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Star Trek : Away Team

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A Diablo clone, that is set
in the Star Trek universe? Obviously, such a game concept seems like an
irrefutable sure-sell. Such is the case with Star Trek : Away Team,
the first Trek game to be released in 2001. Judging from how I couldn't
stop playing it, this year could be as good as last year for many Trekkies
(I do hope you already played Elite Force
and Armada...right?). It has
its fair share of flaws, though I still think it warrants a thumbs-up,
especially given how much it has to offer.
The game begins with a nice full-screen
video intro, explaining one question you may have from the start: how will
this game excuse you being able to beam down to any planet, regardless of
how a Star-Trek Starship is usually not allowed there, in the series?
Simple: you're aboard a prototype spy starship called the Incursion.
This ship can take the form of any ship using special holographic
projectors. Sure, the stealth attempt doesn't always work, and yet it's
enough of a story tactic to explain away your ease in getting near Romulan
home worlds, the Klingon Capitol, and so on.
There's
many different places to go in this game, and this is explained in an
intriguing story. A virus of sorts has taken over certain members of
Starfleet, rendering them as mere puppets to the will of a group calling
themselves the Wardens. You must travel first to Starfleet ships, and then
to Starfleet Academy on Earth itself, to see how far this virus has
spread. As you'd expect, you find the threat has spread to Romulan and
Klingon worlds as well, expanding the variety of Away Mission
environments. Yes, before you ask, there are Away Missions that include
the Borg, including one aboard a Borg Cube. It seems the virus has even
affected their ranks as well!
The Incursion consists of a
never-changing crew of 17 people, all with unique abilities. At the start
of each mission, you get to choose which of these crewmembers will be part
of your away mission. Most missions only allow 4 or 5 Away Team members,
and on occasion, requirements are given for which types of crewmates must
be part of the mission (A medical rescue operation, for example, requires
either the chief medical doctor, or a member of her staff). However, there
is always some leeway as to who you get to choose, and it can often be
fun, to replay the same away team mission, with a different team. The game
automatically saves a game at the start of each mission, so it's very easy
to re-play every mission over and over, with various team variations.
The
varieties of team members are intriguing, and consist of understandable
strengths as well as weaknesses. The Chief Medical Doctor, for example, is
the best at healing your team when injured, though she is a pacifist by
nature, and only uses medical-savvy, short-range weapons, if any at all.
One crewman has a cloaking device skill, allowing him to sneak undetected
in some missions, for a set amount of time. However, he can only carry a
small phaser, since that is the best weapon of choice for such stealth.
Security officers are best at sniper rifles, and can override
security-related systems on missions. The science team can tap into nearby
computers and activate/deactivate nearby equipment. Even similar teammates
have noticeable differences, in a game engine that keeps track of each
character's strength, stealth ability, and stamina. The chosen team will
find out that cooperation is a must, especially when in heavy battles,
when a combination of phaser fire can defeat an enemy with much greater
ease than just one officer with just one phaser.
Adversaries
on missions are similarly diverse. Borg, for example, are best defeated by
either stronger weaponry, or destroying nearby power nodes; they adapt to
your phasers almost immediately. Starfleet officers, by contrast, are
often considered as friends who should not be harmed just because they
have been infected with the Warden virus, so you can stun them
only...and the stun doesn't last long, so keep moving! Infected Vulcans
are no-nonsense types who alert tougher security immediately, so stealth
is the best tactic against them. Klingons are sort of wild cards, which
can be either stunned or shot down; the former choice is probably best,
though it's much harder. All these alien types are within a plethora of
unique environment types, including starships, the Klingon home world of
Kronos, A Romulan base, A secret area of Vulcan, and on and on. I found
such diversity continuous until the very last mission, which is a big plus
in an isometric perspective type of game, which are usually very
repetitive in their environment types. Not so with Away Team.
There are some flaws, as there usually is.
Some characters are too small to see who is whom easily, which can
complicate matters in heavy battle, when you need to locate your medical
officer, pronto. There's also a problem with the game's lack of repitition,
as strange as that is to admit. No sooner do you get used to an
environment, then the environment changes, and you're off to a different
mission type entirely. Sure, you can play in these environments over and
over again, via the games way-cool, multiplayer option. However, it would
have been nice to see at least one additional level for each area,
especially Starfleet Academy, which is a guilty pleasure to explore on a
stealth mission! Speaking of stealth, only one crewman has a cloaking
device, and his doesn't last long at all. This is particularly annoying in
stealth-savvy missions, where alerting your enemy means an automatic
"game over, try again" type of screen. Last of all, the
first-mission tutorial is way too basic, and even the game manual doesn't
explain in enough detail what some of the tools you can use are. What is a
stasis field generator, and how can I use it on a mission? I'm not a big
fan of trial-and-error in games; I prefer it if the game tells me what
each item can do.
I also didn't like how every Away Mission
is a battle-intense one. I would have preferred an Away Mission which
allowed you to "Explore Strange, New Worlds," or to "Seek
out new civilizations." This game sticks strictly to its real-time
strategy design, with one simple, general objective : to get from beam-in
starting point A to mission control B by any means necessary. I would have
preferred a few levels with more thought involved, especially in a
strategy game. However, some missions don't require much thought at all,
especially with the right choice of team members.
Regardless, even such gripes do not take away
the pleasure of playing the game itself. There's a lot of fun for Trek
fans here, from "setting phasers on stun," to using tricorders
to learn more about nearby flora on a planet (one crewman can even use the
flora to make various healing herbs, antitoxins, and so
on). The game is also not redundant, which is a rarity in action games
these days. To any fan of both Diablo and Star Trek,
this is a definite game to check out. To anyone else, they may want to
check it out anyway, if they're waiting with anticipation for a gripping,
well-designed Diablo clone.
Click
on picture to Order this game (PC version)
You may also want to consider ordering:
Star Trek: Away Team Official Strategy Guide
| All text, Title
graphics, and pix not of reviewed product, are created by Techtite,
copyright 2001; all rights reserved. Screen captures of program
reviewed are discrete thumbnails, used only for the purpose of
review, and by no means represent any affiliation with Techtite and the distributors of that product. For further "legalese"
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