The History Of Star Trek PC Gaming
2000 - Part 2: End Game
The battle between Activision and
Interplay would end with a stream of massive hits from Activision
Immediately after the release of Interplay's New Worlds in the
same month Activision released a game which took the trek gaming
world and the general gaming media by storm...

Activision's Armada, still played in 2005 and still being modded.
It was also the first game this site covered.
The latter half of 2000 seen Activision's meteoric rise to the top of
the heap as they started to take control of the licenses they were to
gain completely in 2001. Star Trek: Armada was a full blown new
style RTS game based loosely on the massive hit "Starcraft" which took
the community and everyone else by storm, it was fundamental in the
forming of the early clan world and was also fundamental in the forming
of the massive modding community that is now part and parcel of the Star
Trek gaming world. Most Star Trek fans generally
recognize that the Borg storylines have been some of the best in the
franchise's history. Activision seems to have picked up on this,
bringing the biomechanical menace to the forefront once again, with
Locutus in tow. This time, however, events are occurring shortly after
the end of Star Trek: Deep Space Nine, with the end of the Dominion War
fresh on everyone's mind. The Federation has sent Captain Jean-Luc
Picard and his crew to aid the outlying outposts in re-establishing
themselves, while Worf has been sent to the Klingon home world to aid
the presiding ruler, Chancellor Martok, in peacefully rebuilding the
Empire.
One day, when on a routine mission, the Enterprise becomes
witness to a temporal rift, from which emerges a futuristic Federation starship
and two Borg spheres. After doing away with the ominous pursuers, the starship
reveals itself to be from the future, and that it has come to warn of an
impending Borg invasion which, if unchecked, will spell the eventual end of the
Federation. The Enterprise and others are quickly mobilized to deal with the
threat, and Worf is asked to cull the Klingons' aid. Before he is able to obtain
reinforcements, Worf encounters an old enemy, Toral, who then sets about
stirring up civil war amongst his people in an attempt to wrest control of the
Empire from the rightful rulers. When the Romulans' infamous Admiral Sela enters
the picture, matters begin to look rather grim for the Klingons, and it appears
as though they must decline the Federation's request. It is this scenario that
you are faced with, a situation so grim that you must step into the shoes of the
Federation, the Klingons, the Romulans, and yes, even the Borg, in order to see
it through to completion, in full RTS fashion.
What
might not be instantly recognizable, however, is the array of special weapons
possessed by each race. It is these weapons that can swing the momentum of a
particular brawl, and can often make or break a battle if properly used. For
example, the Federation's strategic balance is reflected in their tendency to
attack their foes indirectly. Instead, most of their special attacks focus on
hindering or crippling a starship's individual components, such as the Shield
Disruptor or Engine Overload tools. As time travel comes to be a major factor in
Star Trek: Armada, the Federation also have access to a variety of temporal
effects, such as the Gemini Effect, which allows a starship to temporarily
duplicate itself, as well as the awe-inspiring Temporal Research Facility, which
briefly freezes enemies in time. Along the same lines, the Klingons have a
secret arsenal specific to their personalities, like the Poleron Torpedo, which
travels through an enemy's shields to damage the starship within, and the
Shockwave, which destroys not only the source ship, but most any ships within
its range. The Romulans, being the most subversive and sneakiest of the four
races, can occasionally transport spies onto enemy ships and starbases, while
their psychonic blasts can render enemy crewmembers temporarily insane,
prompting them to slaughter one another for a short period of time. As you would
expect, the Borg specialize in holding, capturing and assimilating. As a result,
they are free to use tools such as the Holding Beam, which slows down enemy
ships and allows for easier assimilation. Other special tools such as the
Transwarp Drive, regeneration modules and Shield Remodulators are all pulled
straight from television and film appearances, often rendering resistance as
futile as you've so often seen. All in all, these tools are considered to be
"top-secret" within their own ranks, and the technology cannot be stolen or
copied by an enemy, rendering each weapon unique to its owners.
A
strong and healthy fleet can only survive if its resources are properly managed,
and as such you must keep a close eye on the basic elements of your forces.
First and foremost, there is dilithium, the mineral that serves as the
intergalactic currency. As this precious material comes from specific moons, you
must send out mining freighters to scour their surfaces, which then return to
your mining station. Dilithium is a precious and rare resource, though perhaps
not nearly as important as your crew. Potentially made of thousands upon
thousands of individuals, your crew is the driving force of your fleet, manning
your ships and overseeing the proper functioning of your shipyards, turrets and
sensor arrays. The number of crewmembers that you have access to depends on two
factors: the amount of available commanding officers, and the slow but steady
influx of helping hands into your starbase, which increases if said structure is
built near a planet. It's important that you pay careful attention to your crew,
as a derelict starship can easily be taken over by enemy forces. Conversely,
your personnel can allow you to board and conquer an enemy vessel, provided
you've destroyed their shields and most of their crew beforehand. To prevent
this from being done to you in return, you can transport any number of people
aboard ships that you own, fortifying the vessel's defences and providing you
with a greater boarding party should the need arise. The ability to transport
crew members between starship and structures can also improve overall
productivity, as a poorly-manned shipyard will function at low capacity, while a
strongly-fortified one will turn out ships at a very respectable rate. This type
of resource is an interesting twist, and adds a unique flavour to the game.
Without a doubt, Star Trek: Armada is quite a lot of fun. Being
able to lead a fleet of several dozen ships to clash with Borg forces is rather
exhilarating, as is overseeing the Klingon takeover of a Romulan attack force.
Controlling the Borg is equally entertaining, as you finally have an excuse to
coldly utter "Resistance is futile" as you assimilate another unfortunate
Federation vessel. There is also considerable variety between the missions, as
you must perform search-and-rescue operations, as well as extermination and
stealth-based attempts, sometimes within the same mission. That being said,
there are a number of issues that can potentially interfere with the experience.
When Armada 1 was first released there was a LOT of bugs, some
were more applicable to the online game and the online game was the one that
suffered in the early days. Luckily enough though the 2 patches that were
released sorted most of the problems out.
When Armada was released it outstripped the massive
sales made by Interplay's Star Trek: 25th Anniversary and game stores
were amazed at how quick the copies was leaving there shelves and stock.
Interplay could only sit back and watch as more and more players
dedicated to there old games started to drift away and play Armada and
only Interplay could be able to stem the tide of players turning away
from them.
By this point in time people were now starting to realize
that Activision was a company that now meant business. Activision's
way of thinking at that point in time and subsequently until the end of the
contract was to take existing top selling games and rearrange them with a
Star Trek theme. Activision had the opportunity to look between the
years of 1993 and 1998 and learn the mistakes that Microprose, Simon and
Schuster and interplay had. Activision had realized from a very early
point that there was one thing missing from the Star Trek game franchise,
the ability for massive online playing. Armada as a game was basically
starcraft, however with serious updates to the game engine and even more
serious updates to the way the graphics worked in the game along with a
partially stable multi play system on release and the ability for people to
model their own starships and add them in the game it meant that Armada
could cool head to head with any of interplay's games on two separate
fronts. . . Modding and multiplay.
However, interplay fought back.
With the disappointment of Starfleet Academy still fresh
on there mind Interplay released yet another classic into the gaming
world of Star Trek 2 weeks after the release of Armada as a direct
"screw you" to Activision, enter Klingon Academy.

Interplay's Klingon Academy took a lot of the storm out of Activision's
Armada
While Activision's Armada was still riding high on the
game charts Interplay decided to look to their past for their next game.
Based on the original star fleet academy game engine, Interplay's
Klingon academy to the Starfleet academy game engine to a whole new
level. The game itself was yet another masterpiece from the now
almost financially crippled Interplay. While Activision's armada
allowed clans and single players to control whole fleets interplay's
Klingon academy took single and multi play to a whole new level.
In the sixth Star Trek movie, Star Trek VI: The Undiscovered Country, the
crew of the USS Enterprise was assigned to escort a Klingon battle cruiser
carrying a high-ranking Klingon chancellor named Gorkon into Federation space.
Gorkon was to meet with United Federation of Planets representatives regarding a
long-term peace agreement between the two governments. But as often happens in
the Star Trek universe, this simple
mission becomes compromised by rogue elements in the Klingon Empire who wish to
continue the hostility between the Klingons and the Federation. After
assassinating the peaceful Gorkon, this small faction races to kill the
president of the Federation and thereby guarantee the potential for many more
years of Klingon-Federation hostilities. In the end, as usual, the Enterprise
(along with the USS Excelsior) teaches a violent lesson to the insurgents, who
are led by a Shakespeare-quoting Klingon commander named General Chang, by
destroying their cloak-capable warship and subsequently killing all on board.
The reason this background data is important is that General Chang (played in
the movie by actor Christopher Plummer) happened to be one of the Klingon
Empire's leading ship combat-warfare experts and had been engaged in the service
of the Empire in the role of its Elite Command Academy's commandant.
This is where Klingon Academy the game comes in. By taking the story timeline
back to the period that occurred in the movies between Star Trek V: The Final
Frontier, and Star VI: The Undiscovered Country, Interplay could draw on the
large hostility between the Federation and the Klingon Empire. The enigmatic
General Chang would also be available as the lead instructor for the Klingon
cadets. And that's exactly where the game Klingon Academy begins, with players
being addressed by General Chang as their instructor with the intention of going
to war with the Federation before the game is through.
The cut scenes of the film were short of spectacular for a trek game of the
turn of the century. Trek fans were amazed at the fact that they were actually
able to control a Klingon ship and pilot it around 3d space while blowing up
other fed ships, something that's been mirrored in Bridge Commander recently.
Gamers in star trek started to realize that the time of the
multiplayer game had arrived. Within the space of six months the
online play a base of star trek gaming quadrupled in size. Old
starcraft players joined with the new gamers and Armada players to make
it one of the most busiest online games for Star Trek gaming ever.
However when interplay released Klingon academy, the multiplayer world
realize that for the first time they could command one single starship
and fight against each other. At this point in time the battle
between interplay and Activision had both companies level.
Interplay and the game makers 14 degrees east pulled out all the stops for
this game. With the money coming in from SFC II and interest peaking again in
Interplays other non trek games they poured a vast amount of cash into Klingon
Academy...and it ultimately paid off. Klingon Academy is still hailed as one of
the best triumphs for the old Interplay trek license and is still being played
online today.
The end of 2000 was now nearing and as the gamers had to get to grips
with a lot of the new games being released in 2000, Activision had one
last surprise. First person shooting games for star trek was
hardly ever touched, however, in late 2000 while Activision was still
basking in the glory of Armada they released a game based on the quake
engine which once more took the gaming world by storm.

Activision's elite force added a whole new dimension to Star Trek
gaming.
Looking back over the years, you'll come across plenty of titles that
scored poorly despite being based on licensed 3D-engine technology.
Luckily, Raven Software, developers of the famous/notorious Soldier of
Fortune, has put id's engine to extremely good use with Star Trek:
Voyager - Elite Force. In STV: Elite Force, you play as ensign Alexander
or Alexadria Munro, second in command of Lieutenant Commander Tuvok's
Hazard Team, which was assembled as a sort of . . . elite force for
sticky situations.
One of the unique features STV: Elite Force's single-player game is the
presence of intelligent bots that serve as the additional members of
your various away teams. Combined with Raven's advanced scripting code,
these team members take on a life of their own and affect gameplay in an
unprecedented way. On any of the missions, any of your team members
could be injured or killed at any time. If any of them do, there's code
in place that activates certain in-game cutscenes in which that
crewperson is teleported out of the combat zone. Also, these members
interact with you throughout the game, both in combat and during the
exploratory R&R sections of the game which you spend onboard the
Voyager. The overall effect is an impressive seamlessness from the first
mission to the fortieth.
While the single-player game is designed to move you smoothly from one
mission to the next, hopping from vessel to vessel until you reach your
final destination, the play is balanced well enough to keep you
challenged regardless of the level of difficulty at which you play.
Unfortunately, the forty missions nevertheless seem to go by too
quickly; diligent players will finish the single-player game in a day.
Another minor-but-noticeable irritation is that, as with Soldier of
Fortune, the end of the game seems somewhat slapped together and not on
par with the first three quarters. The alien races you encounter later
in the game seem more cartoonish than sci-fi based. That's the case
especially during the final missions, where the quality of the
illustration declines to the point of resembling Japanese anime more so
than something that could have possibly come from an episode of any of
the Star Trek shows or movies.
For the most part, though, STV: Elite Force offers you that "you're in
the movie" effect not only because you feel like you're part of a real
team, but also because all of the TV show's original cast members lent
their voices to their counterparts in the game (with the exception of
Jeri Ryan, who plays Seven of Nine in the show). The recreation of
Voyager's layout complete with bridge and holodeck and a Borg cube add
to the realism, as do the relatively lifelike, accurate representations
of all the characters' faces. Add to all this the nine two-mode weapons
(among them a very realistic phaser) and fourteen different enemy races
and you've got yourself the most involving Star Trek game made for the
PC yet.
At the end of the year 2000 Star Trek gamers had more than five brand
new Star Trek games all in one year the sales and player numbers of the
year 2001 for the five games released in 2000 hinted that Activision had
won the battle. However Interplay's loyal fan base still kept the
old games of Interplay and the new ones released in 2000 going strong to
this day. The turn of the new millennium seen Microprose go
bankrupt and Activision take its place as the custodian of the star trek
gaming franchise.
The release of star trek elite force was basically the final nail in
the coffin of interplay. By the end of 2000 it became obvious to
everyone that interplay was now to all intent's and purposes in there
final day's. Activision had managed to do in less than one year
what it took both interplay and Microprose three years to do, win the
respect of the star trek gamers. In less than a year Activision
had managed to release to the Star Trek gamers two games that had the
capacity for a massive online gaming experience, this in turn spawned
over a dozen sites for Armada, all fan run, like Armada universe and the
distant relative of this website, Armada clan directory all of which
opened within the space of two months. The elite force community
also rose exponentially within the space of one month, the capacity of
both games to be modded also brought a whole new community to the Star
Trek game franchise. People like Rick Knox (who now works for Sony
on Star Wars Galaxies), Chris Jones and other well known modders of the
current day all started by modding Armada, elite force, and Starfleet
command 2.
Many of the well known clans of today like Starfleet, red squadrons,
united federation of planets and many others of their kind started to
become serious forces in the world of star trek clans by the amount of
members they managed to gain from both Armada and elite force. The
battle between interplay and Activision in the latter half of the year
2000 was the major catalyst for the meteoric rise of growth of star trek
gaming in 2001 and 2002. Where Microprose and interplay failed in
the early era of star trek gaming, Activision managed to succeed.
Activision managed to bring more money into the franchise and more
players into the Star Trek game franchise in the space of nine months
than Microprose and interplay managed in three years.
Many people thought that Activision could do no wrong after the
massive successes of elite force and armada, Activision had a lot to
live up to in the year 2001 and many people still think to this day that
things started to turn sour for Activision once they controlled the
entire franchise. Activision's time had now arrived but Interplay
had one last trick up its sleeve.
2001 - Part
one: Activison's Time
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