Why Star Trek: Elite Force Didn't Suck

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Have's be outspoken, here: Out of all the games made using the Star Trek license, most have been terrible. Simply one halting stands out as not just a good Star Trek game, but a skilful Federal Protective Service in his own right: Elite Force.

Wizard Wars has X-Wing and Knights of the Old Republic. The Marvel Universe has Wanderer-Military personnel 2, and Direct current at present has Arkham Asylum. Most every beloved nerd franchise has at least one decent-to-good game under its belt, and for Star Trek, that game would personify Raven Software's Star Trek Voyager: Elite Hale. But what made Elite group Force special? How could a FPS fascinate the essence of the dialogue-heavy Trek world and still be good? In Exit 217 of The Dreamer, Russ Pitts finds out what made Elite Military unit stand retired.

The "right direction" for Prey involved taking the new (at the time) incarnation of the Trek franchise, Star Trek Voyager, and putting the player in the uniform of a member of Voyager's "Adventure Team," Ensign Munro, whose task it is to leave the ship wearing a "red shirt" on all of those "away missions" where things typically Adam horribly awry, often end in phaser fire, confusion and death. The player's job: Keep the red-faced shirt reanimated.
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"In the linguistic context of the game you necessary enemies to battle," says Pelletier. So Pig created the "Stasis Aliens," openhanded the participant the opportunity to not lonesome fight against a new alien race, but to actually discover them also. "The first contacts that Kirk or Picard would make were ever great moments, and we wanted the player to experience that."

To read about the rest of what made Elite Force bring on where no more game had worked in front, check out "Elite Force: The Essence of Trek" by Russ Pitts in Issue 217 of The Escapist.

https://www.escapistmagazine.com/why-star-trek-elite-force-didnt-suck/

Source: https://www.escapistmagazine.com/why-star-trek-elite-force-didnt-suck/

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