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My Attempt to Play Every Star Trek Game

EF was a blast back in the day, especially online matches. I actually liked DS9: The Fallen more in concept, and in graphics (it used the Unreal engine), and I wished that the game was longer and that they would come out with expansions.

Klingon Academy was fun to me, though tedious. I was pretty easy to mod with ships that people made available online. It was also easy to mod yourself to be able to use the fire-while-cloaked BoP in multiplayer mode. It was kind of irritating to connect to a match where someone did that. :lol:

Kor
 
After announcing it, Activision ended up cancelling the game because “the game’s design did not reflect the established Star Trek universe”. The game was supposedly near completion at the time.
What an odd reason... many games don't exactly 'fit' :D
 
EF uses the Q3 engine, HL uses the Q2 (or a combination of 1 and 2) engine.

Half-Life 1 runs on the GoldSrc engine, which is a very heavily modified Quake 1 engine. Modified so much that a majority of the code used was written by Valve themselves according to them.
https://en.wikipedia.org/wiki/GoldSrc#Development

Elite Force 1 started development on the Quake 2 engine, but switched over to Quake 3, which is why some assets are lower quality compared other Quake 3 games of the time.
 
Star Trek: Bridge Commander
  • Original Release: 2002
  • Developer: Totally Games
  • Publisher: Activision
  • Platform: PC
stbc-018-1024x576.jpg

I have very fond memories of this game, and it’s great playing it again. Bridge Commander puts you in the role of a Galaxy class starship (and later Sovereign) and I think it’s the closest game that brings about the feeling of being a captain of a ship – rather than being the ship itself.

While in the bridge view, you can give commands to your crew – all fully voiced – and they’ll do it for you. As this is a combat orientated game, you’ll mainly be dealing with Lt. Savali, your tactical officer. You can tell him what targets to aim for, set his tactics or let him decide. If you want to, you can play the entire game like this, ordering your crew and never taking manual control. I really love that you can play for it.

If you want to do more yourself, you can do that, too. The external view of the ship enables controls for manual control of the ship, letting you fly around and fire as you prefer. The camera is locked onto the target, letting you move through your different phaser arcs rather than being limited to forward facing weapons like previous space combat games. You also still have access to all the crew and can give commands from this view, so you can continue giving orders and just admire the battles.

stbc-009-1024x576.jpg


Targeting subsytems is a major part of the game. You can target individual components of the ship like cloaking devices, individual phasers, shield generators and the warp core. Missions throughout the game will require use of this, especially when disabling ships and stations. The hull of your target will still take damage, so you need to be careful with what you hit – especially if you then need to defend your disabled target.

The game isn’t without its flaws. I think it could have done with conversation choices, even just ones that don’t change the story, just your own flair on the conversation. It’s a bit odd that the first officer handles all of the conversations. I would also like more options regarding what you can do, as some sections (particularly Science and Engineering) are quite limited. The game is very good at supporting mods, and the community has added a lot of features (along with nicer looking ships) – for this playthough I went with the base game with some minor modifications to make it run at 1080p.

Bridge Commander is an amazing experience for the ship side of Star Trek, and this would be my basis for the “perfect” Star Trek game, which would combine this with Elite Force and a bit of No Man’s Sky for exploration, some mysteries to solve and new things to discover.

Star Trek: Starfleet Command III
  • Original Release: 2002
  • Developer: Taldren
  • Publisher: Interplay
  • Platform: PC
sfc3-013-1024x576.jpg

While Starfleet Command 2 was very similar to the first game with more features, this one has gone in a different direction, trying to appeal to a wider audience by streamlining the game. It’s now set in the TNG era, with a proper story that takes place across Klingon, Romulan and Federation campaigns.

The “streamlined” features just seem like they’ve removed a lot of features. This does remove a lot of the complication, but it’s also what made the previous games unique. At the same time, they don’t seem to have done much else to make the game appeal to more people, as the game now feels even slower, with less to do due to the removal of these features.

While you had multiple weapon types and a ton of crazy tactics to use against opponents, combat in this game is almost entirely spinning in circles, waiting for your weapon energy to recharge and hitting fire when the fire button lights up. The enemy ships love getting extremely close (although there are no collisions to worry about, ships are on slightly different heights – or just fly through each other) , making it impossible to do anything regarding planning the use of your weapon arcs or aiming at specific enemy shields.

The main campaigns have the map grid from SFC2, but it doesn’t quite make sense. You’re forced to specific locations throughout the campaign. It would have been better if they kept this map specific to the conquest mode (where you can explore and play randomly generated missions). Other nice touches, such as a unique UI for each race, have been removed and there are fewer factions to play as.

People who found the previous games too complex were the target audience for this – people like me. While they weren’t for me, I could understand why people would love those games. This one just comes across as dull.

Star Trek: First Duty
  • Original Release: 2002
  • Developer: Digital Bridges
  • Publisher: Activision
  • Platform: WAP
  • Not played: No playable builds available
fdshotbw15-1.gif

A very early mobile game, made for WAP (Wireless Application Protocol). This is essentially a browser-based game made by people who had a lot of ambition for what mobile phone games could do. First Duty was an adventure game set at Starfleet Academy. You needed to complete a four year training course. I spoke to one of the developers who describe it as a “chose your own path” game.

First Duty was similar to a previous game of theirs called Sorcery!, based on the Steve Jackson book, made as a precursor to their big Star Trek project: Star Trek: Prime Directive.

Star Trek: Nemesis
  • Original Release: 2002
  • Developer: nGame
  • Publisher: Activision
  • Platform: Java
njva-004.jpg

This Star Trek: Nemesis tie-in game is a simple game for Java mobile phones set during the final battle of Star Trek: Nemesis. Shinzon, who tells the Enterprise to surrender, is flying to attack Earth and you must stop him.

Some Romulan Valdore-class ships also turn up to help Shinzon. You play though 4 rounds of shooting Romulan ships and defending yourself against the cloaked Scimitar. Once per round you can warp to a nearby starbase for repairs. The fifth round is a battle against the Scimitar itself.

It’s a very slow and simple game, and not much fun.

Star Trek: Voyager: The Arcade Game
  • Original Release: 2002
  • Developer: Game Refuge
  • Publisher: Monaco Entertainment
  • Platform: Arcade
  • Not played: Could not get game to run in an emulator.
voy-arc-005a-1-1024x768.jpg

Star Trek: Voyager: The Arcade Game is a light gun arcade game that is very much an arcade light gun game first and a Star Trek game second.

The game is roughly half an hour long, although you can take different routes and see different things. It consists entirely of shooting a massive amount of enemies – mainly Borg of many different shapes and sizes, form spider drones to big hulking monstrosities. You also fight Hirogen and random other enemies (some of the flying ones look a bit like the Etherians from Elite Force), with multiple types at once at the end.

The Voyager crew appear, but the very few voice lines sound like they’ve been badly ripped out of an episode of the show. They spend the entire game running for their lives like complete cowards, leaving you, a completely random ensign who is thinking about starting an elite security squad (not-Hazard team), to save the day. It stars off when the meeting is “rudely interrupted” (those are the actual words the game uses) by The Borg.

This is a very silly (and probably fun in an amusing way) lightgun game that uses the Star Trek license as an outer shell. There are some emulators that can run the game (but with no sound), but I haven’t got them to work on my computers.

Star Trek Customizable Card Game: Second Edition
  • Original Release: 2002
  • Developer: Decipher
  • Publisher: Decipher
  • Original Platform: Board Game
ccgs-005-1024x576.jpg

When the first Customizable Card Game got too complicated, Decipher decided to make a more streamlined version. The core part of the game is still moving ships to missions to complete them, facing dilemmas on the way, but how you play has been changed.

Instead of the lengthy setup of the 1st Edition (1E), the 2nd Edition (2E) just has you place five of your own missions in a row. These are placed next to each other regardless of what quadrant the card is in (instead of being in a different location, it just adds 2 to the move cost). You also don’t carefully pick dilemmas like in 1E. You have a dilemma deck which is shuffled and then you draw at random when your opponent starts a mission (although you can order them to increase difficulty). The more personnel on the mission, the more dilemmas they face.

Playing card is also different. Instead of playing one a turn, you have seven “credits” each round to spend on playing cards or drawing more, which does speed up the start of the game.

While this version is easier to play, I think it loses a lot of the Star Trek “feel” that 1E had – you’re just completing cards now, not exploring a galaxy.

Star Trek: Prime Directive
  • Original Release: Cancelled 2002
  • Developer: Digital Bridges
  • Publisher: Activision
  • Platform: WAP
  • Not played: No playable builds available
first-duty-1.jpg

The main event to the starter of Star Trek: First Duty, this was supposed to be a massively multiplayer mobile game using Wireless Access Protocol (the very early internet of mobile phones). The developers boasted about a persistent universe with ten thousand players per server using Digital Bridges’ “UNITY” system.

The game would have taken place in a new area of unexplored space called the Caledonian Expanse, which the Federation has gained access to via a wormhole appearing in Federation space. The UNITY system would enable players from all over the world to work together, regardless of language spoken.

An open beta was available for a short time in 2002. I spoke to one of the developers of the game who said that people would be able to discover new star systems and name them – similar to No Man’s Sky. It was a very, very ambitious for mobile phones at the time, especially due to the limited capabilities (the developer I spoke to doesn’t think they saved any screenshots as the game wasn’t much to look at),

It ended up getting cancelled as the market for mobile games just wasn’t interested in big, complicated games, and much simpler offline Java games were becoming much more popular, so Digital Bridges moved on to work on those kinds of games instead.

Star Trek: Elite Force II
  • Original Release: 2003
  • Developer: Ritual
  • Publisher: Activision
  • Platform: PC
elite-force-2-015-1024x576.jpg


The sequel to Elite Force starts off during the Voyager episode “Endgame”, expanding upon Voyager’s journey through the transwarp hub. A Borg sphere has captured Voyager and the Hazard Team needs to free Voyager before the Borg adapt to their new systems. After Voyager gets home, Munro (who is unfortunately only male in this game – it’s a bit odd when the first game I played as a female Munro) gets stuck teaching at the academy until he impresses Picard, getting assigned to the Enterprise E, which swiftly gets involved in a mystery surrounding some insect-like aliens with organic impulse engines.

While this is developed by a different developer, the feel of the gameplay is the same. You have a mixture of alien and federation weapons again (although far more Federation weapons this game, with machine gun and shotgun versions of the compression rifle). My wish about the first game is answered here: I wanted more Tricorder use and puzzles and this has that. The puzzles aren’t great, though, and are just pipe connecting and waveform matching minigame – I would have preferred puzzles that involved more scanning. The tricorder does have more view modes, pointing out weak walls or bioscanners. My favourite thing about the tricorder is that you can scan a lot of things. All the Federation characters have names (both on the Enterprise and at Starfleet Academy) – even the fish do. It’s a nice little touch, and I just love scanning for lifeforms.

The new insect-like aliens are definitely used well for a gameplay perspective, as they have many different forms that get introduced throughout the game, although at times it feels a bit lonely as you often get separated from your crew (to the point where they lampshade it), who really don’t get enough screen-time. Previous characters like Chang and Chell barely do anything (in the final mission, Chell is shot and beamed back to the Enterprise before you even start) and the new Klingon member, Korban, is not utilised much at all. There’s one mission where you are looking for a Ferengi on a pirate Klingon space station and instead of wearing casual clothing and taking the Klingon member of the team…they go in full Starfleet gear.

Picard also feels a bit lonely. This is set a bit after Nemesis, and everyone has left – even Crusher and La Forge – so it makes sense. The only familiar face he has is Chief Engineer Barclay, with Tuvok (on temporary assignment to the Enterpriser to help integrate the Hazard team). being the only other character from the shows. I don’t have any issues with this, but it would be nice if it felt like Picard had a new crew, but the only developed character is a botanist that you can listen to random conversations (she has no involvement in the plot). Just a named first officer would be enough.

That said, Elite Force 2 is still a great game and the gameplay is extremely enjoyable. Some of the plot is predictable – you can tell one of the villains the moment he speaks in his “overly evil” accent, but other moments provide a nice mystery. The weapons are fun to use again, with some great set pieces to keep the action entertaining.

 
Something I’d add to the EF2 review is that you can choose different paths regarding a romantic storyline either with another hazard team member or with an alien scientist.

anyway, the game was enjoyable but I didn’t find it as good as the first one, the bosses were generally too easy to defeat and both the maps and the NPCs felt less developed to me.

It ran on a heavily modified Quake 3 engine that pretty much brought any computer of the era to their knee, giving really long loading times, which didn’t help at all, while looking worse than for example Doom 3, which ran better on the same hardware.
 
Bridge Commander like Elite Force 1 has/had a large modding community. Doing things the original developers probably never even dreamed of. Adding different types of warp drive, working saucer seperation/MVAM. Working wormholes, sort of an open world galaxy map.

One of the biggest mods (which was also compilation of different mods) was Kobayashi Maru. Added a ton of ships, star systems, and a sort of open world. It still exists if you can find it.

Elite Force 1 had more mods than EF2 did, it just never caught on as much as the first one.
 
Bridge Commander
I loved that all the textures could easily be edited with free software, even just Paint IIRC. I made everyone nude :D

Star Trek: Starfleet Command III

While you had multiple weapon types and a ton of crazy tactics to use against opponents, combat in this game is almost entirely spinning in circles, waiting for your weapon energy to recharge and hitting fire when the fire button lights up.
That's how the other 2 felt for me. Wait for recharge, fire, repeat till boom. I have 3, but haven't played it yet.

Star Trek: Elite Force II
It was great to walk around the E, with most locations fully explorable. And long before STO came out, you could explore the SFA campus as well, and it was beautiful. Another highlight is the debate with the Ferengi where you use the Rules of Acquisition against him. There's a great Romulan stealth mission, which reminded me of the good old times playing Troi in Generations. You even go aboard an old Excelsior class, and everything just looked great. I was so looking forward to walking on the hull of the E as well, but it turned out to be a very limited area. It was still fun to use a cannon that's hidden in front of the torpedo launcher :D
And for the first time since KHG, you could use a betleH again :klingon:
They should've made EF3. Imagine Borg levels with the engines that came out just a bit later (Doom3, FarCry, HL2,...)
 
It was great to walk around the E, with most locations fully explorable. And long before STO came out, you could explore the SFA campus as well, and it was beautiful
True. Too bad the NPCs have very few lines each and interactivity with the environment is basically non existent.
There's a great Romulan stealth mission, which reminded me of the good old times playing Troi in Generations.
That’s one of the levels I remember more fondly.

You even go aboard an old Excelsior class, and everything just looked great.
An old and creepy derelict excelsior. With a Mario-like side scroller hidden into a bulkhead!

They should've made EF3. Imagine Borg levels with the engines that came out just a bit later (Doom3, FarCry, HL2,...
I’d love to see an EF3.
 
True. Too bad the NPCs have very few lines each and interactivity with the environment is basically non existent.

That just reminded me of something. There were NPC conversations you could stop and eavesdrop on, and when they finished, the characters would stop talking and switch to this animation cycle of wild, emphatic gesturing. The first one (or, at least, the first one I encountered) was at the Starfleet Command level, where a human character was asking a betazoid to read his mind, just to see what it felt like. I figured that the abrupt switch was intentional, and they’d switched to “talking” psychically and the human was upset at being scanned (like the betazoid predicted). It wasn’t until later I realized they all did that.
 
There was also a holomatch map where the players were small like action figures in a giant bridge and observation lounge that giant Picard peeked into from outside, and you could use tricorders as jump pads :D
 
There was also a holomatch map where the players were small like action figures in a giant bridge and observation lounge that giant Picard peeked into from outside, and you could use tricorders as jump pads :D
was this among the default maps? While we played A LOT the EF1 holomatch we barely touched the EF2 one…In fact I seem to remember there was some kind of game killing bug in the mac version but I’m not sure
 
When did the assimilated engineering from FC show up? Must've been a holomatch map too...
https://gaming.trekcore.com/gallery/albums/eliteforce2/screenshots/official/ef2-61.jpg
It was.

I wonder if it was originally intended to be a SP bonus map, considering the Borg NPCs, one in the back right even seems to be using a console. It also has a different HUD, so it's an early screenshot.

Star Trek: Elite Force II
It was great to walk around the E, with most locations fully explorable.
I was sad they never did a Virtual Enterprise addon similar to the Virtual Voyager mode in EF1's expansion.
 
It was near the end of their license, IIRC. Shortly after it was released, it had to be pulled, and people could only get it on eBay :D
If it had been more successful, they might've made an XP, perhaps even with the TNG crew...
 
Star Trek: Shattered Universe
  • Original Release: 2004
  • Developer: Starsphere Interactive
  • Publisher: THQ
  • Platform: PS2/Xbox
shattereduni-011-1024x768.jpg

Shattered Universe is another fighter Star Trek game, similar to Invasion. You play as a random unknown person on board the USS Excelsior. An unknown vortex pulls the ship into the Mirror Universe, with the ship turning into the ISS Excelsior and Sulu gaining a scar (unlike previous Mirror Universe incursions, they seem to have actually swapped bodies (which has horrific connotations for the end of the game). The vortex gets closed by the ISS Enterprise (captained by Chekov), so the Excelsior has to travel to a similar vortex in Tholian space, past Terran Empire, Klingon and Romulan space.

The plot is an interesting idea, but the writing is very dry and uninteresting. The combat itself (the entire game) is also extremely dull, and so much stuff seems off. The Mirror universe has started using fighters, and a bunch of them are on the ISS Excelsior. The Excelsior is absolutely useless in combat, so it’s up to you to destroy the enemies and babysit the Excelsior, which will definitely blow up far more than you. Your phasers and secondary weapons (disruptors/torpedoes) charge up very fast, so you can just hold down the buttons to continue firing, you don’t need to wait for a lock-on for homing weapons. The game is just very boring from start to finish.

Fighting capital ships (what the game calls the main starships) is also very dull, as instead of attack runs, it’s better to just fly in front of it and then reverse. I was hoping for subsystem targeting and disabling systems, but it’s just a health bar that depletes no matter where you hit – knocking out weapons of engines would have provided some variety in gameplay. Missions continue beyond the point that it feels they should be over and the main interest is just bringing a few things back from The Original Series like the Doomsday machine and Fesarius, but they don’t really amount to much.

The game also doesn’t like telling you anything. You’re thrown out on your first mission, straight into combat in a mission that will fail if you don’t start doing the right thing straight away. Throughout the game, you’ll fail objectives because the game isn’t clear about what you’re supposed to do, which means starting the level from scratch (and some can be long and drawn out). The worst example is in one of the early levels, you’re told to destroy some docking clamps holding the USS Excelsior in drydock. If you slightly miss, the Excelsior will blow up. If you fly close to get an accurate hit, enemies will fly into the drydock and the Excelsior will blow up. This is half way into the level, so you have to fight waves of fighters each time you fail. You just keep have to try different parts of the target until you don’t blow up the Excelsior.

The game itself was delayed for a few years, which somewhat explains why it feels a bit dated (especially in comparison to similar games like Rogue Squadron 2), but sometimes this game feels even older than Invasion on the PlayStation.

Star Trek: The Birds of Prey
  • Original Release: 2002
  • Developer: Jumbuck
  • Publisher: Jumbuck
  • Platform: Java
stbop-009.jpg

This Java phone game is a vertical scrolling shooter set during The Original Series. McCoy helps out people on a planet and gets captured by Klingons (who then pass him onto Romulans).

You have a phaser that shoots forward and torpedoes that fly towards your nearest target. Your shields recharge if you avoid getting hit and you have a couple of continues. It’s simple, but for what it is, it’s good fun. There are 5 short levels, but they mix things up a bit to keep the game interesting. One has you defending a station, while another has you navigating though a wormhole that pulls your ship to the sides.

One issue I do have with the game: the Klingon ships are D7s, not Klingon Birds of Prey. I know the Bird of Prey didn’t appear in TOS, but the name is clearly referring to how both Klingons and Romulans have ships called “Bird of Prey”. Even so, compared to other Java mobile games, this is a really good one.

Star Trek: The Cold Enemy
  • Original Release: 2002
  • Developer: Jumbuck
  • Publisher: Jumbuck
  • Platform: Java
coldenemy-010.jpg

Another Java game from the makers of The Birds of Prey. In this, Klingons have captured the Enterprise and it’s up to Scotty to save the day. This is a run-and-gun platformer comprised of six levels.

Like The Birds of Prey, the levels are short but with some nice ideas, like one where a phaser is sweeping the surface and you have to hide under platforms. You’ll need to find switches and generators to bypass forcefields and fight Klingons and little round robots.

However, the controls aren’t as smooth as the previous game, they’re clunky and are sometimes unresponsive or delayed, causing you to get hit or miss jumps. It’s a shame as it would be a great little short but sweet experience.

Star Trek: The Next Generation: Stranded
  • Original Release: 2005
  • Developer: Denki
  • Publisher: Denki
  • Platform: Sky Active
stranded-005.jpg

This game was made for the Sky Active service playable though Sky satellite boxes in the UK. Data, Geordi and a (now dead) ensign have crashed on the planet. Data must explore the areas to find parts that can be used to repair the shuttle.

You can move, shoot and bring up the tricorder which displays a basic map and your destination. The phaser starts off at 5% power so can’t break through many objects, just small bushes. Exploring the map, you’ll discover items that increase the power of your phaser, which then lets you get past stronger obstacles and fight enemies, which consist of automated gun turrets. You’ll explore a few levels until you collect all the parts you need, collecting crystals along the way to improve your score.

There’s also a very basic multiplayer mode where you compete for the best score, but you can only play the game for 3 minutes each.

The game is simple, but quite fun. There’s a certain arcade charm to it. Considering the platform, I was expecting this to be unplayable, but the developer has hosted their Sky games on their own website.

Star Trek Legacy
  • Original Release: 2006
  • Developer: Mad Doc Software
  • Publisher: Bethesda
  • Platform: PC, Xbox 360
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Star Trek Legacy is a space combat game that covers all the main eras of Star Trek (at point of release), with a plot that weaves its way through Archer, Kirk, Picard, Janeway and Sisko – all with their original actors voicing – involving a mysterious Vulcan (although strangely, a lot of the backstory is in “extras” and not revealed though the game).

The combat is simple but fun, you fly around, locking on targets and firing phasers from all angles. The movement and camera works well. You can balance power between systems and there’s a radial menu for more options when you hold on a target. You control a team of up to four ships, switching between them or controlling them together.

There’s a tactical menu with a top-down view of the level, where you can also issue commands form, such as moving to a location or attacking an enemy. It has a lot going for it, but has one major flaw: your team’s AI is flat out broken.

Your ships don’t move as a unit. Tell them to warp to a location and they’ll head off at different times, sometimes one of the ships will just give up and head over on impulse. When controlling individual units – which is quite often as a lot of levels require you to spread out – the ships you aren’t directly controlling will either just stop or start doing their own thing, even if you’ve ordered them to a location.

There’s one mission where you have to disable an enemy ship and tractor it to a base. For this, it makes sense to have the ship towing it to head straight for the base, then control the others to protect it. But whenever you control on of the other ships (or even go to the tactical map), the ship doing the tow turns around to go back towards the enemies. It makes the game incredibly frustrating – your team’s AI is more of a threat than the enemies. There are instances where you need to take over starbases by beaming over an away team – but sometimes your team continues to blow up the station. One time I tried setting one a different target, but they went back to killing their friends.

Legacy had the potential to be a fun – although short -game, but this one issue completely destroys the experience.

Star Trek: Tactical Assault
  • Original Release: 2006
  • Developer: Quicksilver
  • Publisher: Bethesda
  • Platform: PSP
tac-ass-013.jpg

From the developers of the original Starfleet Command comes Tactical Assault on PSP (and DS, but I’ll cover that separately). You can definitely see the Starfleet Command roots in this game, with similar shield, weapon and turning displays, along with long, slow battles.

Unfortunately, that’s where the similarities end. The depth of Starfleet Command is completely gone, and instead it’s just getting the right shield in view and shooting as soon as your weapons are recharged. The fights constantly flip between trivially easy or frustratingly difficult (where you need to be perfect with your movement).

The best thing about the game is the story, which is about the beginnings of peace talks with the Klingons and the Romulans trying to stop, with campaigns for both the Federation and the Klingons. There’s also some dialogue choices which can affect your mission. Some conversations are required while others you have to manually hail the target, and playing true to the Federation by asking questions firsts yields good results. There’s also a great Klingon mission where you’re undercover in a Romulan ship and have to choose between helping Romulans destroy a few Klingon ships or risk blowing your cover.

For the platform, the presentation is quite nice, especially the menu transitions on the bridge of a ship, with some good music (although no voice acting). It’s alright for a small portable game, it’s just not exciting on its own.

Star Trek: Tactical Assault (DS)
  • Original Release: 2006
  • Developer: Quicksilver
  • Publisher: Bethesda
  • Platform: DS
tac-ass-ds-009.jpg

For the most part, this is the same game as the PSP version of Tactical Assault, however I thought the DS features were worth talking about.

Visually, the game is definitively a toned down version of the PSP version, with lower detail models and textures, lower quality music and simplified menus. That said, I think the HUD style is much nicer and cleaner, especially the dialogue boxes. The gameplay itself is exactly the same, so while it looks simpler (but still good for the DS), you’re not getting a toned down gameplay experience.

The big thing for the DS version is the LCARS-like control panel. It seems perfect for a Star Trek game and it’s difficulty to imagine how they could get it wrong…which makes it very disappointing that they’ve somehow managed to do exactly that.

For starters, the touch interface is missing one important function: targeting enemies. This is done with the L button, which is awkward for left handed people like myself. The weapons and shields are also on separate tabs for no reason – all the information could easily fit on one turn. The shield tab is just a single “recharge shields” button and the weapons are small icons dotted around the ship. This means if you want to use the touch screen alone, you can’t turn and see which of your weapons are ready at the same time.

Right handed people might end up playing with a combination of touch screen and buttons (although I imagine plenty will give up on the touch screen fairly quickly), for left handed people, it’s not a viable method of control.

The one good thing about the interface is that you can set the Klingon version to Klingon language.
 
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