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Going, But Not So Boldly. . .

A Review of Star Trek: The Next Generation, "A Final Unity"

by Susan Davis

To boldly go where no-one has gone before... Although "A Final Unity" underwent several delays before finally being released on June 30th, it really isn't going anywhere new. Despite its tremendous publicity, Unity doesn't push the limits of multimedia adventures very much.

However, the game IS good standard adventure game fare, and the plot does keep you interested. The voices of eight original cast members are wonderfully done. The actors sound like they enjoyed their taping, and they sound almost exactly like they do on TV. The graphics are well-drawn. The actors actually look more like themselves than they do on some STTNG novels! The video clips are quite enjoyable to watch, even on a double-speed CD-ROM.

Between the Away Team missions and the on-ship adventures, you experience an epic adventure that has the look and feel of a Star Trek TNG movie. However, the epic quality of this game does come at a cost. The system requirements will tax the computers of many gamers. Unity requires a minimum 486DX33 with 8MB of RAM, and to truly appreciate it takes a 486DX2-66 with 16MB of RAM. Less than that may tax certain parts of the program. The Tactical module draws heavily on the math coprocessor and both hard drive and RAM memory. You will need to make sure that you have the required 16MB of free hard drive space (after installation) to keep things running smoothly. This is one game where Minimum Requirements and Recommended Requirements are actually almost right on.

Just like many of the real episodes, you begin the game with the Captain's Log. Then the action starts. A group of Garidian rebels from a planet within the Romulan Empire comes barreling out of the Neutral Zone in a scoutship, hotly chased by a Garidian Warbird. And your first confrontation begins. You have to decide what to do with a very irritated Garidian warship in front of you with weapons powered up.

As the adventure progresses, you take on seemingly isolated incidents that begin to add up to a great mystery involving the long-dead Chodak Empire. The Chodak Empire flourished until 900,000 years ago, when it fell apart rather suddenly. And now, clues are beginning to surface all over the place that draw you into the search for the reason why. The plot is like solving a huge mystery that is intertwined with smaller mysteries, and each mission takes you one small step closer to your final solution. You'll save a research station, rescue a kidnapped scientist, and find an exiled race, and that's before you actually get drawn deeply in the biggest puzzle of all - why are the Romulans willing to invade Federation Space?

You can play Unity on three levels: Ensign, Lieutenant, and Captain. When you play at the higher ranks, you can directly control more, and are given less free advice from the crew. I recommend playing on Ensign level only to familiarize yourself with how things work. Don't play the whole game on that level. The crew is just so helpful that they end up giving you all the advice you need to solve all of the puzzles.

In the higher ranks, you can get advice only when you need it. You are allowed greater control over Tactical and Engineering, as well as in the choice of your crew members on Away Missions. Overall, the interactivity is much lower than I anticipated, mainly because I was expecting more of a Starfleet Simulator feel, with more control over the ship. However, the interface is as easy to master as games like Indiana Jones and the Fate of Atlantis.

On the Enterprise, you can control the Bridge, Tactical, and Engineering. The Main Computer is great, and you feel like you are really looking at the Enterprise computer. Of course, Majel Barrett Roddenberry's voice really adds to the effect. You can also visit the Holodeck to view video clips again (The Title Sequence is absolutely fantastic!). You use the turbolift to go to the Transporter Room, where you beam down on Away Missions. Still, I would have liked to have more areas of the Enterprise available, like the Ready Room and a real conference room. Even a chance to interact in Ten Forward would have been enjoyable.

Away Missions are fun, too. Some of the puzzles are fairly difficult, but some can be pretty easy if you are an experienced adventure gamer. The thing to remember is that all of the items will be available to solve the puzzle. Just keep looking, and keep trying combinations of things. If you get stuck, Data is often a gold mine of helpful advice. You have plenty of aliens to interact with, and the aliens you meet can be quite entertaining. Each species is very different, and some are actually quite devious. The Chodak technology you encounter is wonderful, and it really gets you thinking about just how large and old the galaxy really is. The crew members' dialogue on Away Missions fits their personality well, and listening to Data say, "Fascinating" is a real treat. Worf's warrior personality shines through clearly, and the other crew members do an equally good job.

The Away Team interface is easy to master, with the mouse pointing to "hot spots" on the screen where useful things are found. You can pick things up, carry them around, and combine them. If you are told an item is needed, you'll eventually find it if you keep exploring. However, it is a good idea to use your tricorder a lot, because some places are not safe to go, and you won't know if you don't check. Also, Data and the other crew members will be the first to tell you if some action is "unnecessary!"

You have excellent equipment for your missions. I had a good time on one Away Mission blasting away with the phaser. And the tricorder is lots of fun. You never know what you'll discover with it! It is also a great storage device. It keeps track of your last ten conversations, which you can review by switching to B mode in the lower left hand corner. It also keeps track of all sorts of useful information during the Away Mission. It even downloads things to the Enterprise when you return, so your Main Computer can analyze data you have collected. You have a Medkit to use when team members sustain minor injuries, and when Dr. Crusher comes along, you even get a medical tricorder. Between your standard equipment, and the odds and ends you discover on each mission, you'll always end up with some great technology to play with.

Battle scenes can be pretty interesting as well. Mastering Tactical will keep you entertained for hours trying to fend off Romulan Warbirds. As Captain Picard mentions often, the Enterprise is definitely a match for one Romulan Warbird, but trying to fight off three at a time can be quite a challenge. Luckily, you can completely or partially delegate things to Mr. Worf, who is quite adept at saving your hide in tight spots.

In Engineering, you have the same option of delegating control to Geordi if you want to. Looking at all of the things you can control in Engineering and Tactical, you begin to have a great deal of respect for both Geordi and Worf. The most important thing to remember is that you can always run. If you are outgunned, outnumbered, and wounded, don't be a hero. Run. Otherwise, Starfleet will solemnly announce that it hasn't heard from you in days and that they fear the worst. And worse yet, you'll have to watch your beloved Enterprise blow up in the combat window. Believe me, it hurts.

All in all, "A Final Unity" is an enjoyable way to spend your free time. If you are even a little bit of a Trekker, you have to play this game just to see all of your favorite crew members in action. And even if you are not a diehard Star Trek fan, this game has a lot to offer as multimedia entertainment, as long as you can handle the minimum requirements.

Gamer's Zone Scorecard

Product:

Star Trek: The Next Generation, "A Final Unity"

Company:

Spectrum Holobyte

Cost:

n/a

System Requirements:

486DX33 or better,
8MB RAM, CD-ROM Drive,
Sound Card, Mouse, SVGA,
and Hard Disk Drive

Breakdown:


Fun Factor 3
Graphics 5
Sound 4
Interface 5
Replayability 3

Overall Score:

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