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Star Trek: 25th Anniversary (DOS)By: The J Man
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To commemorate the anniversary of Star Trek's first appearance on television (I'll let you guess which anniversary), Interplay created a series of classic adventure stories packaged in this game. It should be noted that the DOS version shares little with the NES version, and less with the Game Boy version, so you can expect unique challenges and gameplay in each one, should you desire to play them all. It should also be noted that a far superior "CD-enhanced" version was released a year after the floppies, and that is the one we will be visiting today. Interplay was no stranger to the adventure genre, previously developing both Neuromancer and the Bard's Tales games. 25th, though, represents their first attempt at a Sierra or LucasArts-style point n' click adventure. To their credit, they do a pretty good job. 25th is played out through seven "episodes," each containing a brief ship sequence and an extended "away team" section with Kirk, Spock, Bones, and a hapless redshirt. The ship sections offer some setup for the plot and occasional arcade dogfights with enemy ships. The real focus of the game is in the ground missions, with adventuring worthy of any of Sierra's Quests, and a classic Star Trek vibe. Each episode will begin with a title sequence and some form of setup, almost always in the form of an Admiral sending you orders to investigate the X system where Y is happening. You'll then click on Chekov, and pick the correct location out of an unlabelled star chart. The chart is correctly laid out in the manual, of course, which acts as this game's copy-protection. Warping to the incorrect system generally leads to an ambush, and the destruction of the ship.
When in combat, you have a radar display in the middle of the bridge, and tabbing back to ship control now also aims a set of crosshairs at your foe. The left mouse shoots phasers and the right fires torpedoes, with varying lead distances required for each. Setting the crosshairs to the edges of the screen moves the ship in that direction. The A key will switch the side tactical displays between views of the damage to your own ship, and the damage to your last-hit enemy. There is a noticeable pause between the switch, however, and knowing how damaged your enemy is turns out to rarely be helpful. You cannot intentionally target components of an enemy ship, and though you will be able to see which side has the weakest shields, you won't be able to maneuver the sluggish Enterprise around with the precision required to take advantage of this information. The best tactic then becomes to track an enemy to the best of your ability and unload into it with your weapons before moving on to the next target. Space combat works well enough, though it's certainly not a star feature of the game. Unfortunately, it will be an unavoidable part, especially with the inclusion of a race of pirates called the Elasi. These pirates have been created for this game with the pretty-much-exclusive intent of giving you a reason to fight frequently. Later in the game, they will upgrade their ships to fire three photon torpedoes at a time, giving you a reason to die frequently. Still, every mission will not call upon your skills in inter-ship battle, and there are a few that mostly just send you directly to the away team section. Either way, once you have a clear sector and an orbit around whatever planet you are to inspect, you click on Kirk's transporter icon and head down and see what trouble you can ameliorate, or stir up yourself. Every away team mission will consist of the same crew members, and the same standard kit. You'll get medical and science tricorders, two flavors of personal phasers (stun and full), and a communicator for keeping in contact with the Enterprise. In a neat touch, McCoy, Spock, and the redshirt can be used like items themselves, and doing so is often the correct solution for a puzzle. McCoy is obviously handy for treating the injured, and Spock is a master of all things scientific, technical, computative, or in needing of a neck pinch. The redshirt, in keeping with the show, can be satisfyingly ordered to his doom.
The cursor itself can also be the source of some enormous hassles. The interaction icons highlight in red when they are over something you can manipulate, which is helpful. However, there are areas where the icon stays lit, despite passing over three individual action zones. For example, clicking on a control panel may tell you that it handles the weapons systems, but clicking on a button on the control panel will actually fire the weapons. If you're not aware of this level of distinction, you may end up clicking repeatedly on that panel for its described function, instead of the specific button on it, and not understanding why you can't proceed. Your actions affect your final score for that mission, as in Sierra games, but you will never see your score during the course of that mission, or a breakdown at any point. That means you won't know what you did (or didn't) do to give yourself points. If you're not used to Sierra adventures, then this probably won't matter - it's perfectly possible to complete a mission without concern for score, and the score itself is only a means for replayablility. However, if you insist on getting a 100% on everything (which will affect your ending dialogue), then you'll need to be prepared to play through many more times than you're used to for games like this, and keep track of your different actions and dialogue responses on your own.
It's very important to note that the game does not automatically save between missions. Choosing "restart mission" or closing the game and opening it back up, will always start you at the beginning of the game's first mission. Though areas where you can get stuck are few, the ones that do exist are unforgiving, and multiple saves become the only thing that will prevent you from starting over completely. At the very least, it is worth making a new save for the beginning of each mission, so you can start from the beginning of that mission instead of the beginning of the entire game. The CD version doesn't do anything to enhance the graphics, but it would have been hard to beat the look of the floppy version anyway. The locations are colorful without being ostentatious, and mimic the look of the 60's sets faithfully. The artists also do not attempt any revisionist history by bringing any part of the films' look into the game - everything here is pure TOS. You will not see any closeups of any of the major characters, but the faces that do appear on viewscreens and the like are perfectly suitable. The ship sequences are the only thing that look even slightly goofy, with starships apparently made up of a couple different angles of stock ship photographs or model shots. It results in ships that blur when you get close, and seem to "skip" as you rotate around them, but all par for the course for space sims of the time.
It's worth noting that each of the stories is a completely new work that doesn't rehash or revisit any of the original shows. A classic character will return for a cameo, but in an all-new scenario. There are also two pretty prominent references to Wrath of Khan (a hijacked Federation ship defeated by override codes and a run-in with Carol Marcus), but these are not retreads of the plot of that film. Still, the most important credit is that these are new stories, not written by original show writers, and still easily worthy of being episodes from the show themselves. They offer new challenges while still retaining the spirit of the series, and are quite fitting tributes for the show's anniversary. If you're not a fan of Trek, that won't necessarily hamper your enjoyment of this game. When I first played the floppy version, I had seen only a scant few of the original series on reruns, but still had a great time. I'll admit that I enjoyed the game more on my recent CD-version playthrough, having now seen some of the show's DVD volumes. True fans will probably pick up on smaller references I may have missed, or get even more out of playing inside their favorite show. The CD version will also give you a significantly extended final mission, as well as a few puzzle improvements over the floppy version, making it far and away the one to buy. Though the game trips up a little when you have to struggle to find the correct "tool" to get the information you need, or the right hotspot to make progress, it's mostly an enjoyable experience, and a perfect recreation of classic Trek as an adventure game. -reviewed 9/21/06 - game copyright 1993 Interplay
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