The History Of Star Trek PC Gaming
1998 : Metamorphosis
1998 seen Interplay with a head start, although Starfleet
Academy
was not the massive success it was supposed to be it
still sold in good quantities. The biggest problem Interplay had was the
amount of resources and effort put into Starfleet Academy. By 1998 signs
of trouble was
appearing in Interplay. In 1997 interplay
made the announcement that in 1998 the would be releasing three new games, one
would be a yet unnamed expansion pack for Starfleet Academy,
and the other two games would be completely new.
While interplay was making all their announcements Microprose
and S&S was busy developing their own new games. At this point in time
Microprose was also showing the first signs of trouble, rumours had started that
Microprose was starting to have serious money problems,
Hasbro interactive at that point had already placed a bid for Microprose, Both
companies we're now in the process of merging. While both interplay and
Microprose were showing signs of problems an announcement was made by Viacom
which would reshape the future of star trek gaming to the present day. At
the beginning of 1998 Viacom made the announcement that the last chunk of the
star trek PC game franchise would be given out.

Activision joins in 1998.
By the beginning of 1998 Activision was a serious company to
be reckoned with, already one of the major players Activision's resources
and company as a whole was two times the size of interplay
and Microprose combined. The same week the
announcement was made of Activision joining,
Activision made a statement that
they would release their
first PC Star Trek game title in 1999. The pressure on
Interplay and Microprose was now greater than ever.
1997 seen Microprose make the announcement that they would
release one of the first true FPS games for star trek, By this point in time
games like quake, Wolfenstein and doom had already been making serious impact in
the gaming world so that promise by Microprose for the first first person
shooter had a lot of the gaming industry wondering what engine they would use.
Klingon Honor Guard, the first FPS
game for Star Trek
When Klingon Honor Guard was released it was met with mixed
reviews...as for the engine, they decided to go for the
relatively new and untested Unreal engine.
KHG is basically one massive FPS game with you, the Klingon seeking honor and
revenge wandering around solving puzzles and killing people...the puzzle solving
is a bit iffy, you don't see a Klingon solving puzzles, they just kill people.
You start the game in the middle of a training exercise, and quickly move into
the real plot: save Chancellor Gowron by uncovering a sinister plot to overthrow
the empire and mercilessly slaughtering the conspirators. The story is above par
for your standard first-person shooter, and the well-known and liked Star Trek
universe certainly helps draw the player in. As a Klingon warrior you get to use
a varied arsenal of weapons, from your trusty D'k Tahg (a small blade you use
for disembowelling your enemies or throwing into their backs) to the more
impressive Bat'leth (the sword of honor, a traditional Klingon weapon). The game
also includes energy weapons, from the standard disrupter pistol up to the Sith
Har blaster and Particle Dispersal Cannon--although a true Klingon warrior must
see the fear in his enemies' eyes before leaving his knife in their throat!
At that time the Unreal engine was notoriously buggy, not the refined one it
is today, and the bugs were apparent all the way through the games from the
various blips on the screen to full blown crashes for no apparent reason.
Klingon Honor Guard though still is a testament to Microprose, after the
disaster they had with Generations they did try there best to get the gamers
back to their side...and it sort of worked...however, little did people know
that in less than twelve months' time Microprose would cease trading. It
was after the release of Klingon honor guard that Microprose finally announced
the full merger with Hasbro interactive, at the same time they
also announced the development of a new star trek game for release in 1999.
Little did anyone know that this would be Microprose last game.
At the same time everyone was thinking of Microprose new game for 1999 and
while Activision was planning a new game for the same year S&S released their
first game in 1998. This new game would be a complete diversion from the
normal Star Trek games, for the first time Star Trek gamers would be able to
designed build and flying their own customizable starship. Enter starship
creator.
Starship creator,
released in 1997
Starship creator was S&S idea to give the general
Star Trek game populace a chance to build design and fly their own starship.
However when the
game
was finally released in 1997 there were many problems,
one of the major complaints about the game was the lack of different parts to
make vessels, the other major complaint was the many
bugs which caused the game to crash in mid end systems. Starship creator
as a standalone game still sold many units and even though
there was many problems with the game it's still
received a lot of good reviews from the new PC game sites that
were appearing on the Internet. The only problem was starship
creator had a very short game life. So while S&S
was releasing starship creator, and Microprose was busy planning for the 1999
game many eyes turned towards Interplay. Since
the release of Starfleet Academy Interplay
had remained silent throughout most of 1997. However,
at the beginning of 1998 interplay announced an expansion pack for Starfleet
Academy called Chekov's lost missions.
Even though Starfleet Academy was less than one
year old,
compared to new games like doom and quake it was already showing signs of
age
then there was the problem of faster computers of
the year
coupled with the new operating system of
Windows 98 which starting to cause problems
on some specific computers when people played Starfleet Academy.
To keep the shelf life of Starfleet Academy going
Chekov's lost missions was designed immediately after the release of
Starfleet Academy and released midway through
1998.
Interplay's thank you to the people
who waited for Starfleet Academy and an attempt
to keep the shelf life of the game.
The lost mission pack contained seven
new missions plus two new net games however the biggest
attraction for Starfleet Academy was
the growing number of people who were
playing it via TCP I. P. previous Star Trek games never had a
very good multiplayer capacity however Starfleet
Academy changed all that in an instant,
the clan world of star trek gaming was
now born. With the release of the expansion pack for
Starfleet Academy,
Interplay also released various patches to fix the
game for newer computers, and as the
interest for the expansion pack grew the
sales of the original Starfleet
Academy started to rise again.
Also at the beginning of 1998 interplay made the announcement of a whole
brand new game based on the world of Vulcan.
The game itself had been in planning since 1996 and
was already 70% complete by the time the announcement was made in 1998.
The Secret of Vulcan Fury
was advertised on the lost missions pack as a fully rendered cut scene. The
interest from that scene alone caused a massive amount of interest for the new
secret of Vulcan Fury game due for release at the end
of 1999. However the one thing that interplay never told anyone was the
amount of money that went into the making of the game that was already 70%
complete,
by this point in 1998 interplay was almost bankrupt. To alleviate that,
Interplay released possibly one of their worst games
ever in the hopes that the money received from this new game would alleviate
some of the pressure from the bank balance.
Star trek: Pinball, a game interplay
would rather forget.
Star Trek pinball was released at the very end of 1998 and was
received with a lot of criticism from gaming magazines, star
trek gamers, and basically everyone else. What gave
interplay the idea that a PC pinball game with pictures of
starship's stuck in the background
would sell well is anyone's guess,
and to make matters worse at the very end of 1998
Microprose, interplay, and S&S Found
out that in 1999 the entire game franchise would be up for lease
once again.
By the end of 1999 the technology of PC's was growing
faster than ever and new game engine technologies was hitting the market and
an ever increasing rate. Newer companies started to appear at this
point who took the gaming world by storm by releasing games which far
outsold all of the star trek games combined to date. Interplay and
Microprose was now starting to lag behind in the gaming sector and the games
they had released between 1996 and 1999 showed signs of age compared to the
new game technologies being used by other companies. The PC technology
and game engine technology had changed so fast within the space of 2 years
that both companies had to do something extra to keep the interest in trek
games going.
The metamorphosis of Star Trek
gaming had begun.
1999 - The New Age
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