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Star Trek: Starfleet Command

A Star Trek game so good you can even play the Gorns!

* Star Trek: Starfleet Command
* By Interplay
* Win 95/98, 4x CD-ROM
* Pentium 200Mhz
* Pentium 166Mhz with 3-D
* 32MB RAM, 250MB HD
* MSRP: $49.95

Review by Mark H. Walker

Starfleet Command is a Star Trek game takes place in the final frontier during the period when Captain Kirk roamed the bridge of the Enterprise, McCoy ruled sickbay, and Spock had the tallest eyebrow arch in the galaxy. Based on the popular boardgame Star Fleet Battles, Starfleet Command is a tactical wargame that depicts space battles between Klingon Cruisers, Federation Frigates, Romulan Warbirds, and a variety of other races and their ships.

Our Pick: A

All told, there are six species. Besides those previously mentioned, Starfleet Command includes the Lyrans, Gorns, and Hydrans. Of course each empire has unique vessels and weapons. It wouldn't do to have Federation Cruisers with cloaking technology or Romulan Warbirds with Photon Torpedoes.

Although the game's inspiration (Star Fleet Battles) used a turn-based system, the encounters in Starfleet Command are real time. Gamers control from one to plenty-of starships from a 3-D isometric view as they raise shields, divert power, launch torpedoes, drop mines, and sortie marine boarding parties in an attempt to destroy the enemy du jour.

The destruction is channeled into a "quick action" skirmish mode, campaigns, or multiplayer combat. There are 18 campaigns--three per race, organized by the technology period (early, middle, or late)--six skirmishes (although some may be modified to create slightly different encounters) and numerous multiplayer missions, both cooperative and not-so-cooperative.

The game has a fairly steep learning curve. Leading several starships locked in a struggle to the death is complex, but Interplay must have realized this and has thoughtfully included some top-notch tutorials.

Space combat like it ought to be

Starfleet Command is a quality product. From the entertaining visuals (with their spectacular weapons effects) to the excellent manual authored by Chris Taylor (the game's senior designer and also mission designer for Interplay's underrated M.A.X. 2), the game exudes a sense of quality that other titles lack.

Better still, the campaigns are absorbing affairs. No, the story won't cause Hollywood scriptwriters to lose any sleep, but the choices it offers may keep gamers awake for many a night. Not only are there sweaty-palmed battles to fight, but between encounters gamers must spend the precious Prestige Points they have won to upgrade their vessels and crew. The choices are deliciously difficult. "Should I buy a better Weapons Officer or just purchase more powerful Phasers?"

The real-time combat engine works well with the game's adaptation of the Starfleet Battles system. Gamers can set the game's speed and even pause the battle to issue orders. This is one of the few real-time games on the market where tactics play an important role.

And the role they play is a big one. A starship commander's options are nearly limitless. There is an awesome array of weapons, from Phasers to Plasma Torpedoes, but the fun doesn't stop there. Gamers can use Tractor Beams to hold enemy missiles at bay, seed their ship's wake with mines, or--if captaining a Hydran vessel--launch waves of fighters at the enemy.

Most of the tactical choices the game presents are difficult, but one Star Trek: Starfleet Command decision is easy. That is the choice of whether to buy this future classic or not. But then again, it really isn't a choice. If gamers like Star Trek, brain-warping strategy and fun, they'll like this game.

A great game, a deep game, a rich game. This is a prime example of what happens when true gamers truly design a game for gamers. We'll be talking about this one for a while to come. -- Mark


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