Star Trek Gamers - Star Trek Games




   Gamers Network/Hosted Sites
 
   STG Info & Interviews
 
   Community Services
 
   Star Trek Games - Mods/Patches
 
   Star Trek Gaming Clans & Fleets
 
   Star Trek Games Coverage
 
   Argus Array Podcast
 
   Google Adverts




 
   Star Trek Fan Developed Games
 
   Poll



 

   Affiliates




cranky gamers podcast
Maps, Skins, Mods, Utilities and more!  A2 Files

 Central Outpost bc files 

 EFiles.com   www.gamerstemple.com


Game Videos/News TeamSpeak Directory Star Trek Gaming Clan Directory


Site Stats


Latest Argus Array Episodes

The History Of Star Trek PC Gaming

1997 - Interplay's Gamble Pay's Out

1997 seen a lot of unrest as people wondered just what was happening to the PC game franchise of Star Trek. 25th Anniversary and Judgement Rites was now a distant memory and Microprose/Spectrum Holobyte was dead silent about the new game they were producing all the way through 1996.

While the PC games for Star Trek was seemingly drying up the console games release in 96/97 hit the dozen mark by the time the next trek PC game was released.  While Interplay and Microprose was staying quiet S&S was still busy with one of there final major interactive CD ROM's The Star Trek Encyclopaedia. It wasn't until the release of the next of the major Star Trek Movies, Star Trek: Generations that the silence of Microprose was broken.


Generations, the first game out in 1997

By this time MMX technology was being rolled out and PC's had the ability to render much better and process information much faster. Generations itself was of course based on the actual film. The game itself was a mix of 2 different engines, FPS and standard 2d scrolling for the ship type scenes. By opting to incorporate a first-person viewpoint, the developers have attempted to bring the player closer to the action and at the same time introduce a strong exploration vein a la System Shock. Generations most certainly isn't a 3D shoot 'em up. Sure, you have to pull out your phaser in the game, but if you start getting too trigger-happy, you'll just end up in a bit of a mess as far as the campaign/storyline goes. Consequently, a lot of the game is spent exploring the different environments and getting your bearings. This would be okay if the engine could cope with detail. Sadly, it's just not up to it. When you consider that nearly half the screen is taken up with your control console/inventory, it doesn't make sense. It's like walking around a half-dressed movie set. On the plus side, there are lots of them, and they're pretty varied, but they're just not interesting enough and you never feel as though you're immersed in what's going on. It would help if you could have conversations with other characters, but ultimately it's all very limited. If they'd opted to license the Quake or Unreal engine, it would have been a different story.

 

This would have been fine if it had been as open and free as was intended. What actually happens is that you just nip from one system to another doing absolutely sod all until you either find him or run out of time and have to watch another star system get destroyed (which signals the end of your game).

Microprose had put a lot of effort into the game itself, promises of open ended game play made a lot of people look forward to the next offering of Microprose but when Generations was released it left a lot of people wondering just what the point was of buying the game. Microprose reputation was now starting to go downhill with the Star Trek gamers by the end of 1997, something which they tried to fix in 1998, but more about that later.

Three years in development, and a consequent 2 years of held back release dates and millions of dollars later...Interplay released there masterpiece in late 1997

Starfleet Academy Info
Interplays Gamble pays off - Starfleet Academy makes a fortune

Interplay had hyped this game up for 3 years running, the run up to the release was a media circus in Interplay's main offices. The game was finally shipped at the end of 1997 and it sold bundles, but there was problems.

Basically, the game was 3 years old. It had been in development so much that they had to keep adding things to the engine to make it newly MMX compatible. The cut scenes and full appearances of Sulu, Chekov and Kirk was fantastic to watch but all the while Interplay was promising an open ended epic, what they got was a point and click dialogue system that looked rushed.

This could have been compensated for if Starfleet Academy had served up some sizzling space combat, but unfortunately the game fell a bit flat in this area as well. With no option to talk to crew members save at critical points during play (via a choice of dialogue selections, just like at the academy), about all that was left for you to do was make sure damage-control teams were sent to the right place and handle energy allocation. Though many of the missions were rather tricky, the experience (including the rather poor graphics) just didn't compare to the other space-combat sims Starfleet Academy was going up against, and numerous user reports of various bugs didn't help matters. In the end, Starfleet Academy wasn't a bad game; it just wasn't all it could have been. It did manage to reach the number three spot on the PC Data Hit List in September 1997, but it fell to number 16 the next month before dropping out of the Top 20 altogether.

Both Microprose and Interplay had done damage to the Star Trek gaming franchise by that point.  Even though the 2 games released by them in 1997 were good quality 1 of them had been held back for 2 years and showed signs of still being unfinished and the other showed signs of being unfinished as well.  As technology rolled on to the end of 1997 Microsoft announced the release of a new operating system, MMX was becoming part and parcel of the PC industry and the first real 3D graphics cards was starting to hit the market.  It seemed at the time though that the Star Trek gaming franchise was still stuck in it's early era of 1993 - 1994.

It was a problem which would haunt Star Trek gaming until the release of the new age games starting in the year 2000.  It was about this point where the theory of "all star trek games are bad" started to appear.  Even though there was some great releases like Starfleet Academy in 1997 the game was basically a patched up game from 1995 at best and the year of 1997 was also the time when massive changes started to happen in the PC gaming industry as a whole.  While the trek gaming fans mostly liked the games and actual PC gaming press had by this point in time started to turn there back on Microprose and especially Interplay.  1993 seen Interplay change the gaming scene of Star Trek and of the gaming world in general, less than 5 years later Interplay was now being criticised for it's missed opportunity's in the realm of one of the most lucrative game franchises of the time. 

Microprose wasn't helping matters either, with constant rumours of Microprose being bought out or going bankrupt gaming magazines of the time started to make editorials on whether they would fold or be bought out by other interested parties. 

Although Interplay's gamble paid off and got them some money back, it didn't really help matters as a lot of star trek gamers felt they got cheated. However, if Interplay was thinking they were having a hard time then, the next year was going to be much, much worse.

1998 - Metamorphosis




 


Last Update - May 09, 2008 17:20:30
© 1999 ~ 2008 Star Trek Gamers - Star Trek Games, the top source of info for Star Trek PC games
Legal Disclaimer 
/  Privacy Policy