While some significant flaws crop up, Generations still delivers a fun but mellow puzzle/adventure experience. And you can quote me on that! chips in Marketing Manager Steve Haney.īeam aboard Star Trek Generations for the latest round of Star Trek gaming. Generations was developed within a seven figure budget - not eight figure - we're not Origin.
fmv, when used like that, is a waste of time and money. Obviously, this is a very important licence and the temptation to use as much fmv as you can get away with is difficult to resist, so just how valuable is the licence and how important is fmv in games? Personally, remarks Simon, I couldn't even sit through the intro of Wing IV. They've even re-done some of the sequences and music used in the film themselves in an attempt to improve on them, but they've kept them short so they don't intrude.
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In total, there's about 20 minutes, and that includes a rather lengthy intro piece to set the scene in case you haven't seen the movie (like duh?). FMV definitely not VFMĪlthough Generations uses clips from the film, the team have made the effort to keep the fmv to an absolute minimum in an attempt to keep the game pacey. All the equipment you can pick up and use will be genuine - players will be able to completely immerse themselves in the Star Trek universe and see for themselves just what it's like. Players will be able to beam down onto a Romulan ship and everything they see will be just as it should be within the Star Trek: TNG universe.
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Basically, it's as accurate and faithful to the TV show and the film as you can get. We've had access to all of their stuff -all the blueprints of the space ships, detailed documents on all the worlds featured in the film, all the characters. We now know more about Star Trek than Paramount, enthuses Simon. The results should have Treksters shivering in anticipation. Not only have they recorded another zillion lines of dialogue for the new game, spoken by the original cast, but they've raided Paramount's files for anything and everything to do with Star Trek: TNG. In fact detail is a bit of a buzz word at Spectrum. If we'd looked at using polygons to do this, it would just be too big, or not detailed enough." We wanted to create rich and diverse environments that the player could explore and interact with. You can play it that way if you want to, but you won't get very far - that's not what Star Trek is all about. Generations isn't about running around blasting things - it's not meant to be Quake. Developer Simon Ffinch explains: "We decided to go with sprites because it allowed us to be more visually creative.
It's not Quake (all the characters are sprites), but it's still very impressive nevertheless because of the detailing and amount of different textures used throughout. For starters, the development team have dropped the tried and tested point-and-click style approach in favour of a first-person 3D perspective view that's just a bit akin to the classic System Shock. Generations is very different from the first TNG game. Your task, as Star Fleet goody-goody, is to stop him at all costs. Because he's essentially an evil nutter (you wouldn't expect McDowell to play anything else now, would you?), Soran is quite prepared to do absolutely anything to guide the ribbon to receive him, which means that he'll happily hop about the solar system blowing up stars (using probes containing tri-lithium) with complete gay abandon until he's on his way, with absolutely no thought for the billions of people who'll die as a result of his intergalactic pyrotechnics. To get there he must somehow guide the gateway to his location on a planet where he can hop on board and be transported to ecstasy.
An El-Aurian, Soran (played by Malcolm McDowell) is desperately trying to return to a dimension called the Nexus (a kind of ethereal Heaven). At the very beginning these are introduced by way of a pretty lengthy (though very nicely done) intro sequence that sets the scene.