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Sunday Tasmanian - Tassie Living - - TECH - Email mike@ hy­per­ac­tiveg­ames. com

AL­MOST four years in the mak­ing,

Star Trek the video game, was orig­i­nally de­scribed as a cross be­tween Un­charted, Metroid Prime and Mass Ef­fect.

A tan­ta­lis­ing com­bi­na­tion in­deed – that is, had it come to fruition.

The idea of a Star Trek video game with ex­cel­lent con­trols, an en­gag­ing story and an open uni­verse to ex­plore had me an­tic­i­pat­ing this ti­tle from the out­set.

And yet what con­founds me the most here isn’t how the game’s de­vel­oper failed to meet such lofty am­bi­tions, but how they don’t seem to have shown any am­bi­tion at all.

You be­gin this mis­ad­ven­ture with the choice to play as ei­ther Mr Spock or Cap­tain Kirk, with Kirk be­ing a more ag­gres­sive, ac­tion- ori­en­tated char­ac­ter, while Spock is the more cere­bral, stealth com­bat­ant.

It’s a nice idea, but as with so many other games that claim to of­fer a choice be­tween ac­tion and stealth, the path of ac­tion is al­ways the more en­ter­tain­ing op­tion.

While choos­ing Kirk’s ad­ven­ture can be best summed up as a te­dious shooter, at least very lit­tle thought is re­quired, while pick­ing to play as Spock ex­poses the game’s deep­est de­sign fl aws, in­clud­ing clue­less en­e­mies, lin­ear level de­sign and un­for­giv­able graph­i­cal glitches.

Break­ing up the gun­play is the usual set pieces found in this genre, such as ledge climb­ing, free- fall­ing around haz­ardous ob­jects and po­ten­tially the game’s re­deem­ing fea­ture Star­ship dog fi ghts.

The trou­ble is th­ese brief mo­ments lack any depth and are few and far be­tween.

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