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The History Of Star Trek PC Gaming

1995 & 1996 - A Time Of Change

The Interplay & Microprose Gamble


Interplay, riding high on the sales of 25th Anniversary and Judgement Rites

Microprose, the new kid's on the block with promises of new ground breaking games.

By the time the mid 90's approached it became apparent that the age of the 1st generation console was thriving. With the NES, SNES and SEGA systems came a whole new gaming world of opportunity. In 1995 more than a dozen titles for Star Trek games was announced for the new generation gaming consoles, hand held devices like the 1st and 2nd generation Nintendo Game Boy already had "Ported" versions of Interplay's 25th Anniversary for them with the cut down scroll engine (and no colour) and sales were as usual climbing high.

1995 however also seen the advent of the first true 3d game engines, and nothing would be the same again. iD Software was the first to make heavy use of the new engines with games like Quake which was instant best sellers all across the world with never before seen sales figures.

The release of the new Microsoft Windows 1995 operating system made PC's a lot more easier to use than the old Windows 3.1 OS.  New leaps in technology and the arrival of the 2nd generation 80486 processors with motherboard which could take more and more RAM made sure that the world of the PC was starting to overtake the world of the console for sheer gaming compatibility.  By this point in time Activision (nope, they still ain't part of the franchise yet) was already producing and releasing the smash hit Mechwarrior series, Interplay also started to get in on the act outside of the trek gaming world by releasing the first version of Virtual Pool which was an instant smash hit.

Older games that once was the talking point of the gaming world like Judgement Rites and 25th Anniversary was soon forgotten about in the fickle world of the gaming industry, to make matters worse Interplay was showing the first signs of trouble in the Star Trek gaming franchise.

1995 promised to be a good year for Interplay, S&S and Microprose, but the first few months were met by disaster for Interplay. There "new generation" game, Starfleet Academy, got it's released date held back to 1996 due to programming problems with the over complex cinematic and overlay engine which they were designing from scratch for the game. By this point in time Interplay had poured vast sum's of money into the development of this game and time, and money was starting to run out. Whether due to the sheer complexity of the engine or not, a lot of people were disappointed that they had to wait until 1996...if only it did get released in 1996, things might have been easier for Interplay.

S&S Interactive were still riding high on the success of the TNG Interactive Manual. 1995 S&S was developing 2 new titles slated for release in 1996, Star Trek Borg, and Star Trek Klingon.

However most peoples thought's turned to Microprose.


Microprose/Spectrum Holobyte release there first game in 1995

Spectrum Holobyte as they were known back then was already an established gaming developer having been making games since 1989 for the Amiga and Atari consoles.  More famous as the developer of the Sid Meiyer Civilization series of games until Civ 2 they had a lot of experience in the deep immersive game play style.  Where Interplay excelled in story telling, Spectrum Holobyte/Microprose excelled in the intricate details of plot lines and story telling. Released a year late, there first foray into the Star Trek gaming franchise was a massive success.

A Final Unity Info
The first PC game release for Microprose, a massive success.

Spectrum spent a FORTUNE on this game, with voice casting of almost the entire cast of the TNG series.

For its time, the production values of AFU are top notch. The film clips are impressive, and a "Holodeck" feature in the game allows you to watch cut scenes again and again to your heart's content. The graphics are well drawn, and all the main characters in ST:TNG are rendered in almost perfect fidelity with their real life counterparts. The voice acting stands out as one of the best voice tracks ever added to computer games. Ironically, the only real problem is that there is sometimes so much details in the background shots that, on occasions, it is difficult to pick out the hotspots.

 

The game is somewhat hardware intensive, although most of the installation bugs that once heavily plagued the game now appear moot with the hardware currently available. Back in 1995, the game really did not run well without a high end 486 and 16 MB of RAM and that was part of the problem. Microprose had made the game so high end spec for it's time that a lot of people simply couldn't play it. It was said that A Final Unity forced people to upgrade or buy a new PC just to play the game. Games like Quake which was released a year later didn't even need the requirements of A Final Unity but Microprose hedged a gamble along with Interplay in the latter end of 1994 that the PC industry led by people like Intel and the new Windows operating system would start to make fair sized leaps forward in technology and software.

The gamble paid off for Microprose, A final Unity was a massive success in sales and reviews. Some critics thought the game was too detailed but the cut scenes and the rendering of the characters from the TV show was so ahead of it's time for the mid 90's that a lot of people took the bad and covered it up with the good. A Final Unity set Microprose up as a major runner in the Star Trek game franchise, and it started to get Interplay worried.

By the end of 1995 it was becoming obvious to a lot of gaming insiders that Interplay's own good fortune had put them in a bad state of affairs. At the end of 1993 to the end of 1994 Interplay signed contracts with other publishers to develop no less than 20 PC game titles to be released in 1995 and 1996, even today that kind of commitment is unheard of. Interplay started to outsource development of games to places like 14 degrees east and do a lot of the base programming of the games in house. The demand for Interplays talent was outstripping there resources and the company started to struggle with the workload. Combined with this was the rumours that Viacom was selling off one last chunk of the PC game franchise...rumours which became fact at the end of 1997.


S&S next foray in the franchise, Star Trek: Klingon - 1996

As February of 1996 passed S&S, Interplay, Microprose were all hard at work in there dark rooms planning the downfall of each other. The first to release was S&S with one of there best known interactive CD ROM's...Star Trek: Klingon. ST: Klingon was a full 3 CD set which was unheard of in those days. The game wasn't so much of a game, it was more like an interactive TV Episode directed by Jonathan Frakes (riker in TNG) and starring quite a few of the TNG cast. By this point in time TNG was off the air having finished it's 7 season run, Deep Space 9 and Voyager was airing so the TNG fans found Star Trek: Klingon to be a welcome homage to the days of The Next Generation. Although Star Trek: Klingon did fair in sales and wasn't near as good as the sales figures of Interplays previous games the critics loved what S&S had done. S&S had managed to bring the world of TNG into the PC, something which they would repeat again at the end of the year.

As the fall of 1996 approached people started to look at Interplay, and seen silence.

In October of 1996 Interplay announced that Starfleet Academy was being held back for yet another year, making Starfleet Academy now a game in production for 3 successive years with 2 years of held back release dates. The worst part is Interplay didn't have anything else to release for the PC Trek franchise, all of Interplay's eggs was now in one basket with Starfleet Academy. Not so long after the announcement about Starfleet Academy, S&S released another gem...


S&S last release for 1996, Star Trek: Borg

Once more S&S pulled out the stops with the motion picture editing of the time for the PC and released Star Trek: Borg, in it you "co star" with John De Lancie better known as "Q". Once more S&S got loads of credit and applause for an interactive move and everyone was happy. Everyone that is, except for Interplay.

Microprose and S&S had managed to release games for 2006. Interplay was now in deep, deep trouble, 1997 would be make or break time for them.

1997 - Interplay's Long Gamble



 


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