icking up where Star Trek V: The Final Frontier left off, Star Trek:
New Worlds takes those familiar powers--the Federation, the Klingons and
the Romulans--into new conflicts. In 2292, the Romulans, using
an experimental weapon, have torn the fabric of empty space. The blast has
revealed a new system of planets rich in minerals. These new worlds are the
stage for an explosive colonization race.
Like many real-time titles, the game mixes resource management with unit production
and blazingly fast combat. Players control any of the three empires mentioned above
in both campaign and multiplayer exploits. The Taubat, a people native to the newly
created Tabula Rasa region, have pivotal interactions with each player-controlled
civilization but are not under the gamer's domain. Each empire's vehicles and
buildings have a different look, but the tech trees for all three remain similar.
Despite the semblance in upgrades and unit behavior, the plot and style
of play differ with each civilization. Specifically, each race represents a
different campaign and difficulty level. The Klingons are recommended for
novices, the Federation for average skilled players and the Romulans for experts.
The 14-mission campaigns are tailored to each civilization's differing genetic
tendencies. For example, the Klingons' mission objectives are more aggressive
than those of the passive do-gooders of the Federation.
Some real-time strategy (RTS) titles carry a steep learning curve, and
Star Trek: New Worlds is no exception. The game's plethora of camera angles,
varying civilization playing styles and use of personnel management require
players to spend quite a bit of time acquainting themselves with the system.
Luckily, the game comes with a detailed in-game tutorial and a 136-page instruction
manual, complete with unit profiles, staff and crew operating strategies and
troubleshooting tips.
Out-of-this-Worlds graphics
Although Star Trek: New Worlds does little to boldly go where no
RTS title has gone before, it's indeed a quality title
with plenty to offer Trekkers and RTS fans alike. Despite some poor design
decisions, New Worlds is a fun, graphically beautiful romp through
a small corner of the Star Trek universe. Developer 14 Degrees East
(Starfleet Command, M.A.X. 2), has once again put together a
solid dose of strategy gaming.
Undoubtedly, the game's accelerated graphics, enhanced by a complex 3-D camera system,
steal the show. Both planet terrain and atmosphere are portrayed in rich detail,
providing each Tabula Rasa planet with a distinct personality--icy cliffs tower
above the horizon, scenic lakes sprawl beneath violent electrical storms, and
steamy geysers dot the landscape. Unfortunately, the vehicles come
across as box-like minivans rather than
menacing warlike forms. Nevertheless,
Star Trek: New Worlds' graphics are among the top tier of RTS games.
An absorbing story adds to the title's atmosphere. Each empire's philosophy is
superbly accentuated in the campaign missions. Moreover, the Taubat's strange
religious beliefs, a plague infesting Tabula Rasa natives and internal strife
within the Romulan kingdom make an interesting backdrop to the objectives.
New World's gameplay is not perfect, but what--Sandra Bullock aside--is?
Nonetheless, the game does a lot of things right. The floating camera (standard
fare in most 3-D RTS games) is top-notch, and includes adjustable first-person
and isometric camera views, as well as a tricorder map. These views are confusing
at first, but, once mastered, prove quite useful. Playbook commands, such as "Move
without Attacking" and "Return to Vehicle Rally Point," minimize unit micromanaging.
Unfortunately, you cannot order your troops while the game is paused--a serious
design flaw--and there is no in-mission save feature. Didn't these folks read the
MechCommander reviews?
Yet none of these flaws are showstoppers. Yep, the tanks could have looked more
tank-like, and the game needs both order-while-paused and in-mission saves, but
nonetheless,
this is good, solid RTS fun.