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Star Trek: Bridge commander
Developer: Totally Games (Published by Activision)
Release date: 2002
Platform: PC
Genre: Space combat sim (Star Trek sim?)
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While there have been very, very many games based on the Star Trek franchise, not many of them have been worth playing. The best of these based on the original series is probably the Star Trek 25th anniversary adventure game for the PC, the CD-rom version of which had voice acting provided by a staggering amount of the original cast. While there were a few reasonably decent games based on the Next Generation era (one of which managed to be decent while being based on Voyager, of all series), none of them, as far as I'm aware, were especially blowout hits. However, there was entry I found especially curious, and was only recently able to acquire- Star Trek: Bridge Commander, a Star trek game played mainly from the physical perspective of the one plonked right down in the captain's chair. However, novelty doesn't make a game good on its own- it's the application of a game's particular idiom that determines its quality.
So, the steup is a little something like this. A short while after the end of the war with the forces of the Gamma quadrant, the USS
Dauntless is assigned to do things more traditionally associated with Starfleet, such as minding the scientific outpost in the Vesuvi system. During this routine patrol the Vesuvi system's star suddenly explodes, severely damaging the
Dauntless and killing her captain leaving you, the first officer, as the new captain of the ship. Operating out of starbase 12, you are tasked with finding out why the star exploded, who, if anyone, was responsible for it, and making sure that the rest of the sector doesn't collapse into chaos.
The gameplay is built around being played from the physical perspective of the captain's chair. As the man on the bridge, you control your ship by giving orders to the various bridge officers- science, navigation, tactical, engineering, as well as your first officer. Engineering allows you to adjust the ship's power distribution and damage repair priorities, science runs system-side scans for things out of the ordinary, your first officer is used to regulate ship alert levels (which determine which tactical systems are powered up), navigation makes you go, and tactical is about shooting things and possibly blowing them up. It is possible to take full manual control of the ship, but this is generally not recommended except in cases where you really need fine control of the ship's movement. The AI is actually fairly good about handing your ship in combat.
The game is divided into eight "episodes", which are each further subdivided into a number of individual sub-missions. There is no save-anytime function in the game, which can be annoying, as some of the sub-missions can be especially lengthy- the game is only saved when the player reaches a new sub-mission within an "episode" of the game. The player starts the game with the USS
Dauntless, but soon upgrades to the more powerful USS
Sovereign. This is something I appreciate- many games keep such upgrades until so late in a game that a player rarely has time to appreciate or experiment with their new toys. However, the Sovereign doesn't really handle that much differently than the Dauntless does, it just generally has bigger number across the board.
However, the lack of difference in handling generally tallies with the fact that the varying species have their own design ethos, and knowing how a particular species builds their ships is the key to overcoming them in space combat. Learning this may be a painful first time experience, considering the power of some of the ships involved, but a particular species tends to build all of its ships along a particular line. Romulan warbirds have impressive firepower and are built like bricks, but are also fairly sluggish, Klingon ships are fairly speedy, strong, and have really tough front shields, but are vulnerable from any other angle, and so on. The varying weapon types also have some of their own properties, but in general, beam weapons always hit, but their damage isn't amazingly high and it drops off with range, disruptors are rapid-firing and fairly strong, but have no real tracking capabilities, and torpedoes are powerful, but require a solid lock to hit. Thankfully, the player doesn't have to learn this the hard way in-mission. The game has a "tactical simulator", a quick-action mode that allows the player to command any ship in the game against any sort of opposition from the game that he/she chooses to put in. Another thing about combat in the story mode is that enemy ships will not always fight to the death, retreating after they've taken a certain amount of damage more often than not- not all space captians are utter fanatics, after all.
The mission design, in general, is actually fairly strong, and the decisions that the player has to make throughout the game are not just limited to the tactical. One does have to use the functions of the varying stations on the bridge in order to effect not only combat diecisions, but also research and diplomatic functions as well. Fans of the Star Trek franchise know that Starfleet is an organization that wears many hats, space combat being only one of them- and before the game is over, you'll have to exercise all of them if you want a successful resolution. However, the game does occasionally mess up in its mission design- fore example, one of the sub-missions is actually a stealth mission, which are pretty much universally horrible in space sims. There has not been a single one to my knowledge that has been any good, as the genre and game engines are never built well for such actions.
One think I have always found curious is how willing the cast members of various Star Trek series have always been to take up voice acting their old characters when it comes to games based on the franchise. This game is no exception to that rule, as Patrick Stewart and Brent Spiner do reprise their old roles of Captain Jean-Luc Picard and Commander Data of the USS Enterprise-E. The rest of the voice acting is decent or at least not the sort that makes you look for the option to turn it off. The graphics may seem a bit raw nowadays, but they were fairly up top for 2002.
Bridge Commander is, at the very least, a game that one should not consciously avoid. It's something to look for is you're a Star trek fan, and worth at least giving a try even if you aren't.
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