first... by aapold · · Score: 1

    for the first I don't know how many missions, more than I was willing to wait through. You really shouldn't lead off with a weak spot, even if it was chronologically first...

    --
    "Waste not one watt!" - CZ
  16. Why it's so blasted hard by Phoenix · · Score: 1

    That's the part that saddens us hardcore gamers/star trek fans. The fact that you have a rich palette to work with, but it never seems to work. The games either sound really nifty but suck when it comes right down to gameplay, or the game play is excellent, but they use a lackluster plot and/or poor storytelling

    The gameplay side of it seems to stem from the fact that the designers love to put in all the bells and whistles of life on a starship, but they put in way too much. They make you micro-manage every last living detail. Sure, it's fun to have to have the challenge of re-routing power to keep the shields up, or to do triage in sickbay, or to try to get the ship to fly between the enemy ships in order to get them to shoot each other, but all at the same time during the same combat? Seriously, a game that "puts you in the center seat" as Captain shouldn't make you do your job and Scotty's (and Chekov's, and Uhura's, and Sulu's, etc) as well.

    The opposite side of this is where they get the game play right, but bore you to tears with the story. Star Trek Voyager Elite Force is a great example. It's Quake 3 Arena with phasers...how could they screw up the gameplay? But the story was repetitive. Beam over and shoot this, beam over and shoot that, stay here and shoot the funky thing with all the eyes. Rarely was there something other than "Shoot, Collect, and flip the switch" missions.

    In fact the one that was really fun was the mission where you had to sneak past all the Klingons without letting them know you were there...and even then you had to get the isodesium and blast your way out.

    If they could do something akin to the later Wing Commander games where there was a story (a real honest to Goddess plot) and a wide array of missions where you play different roles, you'd be a step or two in the right direction

    Phoenix

    --
    -- Wiccan Army, 13th Airborne Division "We will not fly silently into the night"
  17. The best Trek game by zenderbender · · Score: 2, Interesting

    I've played hundreds of hours of a little known turn based Trek game called Birth of the Federation. I wouldn't say it was successful, (the company went out of business), but my friends and I have had many long nights battling as the different races. It is by far my favorite trek game.

    1. Re:The best Trek game by nharmon · · Score: 2, Interesting

      I really enjoyed Birth of the Federation and I think it is the best Star Trek to be made yet. However, my biggest complaint was that it lacked a real storyline. But at the same time, that would make it a lot like Armada, which was okay but the story made the game quite limiting (same goes for Starfleet Command).

      Give me BOTF with tons of side-missions (maybe patterned off of real Star Trek episodes like "The Chase"), and I'd be a happy camper.

    2. Re:The best Trek game by dcray2000 · · Score: 1

      Well said, bravo! I got this game for my birthday in '98 (I think). I played one game through for 56 hours straight. It's still the best.

    3. Re:The best Trek game by captjc · · Score: 1

      BotF was the first PC game that I ever bought and it is one of the few games that I still play. While I think it has too much micromanaging in it, I still think it was one of the best Trek games.

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
    4. Re:The best Trek game by SuiteSisterMary · · Score: 1

      I'm looking to sell a copy of BotF, complete with manual and official strategy guide, amoung many other wonderful vinatge games. Check sig.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  18. I've read a couple of reviews... by DarthChris · · Score: 1

    ...for the PC version. The view appears to be that the game was forced out the door by the publishers before it was ready, and as a result it's full of bugs - but if it weren't for that, it would be a good game. Unfortunately a lot of games seem suffer this fate. I would assume the 360 version is in a similar position.

    --
    Don't you just hate it when people reply to your signature?
    1. Re:I've read a couple of reviews... by Erwos · · Score: 2, Informative

      The 360 version is actually _not_ as buggy as the PC version, from what I've read. It just doesn't fix the fundamental design flaws.

      --
      Plausible conjecture should not be misrepresented as proof positive.
  19. KOTOR vs. Trek Games by Minimum_Wage · · Score: 1
    What they keep getting wrong is that as a player
    • I
    want to be the one in command of a starship or a battle group. I don't care about hearing Kirk or Picard have an original adventure - it's my game, not theirs. That's why KOTOR was fun - it put you in the center of a unique Star Wars adventure, not a re-hash of the movies using the characters we all know. Most Trek gamers would be happy with an updated version of Starfleet Command that doesn't suck.
    1. Re:KOTOR vs. Trek Games by rhavenn · · Score: 1

      Yeap. It's call Space Rangers 2 :)

    2. Re:KOTOR vs. Trek Games by Minimum_Wage · · Score: 1

      Ugh! I couldn't get into that one. Sorry...

    3. Re:KOTOR vs. Trek Games by captjc · · Score: 1

      Bridge Commander 2

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
  20. SFC 2!! by jdigriz · · Score: 1

    Starfleet Command 2 http://www.amazon.com/Star-Trek-Starfleet-Command- Empires/dp/B00004TSX7/ref=pd_sim_vg_1/002-4057135- 8454451 was an excellent Star Trek game. Of course it helped that it was based on an already fully-fleshed out pen and paper wargame called Starfleet Battles

  21. Star Trek is a goldmine by pkcs11 · · Score: 1

    Geeks spend a few million in a secondary market for Star Trek stuff(I wish I had numbers to back it up). So I suspect they figure it's a "build and they will come" sorta thing. Except no one has come since A Final Unity, and no one plans on coming.
    Star Trek games probably have some off curse like even (or is it odd) numbered Star Trek movies. Except this curse uses like mod1 or something.

    --
    "I have an odd craving to whisper about those few frightful hours in that ill-rumored and evilly shadowed seaport of dea
  22. netrek for the win :) by rhavenn · · Score: 2, Insightful

    I dunno, I always thought the best Trek game was Netrek :) It definitely made time in the computer lab go by much faster.

  23. Interesting questions... by Anonymous Coward · · Score: 0
    Why is it so hard to make a good Trek game? Why do developers keep trying and failing? Why is there a Vulcan leading the Borg?

    While these certainly are pressing questions, a more important one may be this. What kind of knuckle-dragging retard gives a fuck? Get some perspective FFS!

  24. Publisher vs. Developer by ScratchDot · · Score: 1

    The game was developed by Mad Doc Software and published by Bethesda Softworks according to MobyGames. (The review has the roles reversed as of this posting.)

  25. PC version stinks and what about a MMORPG by TheChacal · · Score: 1

    Like a fool I got Legacy for the PC. Yes, I am jonesing for some Trek, so I picked it up. Sucks. I bought an Xbox 360 controller to play it, and it still sucks. The controls are unusable and the space battles make no sense -- the AI is moronic at best and you have to love a space sim where you BOUNCE off solid objects. Anyway, what about a Trek MMORPG. Think of the base of players you would have right off the bat. You have the class system already set up (Command, Medic, Engineer, Communication and Red Shirt) and quests would lend themselves more to the Trek style than these big fighter Trek games. Just a thought... now all I need is to learn how to program and $15 million in development costs. :)

    1. Re:PC version stinks and what about a MMORPG by Anonymous Coward · · Score: 0

      Oh god... classes? In Star Trek? You'd want a skills based game.. more like Eve than like Wow...

      Cross training... you spent 5 years in security then cross trained and went to engineering... or helm... etc...

      Gah... I'm a level 50 engineer... just ugh...

    2. Re:PC version stinks and what about a MMORPG by captjc · · Score: 1

      I don't think that Legacy (PC with Keyboard) is that bad. Yes, the controls leave much to be desired and the AI could be better. But IMHO is still a decent game.

      I know that a star trek MMORPG was in the works http://www.startrek.perpetual.com/. I just do not see how it will work. It isn't like everyone will get their own ship or be a department head or anything. Quests will be like go repair the warp conduit or maybe a slightly interesting one will be "here is an away mission..." IMO Star Trek just doesn't seem to lend itself to an MMO. It just doesn't seem too free-form unless everyone is a privateer (in which case, Star Trek is more of a gimmick.)

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
    3. Re:PC version stinks and what about a MMORPG by Knara · · Score: 1

      There's already a Trek MMO in development. Google for it, it shouldn't be hard to find. A few years out, though.

  26. The background to this game by Rogerborg · · Score: 4, Informative
    Is that it's effectively a modification of the developer's existing flight sim engine, and it really shows. Torpedo weapons have to be "locked on" by bearing on a target for a period of time, just like in a flight sim. The strafing passes are very much flight-sim based. Pull up, and you'll go up... until you "stall" at some sort of universal ceiling. It feels like flying F-86s and B-52s in 2.5 dimensions. What it doesn't feel like is Star Trek, unless you ever thought that Trek really needed to be more like Top Gun.

    And that's the 360 version. The PC version is just appalling, and barely usable out of the box. At least wait for them to add configurable controls. Yes, you read that right.

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:The background to this game by Saige · · Score: 1

      Actually, from what I've read, the game engine is actually based off of a previous Star Trek game - there are apparently a few bugs present in it that are dead-on matches with bugs in the previous game, and they're some strange little rare bugs.

      --
      "You know your god is man-made when he hates all the same people you do."
  27. Starfleet Command series by CaptKilljoy · · Score: 1

    The only real success I can think of in the Star Trek gaming world would be the Starfleet Command series. It's only slightly less complex than flying a 747, but it's as close to operating a real starship in combat as anyone will ever get.

    1. Re:Starfleet Command series by dougmc · · Score: 2, Informative

      The only real success I can think of in the Star Trek gaming world would be the Starfleet Command series. It's only slightly less complex than flying a 747, but it's as close to operating a real starship in combat as anyone will ever get. Agreed -- they were pretty good. The third one toned down the complexity quite a bit (alas, this was not a good thing.)

      As for `as close to operating a real starship in combat', well, a starship in the Star Trek universe, maybe. Beyond that, we shall see.


      The Elite Forces games were pretty run-of-the-mill FPS games -- not bad, but not great.

      Actually, I sort of liked Star Trek Armada -- it was your basic RTS -- in space -- but it was fun.

      Bridge Commander was sort of fun. Not great, but not bad.

      Ok, it seems I liked a lot of the Star Trek games. I guess that makes my opinions suspect ...

    2. Re:Starfleet Command series by lrichardson · · Score: 3, Interesting
      Starfleet Command was a reasonable game - it was, however, based on Star Fleet Battles (SFB), a tactical board game.

      Possibly the closest attempt at 'operating a real starship in combat' - while still remaining playable - is Attack Vector. Designed by one of the guys who was heavily involved in SFB (even worked for them for a while). Although, it too is a board game :(

      Based on Newtonian movement and real physics. Even got a favourable review from the editor of SciAm.

      Plays pretty fast, though not on the level of SFC :)

    3. Re:Starfleet Command series by PriceIke · · Score: 1

      I'm surprised no one's mentioned Starfleet Academy yet. I must have played that game through at least a dozen times. I thought SFA was a fantastic starship simulator game.

      --
      It's not a lie. It's the truth with lossy compression.
    4. Re:Starfleet Command series by operagost · · Score: 1

      It would have been a lot better if my crew had actually done something, rather then forcing me to run over to the engineering console to increase power to the sensors myself while in the middle of a battle with two enemy starships.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    5. Re:Starfleet Command series by PriceIke · · Score: 1

      Well they're only trainees of course. Can't expect them to actually WORK!

      --
      It's not a lie. It's the truth with lossy compression.
  28. Succeeded in Gameplay, failed in Everything Else by Evangelion · · Score: 1


    One game series that I fondly recall was the Starfleet Command series. While based off of the Starfleet license, which is distinct from the main Star Trek line (mainly due to the presence of Mr. Niven's Kitties), it did a god job of implementing Starfleet Battles gameplay in a modern PC game. Yes, there were differences (it was realtimeish, while SFB is anything but), but it was quite an enjoyable game.... if you could actually get to the game to begin with.

    Everything about the game was buried behind a ton of buggy, useless, and invasive menus. Trying to play LAN Multiplayer with a friend was *excruciating* due to the menu system in the first two games.

    It's really reasons like this that highlight how hard it is to make a good game -- in the case of SFC, the gameplay itself was great, and it could have truly been something special... had it been easier to actually, you know, get to the game.

  29. What, no Netrek? by spun · · Score: 3, Insightful

    If by success you mean longevity, Netrek has been around since the early 70s.

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    1. Re:What, no Netrek? by drinkypoo · · Score: 1

      Well, by success I'd mean they are great - and a lot of people would argue that nettrek qualifies, but I found it to be somewhat impenetrable. Then again, elite has the same problem, but in spite of that I've become an Oolite junkie.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  30. Rating: by Anonymous Coward · · Score: 0

    8/10

  31. Success! by dcray2000 · · Score: 1

    - Are there any Trek games that you think have really succeeded? I tend to define the success of a Star Trek game by how many times I've gone back and played it over the years. I feel like Birth of the Federation succeeded, although Microprose died. It's a real shame, for such a great, complex, and true to trek game to have not been followed up. However, I'm afraid if it is ever followed up, as we've seen once again with Legacy, the bottom line will be more important than quality of the game. Other trek game I like to re-visit: Armada II SFC III Away Team (don't laugh) Bridge Commander Now, if someone could just merge Birth of the Federation, Master of Orion II, Bridge Commander, Away Team, add in a good story line about the Iconians, allow all known trek races including minor ones, great cut scenes, dynamic star systems, ships, and heavy mod capabilities... then I could sleep at night.

  32. Genres by meta-monkey · · Score: 1

    As others have pointed out, the problem is that they're using the wrong game genres. Star Trek the series was about exploration, diplomacy, and solving problems. Combat was limited and used a last resort. Therefore, it doesn't make much sense as a flight sim or FPS. Star Wars translates well to combat games, because it was about WAR. Trek doesn't translate as well because it was about TREKKING. That is, exploration and discovery, not so much with the fighting.

    My favorite space-sim game of all time was Starflight, originally for the IBM PC, but I didn't play it until it came out on the Sega Genesis. I think a Trek game using the same concepts as Starflight, updated for 2007, could be great. The game was 90% exploration, solving puzzles, and managing the resources of your ship and crew, it behooved you to handle encounters with different alien races diplomaticly, and there were lots of puzzles to solve and an intriguing plot to uncover.

    This could make a great Trek game. You're the captain of a ship, you're given a puzzle to solve, and sent on your way. Through the course of the game you encounter a myriad of worlds and races as you gather clues to help you solve the big mystery. In the meantime, you solve other, smaller, Trek-like problems, sort of like in an RPG fashion. An open-ended game like this sounds much more like a Trek game I'd like to play.

    If I just want laser blasts and dogfights, I'll play a Star Wars game.

    --
    We don't have a state-run media we have a media-run state.
  33. "Hot Tea" scandal brewing by Wilson_6500 · · Score: 1

    Did Kirk also like Earl Grey Tea, hot? Darn. I don't think the joke works, then.

    1. Re:"Hot Tea" scandal brewing by MsGeek · · Score: 1

      That would be Picard.

      --
      Knowledge is power. Knowledge shared is power multiplied.
  34. easy to answer by Anonymous Coward · · Score: 0

    The reason it feels so unfulfilling is because the whole industry is making a mad dash to the "Looks great, less filling", 7 hour game play, maximize profit while minimizing creativity effort product. There MBA's, PHD accountants and marketing analysts have refined your demographics to an angstroms width of profit maximization vs loss and are laughing all the way to the banks at your expense.
    This is why so many games being produced are pretty much rat scat!

  35. Could a minor patch be the cure? by WidescreenFreak · · Score: 1

    Maybe I'm reading too much into the review, but it seems to me that the problems are issues that might be correctable by an appropriately implemented patch. (I don't have a 360, but from what I'm told it can download patches and install game patches.) With the exception of some frustrating level design, as Zonk mentioned, it sounds like the primary source of frustration comes from AI. AI logic can be tweaked. Game companies have been releasing AI modifications in game patches for years.

    I understand that reviews should be "out of the box" reviews, which this is, and I wish more games were rock-solid right off the shelf; but I wonder if this is a game where those who are hesitant to purchase, particularly on the PC side, should just wait a little while until patches are released and the game is no longer "bleeding edge". I don't appreciate the "release-and-patch" approach, but it is unfortunately a common practice in gaming any more. I'm just wondering if this is a situation where an AI patch and minor level adjustment might be what could help to cure this ailing game. Of course, that all depends on Bethesda understanding this and releasing a patch.

    In fact, does the PC version suffer from these same AI bugs? I would assume that both versions are based off the same code base.

    --
    The Overrated mod is for reversing inappropriate, positive mods, not for voicing disagreement with a post.
    1. Re:Could a minor patch be the cure? by kitsunewarlock · · Score: 1

      "Wow dude, you just got a new game! Put it in!" "Hmm its just an empty box...no CD...not even a manual...just...sand..." "Eih. Wait for the patch."

      --
      Ginga no Rekshiya Mata Each page.
    2. Re:Could a minor patch be the cure? by WidescreenFreak · · Score: 1

      Boy, talk about an extreme exaggeration... :/

      But it sort of reminds me of that dad who put coal in his son's XBox 360 box for the expensive, audio equipment. Don't know if that patched the son's attitude, but it probably adjusted the brat's AI not to mess with dad again. :)

      --
      The Overrated mod is for reversing inappropriate, positive mods, not for voicing disagreement with a post.
    3. Re:Could a minor patch be the cure? by kitsunewarlock · · Score: 1

      I always want coal but usually get ponies and expensive consoles myself...
      I'll never finish that steam powered automon at this rate.

      --
      Ginga no Rekshiya Mata Each page.
    4. Re:Could a minor patch be the cure? by Professor_UNIX · · Score: 1
      "Wow dude, you just got a new game! Put it in!" "Hmm its just an empty box...no CD...not even a manual...just...sand..." "Eih. Wait for the patch."
      Reminds me of how Valve was selling Half-Life 2. "So, uhh.. I need this Steam thing to actually download the rest of the game to play and this CD is actually worthless unless I connect to Steam?"
    5. Re:Could a minor patch be the cure? by kitsunewarlock · · Score: 1

      Exactly my point, good sir.
      http://www.penny-arcade.com/comic/1998/12/21 (Penny Arcade)

      --
      Ginga no Rekshiya Mata Each page.
  36. Rushed out by GreenEnvy22 · · Score: 1

    I played the PC version and finished it. The game felt rushed out the door, as others mentioned the space flight did not seem to be like the space flight shown to us on Star trek over the years. The ships colliding, going at all sorts of weird angles when attacking, and the regtangular prism universe (x and y have tons of space, but Z axis has not much). The story to me felt like it jumped around too much as well, going from one area to another with little explanation. It was great to get to command the ships and have Picard, Kirk and Sisko's voices responding or narrating. The ships looked good and sounds were good. The photon weapons lock was horrible, definetaly nothing like in the show. It felt like a flight sim getting a missle lock.

  37. SUSTAR by paulxnuke · · Score: 1

    I remember SUSTAR (SUper STAR trek) with a lot of fondness. It was especially cool when I got to college and could play without going through a 300 baud modem and printing the entire board on a teletype for each turn. A friend got an $5 / hour (under the table), 84 hour / week summer job at a local greasy spoon to buy a 48K TRS-80 with a cassette drive: porting Super Star Trek from DEC to Radio Shack BASIC was my first "group" project, and still the most fun.

  38. Birth of the Federation by goofyheadedpunk · · Score: 1

    I was/am addicted to Star Trek: Birth of the Federation. It's pretty much MOO with some improvements, but in the Star Trek universe.

    --

    What if the entire Universe were a chrooted environment with everything symlinked from the host?
  39. One great star trek game by CrazyTalk · · Score: 2, Informative

    The one great star trek game I've seen was the one I planed in high school and in college - on a VT100 terminal connected to a mainframe, with the little tic-tac-toe like grid showing you where your ship was.

  40. Obligatory by fishdan · · Score: 1

    <yell>
    kiiiiiiiiiiiiiiiiiiiiiiiiiiirrrrrrrrrrrrrrrrrrrrrr rrrrrrrrrrrrrkk!
    </yell>

    ( lower case to avoid yelling :P )
    --
    Nothing great was ever achieved without enthusiasm
    1. Re:Obligatory by heptapod · · Score: 1

      More like

      <yell>
      KHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAN
      </yell>

      Honestly, did you miss The Wrath of Khan?

    2. Re:Obligatory by GimliGloin · · Score: 1

      Okay.. I hope I am the first to post this -> http://www.khaaan.com/

      GSG

  41. Trek ships are wrongly represented by DeeDob · · Score: 2, Interesting

    Star Trek was always more about naval battles, but in space, than a star fighter games like Star Wars.

    Can anyone name a good naval game where you controlled destroyers and battleships? There are next to none and what do exist are almost always bad.

    What i think could do a good Trek game for naval combat would be to focus on the more "fighter"-types ships of the latest shows. We would have more fun maneuvering some kind of shuttle that can only fire in front of itself than maneuvering a huge and slow ship that can fire anywhere it faces because the guns/phasers are mounted on turrets.

    If you want to focus on story, do an adventure game, or a game that focus on the characters themselves and not the "ships" like Legacy does. Or put BIG cutscenes between missions, like Origin did with their Wing Commander series.

    1. Re:Trek ships are wrongly represented by CaptnMArk · · Score: 1


      >What i think could do a good Trek game for naval combat would be to focus on the more "fighter"-types ships of the latest shows. We would have more fun maneuvering some kind of shuttle that can only fire in front of itself than maneuvering a huge and slow ship that can fire anywhere it faces because the guns/phasers are mounted on turrets.

      But that's not Star Trek. That kind of ship would be scrap metal as soon as it entered the firing range of the Enterprise. (except maybe once, as a terrorist strike, if Picard forgot to raise the shields).

    2. Re:Trek ships are wrongly represented by DeeDob · · Score: 1

      Some ships from DS9 can surely be maneuvered more as fighters than capital ships like the Enterprise. They are not "fighters" in the star wars X-Wing sense, but more like "combat freighters" like the Millenium Falcon would be.

      X-Wing alliance had such similar ships pilotable to those found in Star Trek ships and the game was good.

      I'm just saying stop using the big slow ships and use the faster ones.

  42. Or at least make the damn fights easier by Chemisor · · Score: 1

    Legacy wouldn't have been half as bad if all that combat was a bit easier. I am not some kind of a super-duper mouse twiddler, and I suspect most normal people aren't either. So why is it that you have to fight forty something Romulan ships in the second mission? The mission that is supposedly still a part of the tutorial when people are just learning the game, and yes, I'm on the easiest difficulty level. Yup, I can get eight kills there after three days of practice. I might try it one more time, but it is really such an incredible turnoff. Come on, game designers! Give us some slack! An average person ought to be able to play the game, if only on the easy level. Especially the average person who wants to hear the story more than just fly around endlessly shooting enemy vessels arriving from some inexhaustible source. At the very least, give us cheat codes or something, because as things are now, I have very little desire to die yet another time for no good reason.

    1. Re:Or at least make the damn fights easier by Professor_UNIX · · Score: 1
      I heartedly agree with you on that. I was dying to get a copy of this game and start playing it, but after a half hour of game play I felt like I got screwed out of $40. It's a good lesson in life... wait a few weeks or months before buying something to make sure you can read real-world user reviews of it. If I would've been patient I wouldn't have bought the game based on the crappy user reviews. The game seems too limiting in addition to the combat being too hard. There's only the Federation, Romulans, Klingons, and the Borg. WTF? Where are the Ferengi or the Cardassians or any number of other races that would've been around in at least the Next Generation and above?


      Someone else said it in another post, but Star Trek 25th Anniversary Edition was the best Star Trek game I ever played. The graphics obviously sucked, but the puzzles and other challenges were very interesting. This Legacy game is nothing more than a space combat arcade game with Star Trek slapped on it. They could've just as easily used any other models and slapped a different name on the game and it would've still worked. Star Trek is about negotiating, not space combat. I thought there'd at least be some kind of away missions or SOMETHING in addition to just the arcade shoot 'em up style of game play, but I was severely disappointed.

  43. All downhill by Anonymous Coward · · Score: 0

    It's been all downhill since trek73...

  44. Go back to the roots: Netrek by maynard · · Score: 1

    Now, I haven't played Legacy on my 360. I was hoping to download a demo last weekend, but it wasn't available. Still, it's getting bad reviews all over the place. So... *shrug*. But there is a free alternative.... I know, nobody cares about netrek any longer. But I remember first seeing this game on a Sun 3/60 back in 1987 or so and was *very* impressed. It's still a fun game... probably a whole lot more fun than this 360 Trek game. Especially if you're into military strategy gaming.

    IMO, that's what a lot of these recent trek games is missing. They focus on the characters, interior imagery of the ship, and blah blah blah. I would love a game that focused on presenting a realistic 3D galaxy with various groups fighting over borders and resources. A kind of MOO Axis and Allies in space, if you will.

    Just - please - no FPS type stuff set in Trek-Land. Feh.

  45. There's are two major problems by petrus4 · · Score: 4, Insightful

    As far as the difficulty of making a decent Trek computer game goes, there are at least two major problems. The first of these also had a hand in sinking the show itself.

    a) The single most overwhelming problem (which has also hamstrung *every* series and film after TOS) is the question of how much you should try and simply appeal to the established fanbase vs. how much you should try and do outreach to new audiences/go in new directions. Rick Berman's inability to balance this issue was, more than anything else, the single main thing which killed Voyager and Enterprise in the end. With Voyager to a large degree he simply ended up adopting an attitude of, "screw the base," and focused purely on trying to draw new audience, whereas with Enterprise he tried to appeal more to the base at times, but was still unable to balance the issue. I think also the problem is that a balance isn't really possible...you basically have a scenario where the earlier/more conventional series had a philosophical basis of fairly heavy pacifism on the one hand, but where there was a transition period during DS9 in particular where violence started being incorporated more and more as a regular part of the show, until you got to the level of around fifth to seventh season Voyager which regularly had episodes that played like low-budget versions of the Lethal Weapon movies in space. Elite Force in particular was able to use that to its' advantage, and that alone is probably the main reason why that's been one of the only two Trek games (the other having been A Final Unity) that could be called an unqualified success.

    Looking at it now, I think the lesson is that because each series had such a fundamentally different approach to the issue of violence, in a game or movie you can't mix series. If you're going to do a Voyager game for instance, you can make an FPS and have it as violent as you want. A Voyager game also wants a heavily postmodern, gritty, and also fairly multi-ethnic feel, with adolescent sexual angst between Tom and BE'lanna, comic relief from the Doctor, Chakotay doing his stereotypical Red Man schtick, and lots of Janeway's trademark moral ambiguity and gleeful abuse of authority.

    A TNG game on the other hand *has* to be something like A Final Unity; an almost entirely non-violent puzzle-solver. A TOS game could have some degree of violence, but it has to be 60s oriented and cowboyish in nature, which means unarmed fisticuffs for the most part. The Utopian/"universal peace" vibe doesn't have to be as strong for a TOS game as for TNG either, but a certain amount of it doesn't hurt. I thought Starfleet Academy got it right in terms of having an Andorian as one of the students, as well. That sort of unobtrusive in reference helps to keep the autistic geek base happy, and won't upset normal audiences *too* much if it isn't overdone. Of all of these, DS9 is probably the trickiest to get right, which probably also explains why it hasn't been done successfully in a game. A DS9 game could have a certain amount of violence, but it needs to be kept restrained a subtle way. (Odo's restrained use of martial arts with carefully and clearly performed hand strikes are a good example of what I'm talking about, here) The idea with DS9 is that of a society which has traditionally been pacifist, but which is in the process of discovering that violence is something of a necessity on the basis of self-defense. The seventh season episode, "The Siege of AR-558," is probably the best example of what I'm talking about, there.

    b) I get the feeling that in some cases, game design houses possibly (if only subconsciously) had the attitude that because they were doing a Trek game, it probably wasn't going to achieve more than cult popularity anywayz, and so therefore there wasn't much point in making sure that it was a truly quality game. If you're going to do a strongly character/story oriented Trek game, then yes, there is a fairly strong possibility that you're not going to hold much appeal outside the base. Howe

    1. Re:There's are two major problems by Anonymous Coward · · Score: 0

      Dude, you should make a 'trek game.

    2. Re:There's are two major problems by Wombat · · Score: 1

      Your comment is pretty insightful as to the series-game relationship.

      Still, I think that you're unfairly ignoring the ST: 25th Anniversary Game; was that not also an unqualified success? Or must we qualify it because it's from '91?

      Also, in what sense do you mean when you call Voyager "postmodern"? I don't see it.

      But maybe I'm being blinded by the fact that Janeway is an idiot.

    3. Re:There's are two major problems by petrus4 · · Score: 1

      Also, in what sense do you mean when you call Voyager "postmodern"? I don't see it.

      Janeway's moral ambiguity/relativism, as I mentioned is a big part of it. Also the angry nihilism of the Maquis.

      Postmodernism is about deconstructing things, subjective amorality, and discordianism. The Maquis in particular, and Voyager in general, was very largely about taking Trek's previously Utopian thematic underpinning and turning it completely on its' head. The crew were pretty much all rejects from Federation society; you've got a Klingon/Human hybrid who flunked out of the Academy, (BE'lanna) a convict with an unstable background who also failed at the Academy due to the Caldric Prime incident, (Tom Paris) an officer who as a member of an ethnic minority left Starfleet to join a terrorist organisation, (Chakotay) a Vulcan who failed the Kohlinar and who was actually closer to a member of the Rihannsu (Romulans) in many ways, (Tuvok) a holographic Doctor from a group that were later condemned as failed prototypes, various minor anarchists and disgruntled Bajorans (themselves an entire *race* of screwups) from the Maquis, an unstable, developmentally retarded liberated Borg drone, and a deeply immature, essentially civilian captain who was in way over her head.

      Then you've got this group living on what at the time was a highly experimental fast scout/light naval support vessel, (the Intrepid class) roughly the same size as TOS's Constitution class, and with an overall strength index of just over half that of the Galaxy class. (the TNG ship) It wasn't designed for long range missions, scientific study, diplomatic functions, or particularly heavy combat.

      In short, TNG's crew were the proverbial, "best and the brightest." Voyager's crew were exactly the opposite.

      This, and Talking Stick are two pieces of fanfic which summarise what Voyager was archetypically about, IMHO.

    4. Re:There's are two major problems by Wombat · · Score: 1

      Ah, so.

      What held me back from the postmodern assessment is that in it's story telling mode Voyager is fairly traditional. In certain ways it's sticking the old ragtag band of compatriots thrown together by circumstances into space, along with a straightforward homeward bound plot device. When I think of postmodernism in artistic expression, one of the hallmarks for me is a tendency toward meta-narrative. And while Voyager, I think, went down that road once or twice, it's certainly not a mainstay of the series.

      But your analysis is well taken. So, I suppose Voyager could be said to express a postmodern world view through conventional dramatic technique.

      This is the most time I've spent thinking about my least favorite of the ST franchise in quite a while. I may have to watch a few episodes now.

    5. Re:There's are two major problems by petrus4 · · Score: 1

      This is the most time I've spent thinking about my least favorite of the ST franchise in quite a while. I may have to watch a few episodes now.

      What you may find a gratifying exercise is to watch probably the first half of the first season or so, and then read the fanfic that's floating around online. (including those two links I gave you) You'll fairly quickly discover, I think, that more than anything else, Voyager was a case of wasted opportunity. The characters are actually some of the most interesting and worthwhile ones that Trek has given us, and the initial premise was fantastic. The show could have been as intelligent as Firefly if they'd followed through on it...although come to think of it, maybe that's what they didn't. Firefly got canned primarily because it was actually too smart...Berman might actually have been scared in the end that if he made Voyager too involved, Paramount would fear that it wouldn't appeal to Joe Six-pack, and yank it.

  46. Thing I hated most about this game... by Kawolski · · Score: 1

    ...was that damn asteroid mission. Picard gives the order to use the tractor beam to toss chunks of debris into the path of a huge planet-killing asteroid, but the AI of other ships kept automatically attacking the debris I was towing! To make things worse, there wasn't enough time to do it using only one ship. The solution I found eventually was to send the AI ships to different areas of the map simultaneously so they'd be out of weapons range of each other, have them each pick up an debris chunk, and one by one, place the chunks in front of the asteroid.

    Of course, there were no in-mission saves, so having to do this part over and over was pure torture. I don't know if they patched this later or not. As soon as I finished the game, I couldn't uninstall it fast enough.

    On a side note, did anyone else notice Janeway sounds like she did her voiceovers over the phone?

  47. Starfleet Battles by CrazyTalk · · Score: 1

    The best Star Trek game I ever played was in the pre-PC era - Starfleet battles, played with chits, pen, and paper, with diagrams of the ships to mark off areas that were damaged. Used to play this in study hall back in 1980.

    1. Re:Starfleet Battles by Mark+McGann · · Score: 1

      SFB was a great game, but it was hardcore. The complete set of rules completely packed the 3" binder I had and they were clearly written for a lawyer. The rules had section labels like G.13.37, which as I recall detailed how direct fire weapon damage was reduced against a cloaked target.

      Myself I loved this game because those hundereds of pages of rules covered everything, which meant there were no loopholes. I'm what the champions roleplaying book refers to as a "rules rapist", I'm very good at finding and exploting loopholes in rules. Ironically I really despise game systems that allow me to do this, and I loved SFB because it didn't.

  48. Spokish by fm6 · · Score: 2, Funny

    What's to apologize for? When TOS series was still on the air, everybody (audience, writers, critics) agreed that Spock/Nimoy was the #1 babe magnet for the show. Women found the whole supercool hyperlogical scientist schtik thoroughly sexy. And when they started do scripts where he had to battle his inner illogical human, it just got more intense.

    Or maybe you're apologizing for the image of Kirk with the torn shirt. Well, most video games with benefit from a little honest homoeroticism...

    1. Re:Spokish by Wandering+Wombat · · Score: 3, Funny

      Spock: Captain, detecting HoYay at a distance of 4.3 parsecs, rapidly closing. Kirk: Scotty, give me more thrust! Scott: I'm giving ye all the thrust I've got, Cap'n. If I give you any more, we'll blow!

      --
      I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
    2. Re:Spokish by fm6 · · Score: 1

      Finally, an explanation for the fact that the Enterpise isn't shaped like traditional spaceships!

  49. Armada & Elite Force by srqhivemind · · Score: 1

    The first two major Trek games that I played on PC were Armada and Elite Force.
    Armada was a decently made RTS, though the single player was far stronger then the multiplayer, but even MP had its moments.
    The game tied together many elements from the series, The dominion war aftermath (DS9), Insurrection, The Omega Particles (VOY) and the Borg. The voice acting by Patrick Stewart (Picard and the cloned Locutus), Denise Crosby (Sela) and the dynamic duo of Michael Dorn and JG Hertzler was top-notch. The four campagns tied together reasonably well.

    Elite Force (made by Raven (SW:JKII)) was its sister game, set in the Voyager 'verse. Again, single player was unique (the first real Trek shooter), with a storyline that actually 'fit' Voyager (the opening 'mission' was a clever bit IMO), and actually made more sense then what happened in the show itself in the later years (sad, sad). multiplayer was the only downside, as the game used the Quake III engine, MP was basically Q3 with Trek skins.

    Since then, meh.

  50. No love for DS9: The Fallen? by Phil+Urich · · Score: 2, Interesting

    Whenever people mention good Trek games, no one seems to mention DS9: The Fallen Anyone that has actually played it, however, tends to acclaim it! Startrek-gamers gives it extensive praise in their history of Star Trek gaming.

    Honestly, I was taken with the game from the moment I played the demo. Granted, I played the demo far after it had come out (as far as I can tell it wasn't nearly as well publicized as it could have been). But when I did! Even just the level of detail in the weather they had added (realistic snow falling, Sisko leaving footprints on the ground) was pretty impressive, especially for the time, and in general it had a solid and true-to-Trek feel to it in contrast to the glitchy, floaty and "mod tacked on to a game engine" nature of most licensed games. And there was a level editor! Yes, that's right, even the demo includes the brilliant UnreadEd package for creating one's own levels. Naturally this has led to some rather impressive fan-made expansions to the game, Convergence being perhaps the most notable. Alas, the oldskool UnrealEd 1 is a bit tricky to get working with newer versions of Windows, but I have it working just fine on my XP SP1 comp (the trick is compatibility mode combined with a working 98 install somewhere that you can copy missing .ocx files it warns you about when you try to start it in XP).

    And hey, with everyone buying Macs nowadays it's worth noting that it was officially ported to the Mac long ago (from the official website, "OS 8 or higher (NOTE Runs in OS 9.1 emulation mode in OS X)"). And of course the game is old enough that running it under one form of emulation or another isn't too taxing on a system...in other words, yeah, I'd bet it'll run on Linux ;) (I haven't tried myself since I'm running AMD64 on my main Linux install, which, umm, doesn't make cross-platform emulation that easy, heh).

    I'd recommend anyone who enjoyed DS9, or just feels like playing a well-made Star Trek game, to at least give the demo a chance. It's free-as-in-beer, after all, and to a large degree the openness of UnrealEd and it's access to the scripting underneath the game makes it closer to free-as-in-speech than most games. And keep your eyes out in bargain bins, it shouldn't be too expensive if you find a copy! (I found my copy really cheap years ago already in an EB games store while I was visiting Monroe, Michigan.)

    --
    I remember sigs. Oh, a simpler time!
  51. Dimension by rickms · · Score: 1

    Three dimensions were used in the show, they would set headings of "mark" , allowing for all vectors in 3d space. Rick

    --
    Making something out of nothing : MD5 ("") = d41d8cd98f00b204e9800998ecf8427e
  52. Ohhhh shit by fm6 · · Score: 2, Interesting
    To give you a horrible taste, it mentions V'ger, from the first Star Trek movie, in connection with the Borg's origin. Looking back on the whole story from the last mission gives you an 'ohhh' moment, but it's not that great a payoff for the amount of time you spend in the dark.

    IMHO, "ohhh" moments are the biggest reason Star Trek is unsalvagable. Too many people who write for the Trekverse think they have to explain some stupid little detail from TOS or the early movies. In fact, most of the issues that "need" resolving are there because the premise kept changing (remember the United Earth Space Probe Authority?) or because the writers didn't even understand the premise (the author of "Balance of Terror" obviously didn't know that the show was about interstellar travel, and probably didn't even understand the word "interstellar").

    When they resurrected Star Trek back in 1979, they made the very logical decision to simply abandon the details of the Trekverse that were there for no compelling reason, such as making all the aliens look like humans in weird makup. But then literal-minded fans insisted on an "explanation" for the Klingon Head Ridge Mystery and other such bullshit.

    Face it trekkies, Star Trek is dead — and you killed it.

    1. Re:Ohhhh shit by finalbroadcast · · Score: 1

      I agree on that point, that why I thought that last year's Tactical Assault was a good step for the Trek games. Focused on a new crew, in a traditional setting, it made for an engaging experience, that didn't depend on having the Encyclopedia nearby. Now back to the Trekkies. They're not along, every internet troll who feels it neccesary to harass and harangue writers and producers of every sci-fi movie, book, video game, and comic book has made people tire of the drama. Do you really want every science fiction motif to be the Star Wars prequels, devoid of excitement, but excellent attention to detail?

  53. Interplay Succeeded. by JayBlalock · · Score: 2, Insightful

    Star Trek: 25th Anniversary and Star Trek: Judgement Rites are, for my money, the best Trek games ever made. And quite possibly the only good ones. Outside of having all the original crew voicing the CD-ROM, the games were well-designed and brilliantly written to fit in with the TOS mythos. They were *clearly* designed by fans doing everything they could to be true to the show. Yes, the ship-to-ship combat was a little clunky, but all they had to work with was Wing Commander 1-era technology.

    --
    Bush: He's Liberal in all the wrong ways.
  54. Starfleet Academy by Stevecrox · · Score: 2, Interesting

    See the only Star Trek game I liked was Starfleet academy, it had for the time really good graphics (there stil lnot that bad), the movie sequences added to the game and while much of the game was flying around firing things there was a lot of decision points which did effect the gameplay, you could effect your teams scores, an extra mission opened up if you took anouther route, sometimes you would have to destroy someone if you said the wrong thing in negotiations. There was a sequel known as Klingon Academy but i never saw it in the shops.

    As most people here have said Star Trek lends itself much more to that style of gameplay, one where you have a mystery to solve and that mystery might be solved by increasing power to your sensors, or by blowing the ship out of the sky. I think thats why so many trekkie games fail, Star trek is as much (if not more) about morality, investigations and story than just blowing things up.

    1. Re:Starfleet Academy by finalbroadcast · · Score: 1

      Yeah I forgot about that one, and it has a similar feel to what I'm talking about. While there are some more overt character appearances, it still has it's own personality.

  55. just the latest in a long line of disappointing... by deft · · Score: 1

    "What is confusing, and troubling, is that this is just the latest in a long line of disappointing Trek games."

    It seems like they are just mirroring the actual shows pretty damn well.

    --

    There's nothing Intelligent about Intelligent Design.
  56. Warp Fleet by Anonymous Coward · · Score: 0

    http://outguard.sourceforge.net/index.html

    Can the open source community do a better Trek game?
    Nah, probably not.

  57. V'Ger and the Borg by brouski · · Score: 1
    To give you a horrible taste, it mentions V'ger, from the first Star Trek movie, in connection with the Borg's origin.

    That bit of fanciful storytelling (that the machine intelligence Voyager VI encountered was the Borg) has been explored in Shatner's "The Return" series of books.

    There's also a possibly apocryphal account of Gene Roddenberry suggesting something similar, though Roddenberry had descended into smiling at passersby and shitting on himself by the time the Borg made it to TV.

    --
    Proud member of the American Non Sequitur Society. We might not make much sense, but boy do we love pizza!
  58. Star Trek Game Idea by RyogaHibiki · · Score: 1

    I've always wanted to find a Star Trek game that lets you play a certain position on the starship. You could pick one of several positions, such as "Engineering Ensign", "Chief Engineer", "Chief Tactical Officer", or even an Ensign at the Helm or Conn. There could be 2 settings, 1) Easy - where most functions are fairly straight forward or 2) Hard - where most functions are as realistic as possible and may require multiple steps. The hardest part would be creating a detailed training manual to advise users on how to use the systems and what potential issues to watch for (ie. frequency of plasma stream from Matter/Anti-matter reaction is out of threshold or something like that). Of course, everyone will have a station they like to place - like myself, I'd prefer an engineering task as I like technical things, but others might want to be the captain and just deal with making decisions. This would also open up some really great multiplayer possibilities as well. I could see there being at least 7 stations that could be filled in a multiplayer experience. I know that they did something similar in "Star Trek: Bridge Commander" which was an ok game in my opinion, but it wasn't nearly technical enough for my taste and has gotten a bit outdated.

  59. You completely forgot EGA Trek! by sparr0w · · Score: 1

    My God have you all lost your mind? The best "Trek" game was EGA Trek. Simple interface. Blow little blips up.

    http://en.wikipedia.org/wiki/EGA_Trek

  60. V'ger by batwingTM · · Score: 1
    To give you a horrible taste, it mentions V'ger, from the first Star Trek movie, in connection with the Borg's origin


    William Shatner wrote a book, The Return (I believe it was his first Star Trek novel too) which dealt with two things. Kirk (because you just can't kill him by killing his body inside a space warpy thing!) and the Borg along side V'ger. I suspect that they were just expanding this idea
    --
    Leg Godt!
    1. Re:V'ger by dcray2000 · · Score: 1

      This concept of V'ger having anything to do with the Borg seems somewhat obsurd to me. I was always hoping the Borg had some more mysterious and tragic beginning.

      Perhaps a desperate nano-tech scientist tried to save his dying wife with nanites. Then she becomes the queen, assimilates him, and proceeds to conquer the galaxy.

    2. Re:V'ger by wiredlogic · · Score: 1

      I always liked the idea that an early prototypical and weak borg encountered V'ger and altered it to suit their curiosity before they went all crazy for assimilation. I wish Voyager would have pursued this with some of their plotlines concerning races who were around to see the weaker borg.

      --
      I am becoming gerund, destroyer of verbs.
  61. Stay away from the PC version by Champion3 · · Score: 2, Informative

    The PC version has got to be the worst game I've ever played, and it is a reminder why it is prodent to read reviews before buying. When I first installed the game, I completely lost mouse functionality within moments of playing. I found out that this was fixed, along with a completely nonfunctional multiplayer, via the 1.1 patch that was released at virtually the same time as the game itself. Unfortunately the control scheme is poorly documented (the manuals and the in-game tutorial are both woefully inaccurate) and is unworkable. For example, pointing towards a target and holding the "F" key brings up a menu that allows you to interact with that target (i.e. scan, tractor beam, etc). Unfortunately the "F" key doubles as the "goto" command, so when you release the "F" key to dismiss the menu, the game will then initiate a goto command. Even worse, this usually overrides whatever command you selected on the menu, making the menu mostly useless. The controls are not customizable, gamepads are not officially supported, and the developer up to this point has refused to change this. The AI is horrible and there are all kinds of glitches with visuals. One of the most annoying ones is that sometimes, though my ship is the Enterprise, I get voiceovers from a different ship, while that other ship's voiceovers are those that should have been used for the Enterprise. In summary: Legacy for the PC is very poor quality.

    --
    I'm going to the casino. Don't gamble.
  62. Bridge Commander by quacking+duck · · Score: 1

    Bridge Commander becomes a lot more than okay when you start adding free mods that enhance the Quick Battle mode.

    Start with NanoFX--among other things, damage to warp engines now appear as plasma trails instead of "smoke in space."

    Granted, many mods are visual improvments to stock ship models and effects, or add new ships. Some others though allow beaming to an allied ship, or separating saucer (and other, if available) sections during combat.

    Actually, I have to confess I've never played the "normal" game; it's always been Quick Battle with mods. It's a great tactical game using capital ships that move like the monsters they are.

  63. A little disgraceful by Vacardo · · Score: 1

    When I first read up on this title months ago, I was estatic! But like so many titles before it, the game didn't come through on execution. It reminds me of most Star Wars games (excluding some great titles) where the premise is excellent, but when you play it, you feel a little sadder for doing so.

  64. Classic Trek Gaming by Wombat · · Score: 1

    At the time of its release, I was absolutely blown away by the Star Trek: 25th Anniversary Game. In an era of classic adventure gameplay, it combined the story telling and feel of TOS with some exciting space combat moments.

    But thinking about that game's date of publication makes me feel my age a bit.

  65. dialogue games etc by arete · · Score: 1

    A game where you have a half-dozen things to say to a half-dozen people is NOT a good dialogue game. Honestly, good dialogue games must be really hard to make, because I've never even HEARD of one. Oh, and they're expensive per gameplay - because if they're about dialogue and not speed, then once you do a mission right you'll have zero problems with it again. MUCH of Trek is about the "reveal" at the end of the episode, where something is not as it seemed at the beginning and it's amazing and cool how clever the writers were or weren't about it.

    Star Wars, by comparison, had basically just one "reveal" in the whole series, involving who was related to who was related to who.

    To a large extent it's also about teamwork and team interactions - where people involved in the mission have subtly different goals and you have to work out what they are. That has some definite MMORPG possibilities, if they do it right.

    --
    Looking for freelance Actionscript (Flash/Flex) or ColdFusion work and/or freelance developers. Email me, put Slashdot
    1. Re:dialogue games etc by cswiger2005 · · Score: 1

      KoTOR I & II seem to qualify as good dialogue games-- at least, most of the plot choices are driven by the conversation topics you choose. There's enough replay value in them to do both at least twice (once as the light side, the other as the dark side).

      Other people give honorable mention to Grim Fandango for the voice acting and plot in it.

      --
      "The human race's favorite method for being in control of the facts is to ignore them." -Celia Green
  66. I played it by christoofar · · Score: 1

    I've won about 2/3rds of the achievements in the game so far.

    But... even though the difficulty is set at the CAPTAIN level, it's rather disappointingly easy, once you figure out where certain "snatch" points are in the game. There are parts of the game that do offer more difficulty, such as the mission where you must keep the Borg "busy" while a rescue operation commences to move transport ships off planets being taken over by the Borg.

    However, the No. annoying thing in the game is the difficulty in torpedo targeting! It almost seems random when you can get a torpedo lock on anything, even when you try to orient the ship so the portals are clearly pointing at the enemy, you are close enough, and there's been enough time for ship's crewmen to load the torpedoes. It seems even more bizarre to get them to fire even all the way up to the USS Defiant which is supposed to have homing devices so you don't even have to orient the whole ship to fire them.

    1. Re:I played it by Knara · · Score: 1

      The crewmen loading torps thing seems stupid to me. Yeah, I know we even had footage in II and VI of crewmen preping torpedo bays for firing, but aside from Nicholas Meyer fleshing out his submarine battle allegories, I didn't see the point. All that shit should be automated (though I guess there's precedence for manual weapons controls going back to TOS in an episode where were shown that the the phaser controls were actually in a separate room that was manned by technicians; though that seemed to be later always controlled from the bridge).

  67. PC version stinks and what about a MMORPG by Anonymous Coward · · Score: 0

    I'd say adventure/MMORPG/squad/RTS with a blending of human and AI in order to reduce boredum, and micromanagment issues.

    "It just doesn't seem too free-form unless everyone is a privateer (in which case, Star Trek is more of a gimmick.)"

    It would work not because everyone's the Chief, but because of the interaction with others, top-down (squad). The captian handles the diplomacy. You handle keeping him alive (red shirt).

  68. ...Or did they? by freeze128 · · Score: 1

    You must mean Leisure Suit Larry.

  69. Bad ideas need to be tossed by crossmr · · Score: 1

    As its been pointed out, very few games have been good. What other licensed games have been good? Ignoring sports and racing and john deer American farmer type games. Personally I actually enjoyed Armada. As an RTS at the time I found it to be quite good. Especially since it allowed you to steal enemy ships and buildings, or steal construction units and actually build their stuff. I liked elite Forces 2 and the 25th anniversary game. What game is going to work best?
    Massive CRPG combining:
    1)The tactical combat of Silent Storm but with Phasers, including destructible environments
    2)The dialog and complexity of of a game like Fallout 2, Kotor, Baldur's Gate.
    3)Highly detailed space combat that allows a variety of play styles "From the bridge", "tactical over-view" and even the ability to grab a small ship and pilot it yourself.
    4)It needs to stay the hell away from any console
    5)they need to pay bioware a shitload of money to do nothing but focus on this game for about 2 years and have complete veto on a release date if its not ready.
    6)It should be moddable
    7)it shouldn't be a goddamn mmorpg.
    8)You should have an option of wandering around the many decks of whatever ship you're on and doing stuff during travel time and a generic "pass the time" button for quick travel if you want. Including say a holodeck where you could practice combat scenarios or other things.

  70. Seems Like All the Best Trek Games by Greyfox · · Score: 1

    Were unlicensed open source projects in the early days of computing. Something like netrek or Conquest or even earlier text mode games on the mainframes were a blast to play. Hell, I spent many (MANY) an hour in the Vax lab playing Conquest. I also spent many an hour on a Linux-running 486 playing netrek. Simple competitive gameplay seems to be key. Perhaps if Microsoft made a netrek downloadable client and put some servers up they'd have a winning Trek game.

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  71. Capital ships are wrongly represented by Anonymous Coward · · Score: 0

    "I'm just saying stop using the big slow ships and use the faster ones."

    Why not? It worked well for Nexus: The Jupiter Incident

  72. Trade Wars 2002 by dcray2000 · · Score: 1
    Why is it so hard to make a good Star Trek game?

    TW2002 was a great BBS door game from the late 90's. I never met a trek fan who didn't love this game. You primary task was to trade at stations, get better ships, colonize and arm planets, and attack other players. I only remember it having the Federation and the Ferengi. You could even conquer the Ferengi homeworld called Ferrengal (not Ferenginar).

    It had a wide and dynamic galaxy with secret routes, large planets, and big honkin' space guns. As a developer now I think back and overall it couldn't have been that hard of a game to design and write.

    Even though the game hasn't changed it moved out of the BBS world a few years ago. You can run your own copy of Trade Wars 2002 via the Trade Wars Game Server on the internet.

  73. "Why is it so hard to make a good Plot"? by Anonymous Coward · · Score: 0

    I disagree. It ties in perfectly with Dukat and Sisko. The main point of the whole story. In other words the Dominion was just the stage for those two.

  74. Klingon Academy by Saikik · · Score: 1

    Klingon Academy (KA) is a really great game. Many times over better than Starfleet Academy. It was released in 2000, and still holds a pretty good following. They actually reworked the engine to get the game to run on Windows 2000 ( which was released about midway through the development cycle ). I had the pleasure of being part of the forums for a few years leading up to it. It was Interplays last game before they lost the Startrek license.

    KA still has as pretty good following though the MOD community for it isn't nearly what it use to be there are still some people working on projects.
    http://en.wikipedia.org/wiki/Klingon_Academy
    http://klingonacademy.3dactionplanet.gamespy.com/

    There's a link on the second site to the game if you wish to download it. Since Interplay is gone that's probably the only chance you have to get a copy of it.

  75. I don't want "plot" in video games. by cribcage · · Score: 1

    It has to have a good plot...

    I disagree. If I want a "good plot," I'll read a book. Part of the reason why Grand Theft Auto 3 was successful was the fact that its plot was incidental -- most players ignored it, and just drove around exploring and killing and blowing stuff up. It was amazing because it was a fully developed world where you could do (almost) anything.

    I love playing the Ace Combat flighter-combat games for PS2. They all have plots, but I couldn't tell you what those plots are because I click through the exposition. I don't care about the stupid story; I want to fly a plane and blow shit up. The programmers spend a lot of time creating cinematic storyboards, when frankly, I'd rather they added a dozen more missions. I quit playing RPGs altogether because, while the original Final Fantasy was fun, its PlayStation sequels choked on storylines. I swear, during one I spent 10 minutes watching a bunch of CGI characters jumping off a train and breaking into a building and riding through a window on a motorcycle -- and meanwhile, I'm watching. Enough already, with the alien and the spaceship and my character's background...I just want to fight some dragons.

    Go back to the paradigms, either Donkey Kong or Super Mario Bros: "The story is, there's a princess you need to rescue. GO!!!" Nobody played the game because they honestly gave a damn about rescuing the princess; they played it because it was fun. Imagine if some programmer applied the GTA3 dynamic to, say, TIE Fighter, and you could just randomly fly through space and attack squadrons, convoys, planets, whatever. Ditto here: How cool would it be if, instead of gluing your gameplay to a predetermined plot (probably culled from some rejected script), you could explore space with your starship and find new planets, encounter new species, decide to "tease" the Romulans around the Neutral Zone or decide to warp over to Delta Quadrant and start busting on the Borg?

    I'd buy that game. Definitely knock off the A-list voice actors, and stop nailing everything that happens to some linear plotline. Fire all those people, and instead spend the money on innovating the gameplay.

    --

    Please don't read my journal
  76. Star Trek Pinball! by JayAndSilentBob · · Score: 1

    Why has nobody mentioned ST:TNG pinball? It is rated as one of the best machines ever made and is still very popular, 13 years after it was made. There is still a thriving community making aftermarket and replacement parts for it. I enjoyed playing it so much at a local arcade that I bought one for my basement. It's got great sound, nice voice cues, and is overall an excellent game. I highly suggest it to anyone.

    --


    Love,
    Jay and Silent Bob
  77. made for the PSP by ccoder · · Score: 1

    It is my understanding this game was originally designed for the PSP. The PC, and XBOX 360 ports are closely related, and doesn't really add anything beyond what the PSP has.

    --
    "During times of universal deceit, telling the truth becomes a revolutionary act" -- George Orwell
    1. Re:made for the PSP by captjc · · Score: 1

      You are thinking of Tactical Assault for PSP and DS. When Bethesda got the Trek license, they made 3 games Legacy, TA, and Encounters (PS2). They are all drastically different games.

      http://startrek.bethsoft.com/games/ta-overview.htm l

      --
      Slow Down Cowboy! It's been 1 hour, 47 minutes since you last successfully posted a comment
  78. Star base destroyed ... congratulations by Nefarious+Wheel · · Score: 1
    I think I may have an old copy of Trek in the garage. It was pretty successful, and would have been more successful if that version of Basic could handle string functions.

    Haven't checked it in a while, because the ASR-33 tape reader is broken and I haven't enough mains power to fire up the old XDS Sigma 7.

    --
    Do not mock my vision of impractical footwear
    1. Re:Star base destroyed ... congratulations by Anonymous Coward · · Score: 0

      Ah yes, one of the early trek.bas sst.bas strek.bas games! Many variations...

      "" - enterprise +++ - klingon etc, some were 8x8 quadrants, some 10x10 some with the
      KLINGON SUPER COMMANDER*** some were acturally ported into "C" or FORTRAN!
      many happy stardates playing those in the 70's
      You can still find these if you look on the net...

  79. Stop drinking the JMS Kool-Aid by Rosebud128 · · Score: 1

    This is tons of BS. There's always been this myth, by very defensive B5 fans for some reason, that Paramount had to steal everything from JMS because, apparently, no one had talent or creativity at Star Trek. It's funny that many of these same B5 fans have jumped on the Battlestar Galactica bandwagon when the showrunner, Ronald Moore, was a writer (and producer) for DS9.

    DS9 was designed as a reaction to TNG. B5 was never in DS9's thoughts as DS9's 'competition' was from TNG the first two years and Voyager afterward. TNG writers were annoyed how the characters on TNG got along so nicely, how there were little repurcussions so DS9 was designed for friction and repurcussions. There was no actual planned 'story arcs' (like JMS did with B5) as DS9 was more spontaneous. For example, the Klingon War came from nowhere in the 4th season. When TNG went off the air, the DS9 writers 'owned' the Federation and would come up with things no one was expecting (Section 17, the Changeling Virus, etc).

    The idea of story 'arcs' were nothing new. TNG was filled with several of them. Before B5 was on the air, DS9 was slowly building up story arcs starting with the Bajorans such as the Circle to subties of the Dominion in Season 2. Then, each season, the writers intentionally ramped the story arc higher and higher without fully knowing where it would go. The seeds for DS9 were already well planted in TNG in episodes like "Ensign Ro" or the episodes with the Cardassian War. But I suppose TNG miraculously stole those from B5 in the late eighties too.

    One could point out that JMS copied from Star Trek more with B5. At the end of B5, JMS creates as Federation (*cough* I mean the Alliance *cough*) raises all the characters to almost near saint-like levels (*cough* the Blessed Sheridan *cough*), time-travel paradoxes (Valin) and ends the great war between Shadows and Vorlons with Picard like dialogue and diplomacy (talk about lots of speeches!). Babylon 5 was a good show. But there's a reason why it isn't aging so well.

    (And why is it that JMS never makes a mistake? If there is a bad episode, bad plot move, or something a fan complains about, JMS seems to always point his finger at "the network" or some other entity messing up his 'Hamlet for the 21'st Century' or whatever. JMS does get a little full of himself...)

    Star Trek was one of the last vestiges of classical theater you would see on TV. There were episodes that bested "The Best of Both Worlds" such as "The Visitor" and "In the Pale Moonlight". The major difference with B5 and DS9 is that JMS knew where he wanted B5 to end. To him, the show was all the 'interesting stuff in the middle'. But with DS9, the writers had no idea how the show would end which made it more spontaneous, less predictable, and, IMO, interesting. Very unique to DS9 was how the secondary characters (Garak, Dukat, etc.) grew so three dimensionally that they rivaled the main characters. You never saw that in B5 (since that show was plot based).

    Even if B5 had bigger budgets, better production, etc. that would not have helped. As Voyager and especially Enterprise proved, big budgets are nothing without the writing. As Battlestar Galatactica has proven, good writing, despite the budget, can work wonders. DS9 went on for seven seasons, and is still being watched today, not because it stole from Babylon 5 but because there was talent behind the show (it helps when all the actors, except for Dax, were Shakepearan actors. One of the requirements to be a klingon, for example, was to be a shakespearan actor to have that 'intensity').

    JMS is nowhere near as talented as his cultists wish to believe. You can find the same exact plot of Babylon 5 in the video game "Star Control 2" (including similiar uses of Hyperspace, Third Space, the 'great war', and so on). Is this because Reiche III and Fred Ford stole from JMS too? No! It is because both drew from the same SF stories. What a surprise!

    Don't let the JMS Cultist mentality rob you from enjoying one of the best sci-fi... no, television shows... that came on television (http://video.google.com/videoplay?docid=274687315 2102171339).

    1. Re:Stop drinking the JMS Kool-Aid by Shakrai · · Score: 1

      This is tons of BS. There's always been this myth, by very defensive B5 fans for some reason, that Paramount had to steal everything from JMS because, apparently, no one had talent or creativity at Star Trek.

      They didn't steal everything. Even JMS doesn't think that. He's on record as saying that he doesn't think Berman or any of those guys would have condoned that. But you can't deny that the Bab5 series bible was sitting in a file drawer at Paramount and that there are amazing "coincidences" between the two series.

      • Two characters named "Dukat" who were critical to the overall story.
      • Space station next-door to a portal to other parts of the galaxy.
      • Strong willed female first officers (not a bad thing)
      • Centauri and Cardassians both switch sides during the war and join the allies.
      • Centauri and Cardassians both devastated by the fallout of said war.
      • White Star and USS Defiant. Both unique ships, small and fast to counter extremely powerful enemy.
      • The whole Shadow War is a game between Vorlons and Shadows. The future of the Federation and the Alpha Quadrant comes down to the battle between the Prophets' and the Pa' Wraiths.
      • The Vorlons (and Shadows) appear as people the characters know. So do the Prophets.

      There was no actual planned 'story arcs' (like JMS did with B5) as DS9 was more spontaneous. For example, the Klingon War came from nowhere in the 4th season. When TNG went off the air, the DS9 writers 'owned' the Federation and would come up with things no one was expecting (Section 17, the Changeling Virus, etc).

      Really? Cuz the DS9 producers would have you think that they planned it out from day one.

      The idea of story 'arcs' were nothing new. TNG was filled with several of them. Before B5 was on the air, DS9 was slowly building up story arcs starting with the Bajorans such as the Circle to subties of the Dominion in Season 2. Then, each season, the writers intentionally ramped the story arc higher and higher without fully knowing where it would go. The seeds for DS9 were already well planted in TNG in episodes like "Ensign Ro" or the episodes with the Cardassian War. But I suppose TNG miraculously stole those from B5 in the late eighties too.

      As much as I love TNG and consider it one of the best shows ever I don't see how you can say it was filled with story arcs. The characters grew over time and it didn't suffer from the reset button ala Voyager, but what story arcs are you referring to? It was very much a stand alone show. The characters evolved and grew/suffered from past events (Picard after being captured by the Borg is the easiest example to make) but what story arcs?

      Very unique to DS9 was how the secondary characters (Garak, Dukat, etc.) grew so three dimensionally that they rivaled the main characters. You never saw that in B5 (since that show was plot based).

      Umm, you never saw that in B5 eh? How about this guy. Or maybe this guy? And define "main character"? Cuz I'd make the argument that a lot of the B5 story was based around Mollari and that he rivals any TV character I've seen before or since.

      I will grant you that Garak was one of the best characters in Trek history. But Dukat? I stopped taking Dukat's character seriously after he became David Koresh^W^Wthe Emissary of the Pa' Wraiths. They should have killed him off after his nervous breakdown and left the character at that. He became a one-sided TV villain stereotype and it was painful to watch.

      Babylon 5 was a good show. But there's a reason why it isn't aging so well.

      Really? Cuz I'd make the argument that B5 is better on DVD. Watch 'In the Beginning'. Then watch the series in order. There's standalone episodes of DS9 that I'll watch on Spike but I

      --
      I want peace on earth and goodwill toward man.
      We are the United States Government! We don't do that sort of thing.
  80. Unanswered question by SleepyHappyDoc · · Score: 1

    Why is there a Vulcan leading the Borg?

    Inquiring minds want to know

    --
    Stasis is death. Embrace change.
  81. And yet... by Shaltenn · · Score: 1

    On the PC it feels like a completely different game... Especially with the recent patch - everything runs swimmingly.

    --
    If you were offended by anything I said... No, I'm not sorry. Please lighten up.
  82. Simple - Licensing Costs by Anonymous Coward · · Score: 0

    For the same main reason that every other game based on a major name license will be less fun than a generic non-licensed game (witness the overall suck factor of all the LOTR games for another example). After all the markups and indirect costs required to bring a title to market, the studio actually get surprisingly little from each copy sold. Take away a few dollars a game for licensing a major brand, and that has to come from somewhere in the budget. These games can't afford to sell for MORE than the other games, $70 is already a shitload for much of the target audience. They have to therefore skimp somewhere, and because they spent so much on the license it won't be on the artwork, audio, or 3d models. Therefore it will be in coding, story, gameplay, playtesting, etc. Not only that but they can count on a certain amount of sales based solely on their big name license, so they have less incentive to perfect the game.

  83. The PC version of Legacy... by Chordonblue · · Score: 1

    What... Exactly... Were they thinking?! How could any form of quality control allow the sort of thing that is Star Trek Legacy to happen? Did they let ANYONE play test the thing before putting it in the box? It's one thing to have shoddy A.I. or make bad choices about interface - but to LEAVE OUT controls or have them marked like you're on a console... Ouch!

    And what was with the top down tac view anyway? You use the mouse to move around, but trying to actually TARGET a ship... Well, that was an exercise in frustration. I had this reserved at an EB but declined it after playing it. Such a missed opportunity for a great game. How could they do this to themselves? SHAME!

    --
    "...Well, there's egg and bacon; egg sausage and bacon; egg and spam; egg bacon and spam; egg bacon sausage and spam..."
  84. SHODDY SHODDY SHODDY PORT TO PC! by Pax681 · · Score: 1

    Bathesda's SHODDY port from console to PC sucks more than than a soochow hooker! to be able to target you must either have an xbox controller(WTF!) or a joystick. the game is BUGGIER than a termite mound and i have heard not a good word about it from ANY of the real trek heads i know. i am not a trekkie myse;f but i am one of the leaders of a gaming community that has many trekkies in it. i personally was hoping for something like freelancer with a trek slant to it but bathesda release a total mess. there wasa patch out BEFORE RELEASE FFS! the trek guys are all saying... "well maybe the modders will be able to make something out it"... but why the hell should they be the ones to make a game out it? it should eb ready to rock and roll out the box! the article is right on aboty trek games sucking arse in general. to the best of my knowledge SFC3 was only made stable by the unity mod, otherwise it blew goats in the stability department. the game buying public want games that work and play well and are truly absorbing thing to behold, not a buggy half arsed port, albeit with prettier gfx than the ones before, but by general gfx standards.... pretty standard! all the delays....alll the hype and for what? a buggy piece of shite that EVERYONE moans about due to it's generals shoddyness. IF ONLY THEY HAD ACTUALLY RELEASED A FINISHED PRODUCT! but no... as long as the xbox boys got a playable9even tho the game is still shite on xbox from all reports and the one above. also bathesda in their lack of wisdom released a pc game with ABSOLUTELY NO COPYRIGHT PROTECTION AT ALL.... NONE....NIX...NADA... NULL BUGGER ALL! and they moaned in advance about the game being copied! a half arsed effort from a half arsed team at a half arsed company all in all half arsed! Pax

  85. A great game? by jandersen · · Score: 1

    What do you think? What would it take to make a great Trek game?

    Well, what was it that made Star Trek so satisfying to watch - and still does, despite the frankly awful actors of the first series? I think it is because they are not only about flying around, beating up people with funny hairdos ('aliens'); there is a huge amount of cameraderie, deep feelings, grand themes (along with a humour that makes it bearable), exploring the unknown and a lot of other 'soft' things, and I don't think it is at all easy to implement those things in a game.

  86. Essential ingredient: technobabble by Ed+Avis · · Score: 1

    If it doesn't allow you to reroute the tachyon matrix through the warp coil, it can't possibly offer realistic gameplay.

    --
    -- Ed Avis ed@membled.com
  87. It's harder to make ANY licensed game by giafly · · Score: 1
    Why is it so hard to make a good Trek game?
    1. License and agents' fees compete with the development budget
    2. You generally have a rigid deadline, because marketing is shared with the DVD launch or something, so the game has to be launched even if it's not debugged.
    3. Design is harder. Many of your best ideas won't exactly fit the original property. If you use them, reviewers complain. If you don't use them, the game is weaker.
    4. Artwork is harder. Artists have to spend time making Kirk look like Kirk, or whoever, instead of creating cool action effects.
    So why do it? Because marketing a licensed game is *much* easier than trying to promote an original concept. Most sales are at huge discounts to big retailers (think Walmart and Book/Game-of-the-Month Clubs), but a good license is as close to a sure bet as anything in gaming.
    --
    Reduce, reuse, cycle
  88. Why is it so hard to make a good argument? by Anonymous Coward · · Score: 0

    "it helps if you don't blow half the budget on licensing voice actors though. "

    Not as much as having proof for an argument instead of going with a stereotype. But I guess it gives one an ego boost to believe that everyone else is greedy and we're not.

  89. Species 3295 leading the Borg? by threeofnine · · Score: 1

    WTF? The borg queen cannot be killed, and she is not species 3295 (Vulcan), but species 125.

  90. Star Trek Online has potential ... by n-carro2 · · Score: 1

    I have been a Trek fan (but not a hard core Trekkie) for more than 20 years and reading about what Star Trek Online hopes to do makes me hopeful it will be everything I ever wanted in a trek game. Maybe I am just a little off, but I actually want to be the 'engineer' down in the engine room during a battle monitoring the engines, shifting auxiliary power, overriding safety limits, re-routing power past damaged systems. Combine that with working as part of a 'crew' of real people all working together would be great.

    I just hope Perpetual is up to the task.

  91. A heavily modded Armada II by dmcooper · · Score: 1

    I'm selling my old copy of Armada II (another Mad Doc title) and anyone who has the PC version of the game can point out the Armada II C header files, and code in the game that says //"COMMENT THIS BEFORE RELEASE" which is left uncommented. Also a picture of one of the developers with his pet goats, and the background nebula of one of the stages who's texture is a direct RIP from the movie Star Trek Insurrection. Mad Doc seems to have blown their budget on voice actors, hookers, and on their overly elaborate opening logo video.

    --
    "To work for libertarianism -- to oppose the growth of government and aid the liberation of the individual -- used to be
  92. While not a GAME per se... by Richard+Steiner · · Score: 1

    ...I thought the SoA (Sacrifice of Angels) mod for Homeworld was an excellent game.

    --
    Mainframe/UNIX Bit Twiddler and long time Windows/Linux Hobbyist.
    The Theorem Theorem: If If, Then Then.
  93. Rescue! by kehren77 · · Score: 1

    My vote is for the classic Mac game Rescue!

    http://www.macgamefiles.com/detail.php?item=14030

    Sure they had to change all the name for licensing reasons so it's not an official Mac game, but it's the most entertaining Trek game I've played.

    I'll give a close second to Elite Force and the Star Trek game for the NES.