In my opinion, the Star Trek based videogames of the past were always
oriented towards the fans that have kept the Star Trek Universe alive
for the past thirty years. While the fanbase
kept developers cranking out the Star Trek titles, none of them really
had the mass market appeal to become a success. Upcoming titles such as,
Voyager: Elite Force and Klingon
Academy are very promising but this first Star Trek title from
Activision, which uses the Next Generation Star Trek Universe, is one
that I have been waiting for.
Armada's story takes place shortly after the Dominion War ends,
Enterprise - E (commanded by Captain Picard) discovers a starship under
attack by The Borg. After saving this ship
Picard is informed that it is from a future where The Borg have almost
completely overrun the Federation. Picard uses this information to prep
the Federation for a rather large war with
The Borg. The story then develops over twenty-four missions. For each of
the four races, which include Federation, Klingon, Romulan, and The
Borg, there are four missions that
make up their campaign. The final four missions being the final
confrontation.
The mission structure is somewhat familiar to those who have played
Starcraft, but this is undoubtedly the best way to link one story
between more than two races. The missions themselves are admittedly a
little short. The smaller number of missions per race has been somewhat
compensated for, with multiple objectives. Unfortunately some of these
mission objectives are short, and are
rather routine. The missions, however, do have a sense of scaling
difficulty, so when the Romulan and Borg missions are reached, the
missions should last a lot longer as the enemies
get stronger. The story is presented in a pretty decent manner, keeping
the flow of the storyline consistent by using scripted events. The
quality of the opening movie, however, is just
not matched by the cutscenes placed between missions. They harken back
to the movies Sierra used to employ in their older adventure games. The
mouth moves, as well as the area
around it, but that is pretty much it.
The visuals are outstanding. After doing a driver dance with my GeForce
I was able to get it stable in 1024x768x32, and does it look nice. Full
zoom control as well as a cinematic
camera views compliment the many visual options that make this title
such a treat to look at. The ship textures are really nice, and each
model accurately represents the ships
from the television show and movies. Damage is shown through different
textures as well as effects showing off venting gasses and/or flames.
The control for the cinematic camera is a little
tricky, and I still haven't been able to get used to it enough for it to
be practical. For most of my games it is kept minimized in the little
window of the control panel, where it
constantly updates me on where the action is taking place, and with a
click on the window I am there. One interesting option has been included
for owners of the Matrox G400, and
anyone who has two decent videocards. The Muli-Mon option allows a
person to hook up Armada to two separate monitors. One monitor would
show the usual stuff, but the other
would show the Cinematic view all throughout the game. When not in
player control, the Cinematic view is exteremly flashy and very nice to
look at.
The most important aspect of any real-time strategy title is without a
doubt the Artificial Intelligence. Although I have been excited about
this title for quite some time, I still
remembered that this alone is what would make or break the title. The AI
in Armada is not dumb, because in many instances it can present a
challenge that proves that point. Yet it
seems as if it was not fully tweaked to deal with the particular
environmental elements that are presented in a standard game of ST:
Armada. Some of the more popular chokepoints in
Armada are located right outside of wormholes. Proper defenses can
devastate most fleets that dare press through. The AI does not seem to
recognize the losses of sending fleet after
fleet through a wormhole that means almost immediate death. This little
AI quirk can be compensated for by map choice, but I am sure this little
kink in the AI will be worked out.
Other environmental elements that effect ST: Armada's gameplay include
blackholes, asteroid belts (moving or stationary) and five different
types of nebula. The blackholes suck in any
ship with disabled engines, and the asteroid belts provide a natural
barrier that can really effect how strategies are pulled off during a
game. Of these variables, the nebula I feel are the
most important. Each of these five have different effects on ships; one
kills crew off, one causes your ship to explode, another increases
repair rate of the ship, and the two others
disable certain systems on a ship. Others have argued that the nebula
really aren't practical, but I would have to argue the use of these
things depends on how the person plays the
game, not how the game plays. The single player game also has guest
starring races such as the Cardassians and Dominion. These other ships
pretty much just get in the players way
and try to destroy them. The universe is such a nice place to live in.
The unit balance is something that also must be called into question.
There are only about seven ships per race. Although these look unique,
for the most part they posess nearly the
same general abilities. What saves this system is Activision's use of
special weapons. Each ship has its own special weapon, and most of these
are very practical. While the scouts are
important, as are the larger classes of ship, the escort class is left
in the dust. The Romulan and Borg escorts do not suffer nearly as much
as the Federation Defiant class and the
Klingon Bird of Prey. These two ships are outfitted with forward firing
only weapons, weak shields, and near useless specials. The Romulan has
cloaking ability, and the Borg
Interceptor has a wide range phaser, which are normally reserved for
larger classes of ship. The strategic use of units and their unique
specials is what really compensates for the
small variety of units. Others argue it should be more like Total
Annihilation and have lots of units, but most of the units in TA were
really not that special. I will agree, however, that
the tech tree could have been expanded upon a little more to add a
little more oomph to player options.
Thankfully the multiplayer and skirmish modes of this title are really
nice. There are a lot of options that can be tweaked to orchestrate the
battle of your dreams. Play on WON.net is
acceptable, and for the most part pretty lag free. The community is
still growing as people are still getting their hands on the game. I
have spent a great amount of time playing with
some of the people in WON.net, and for the most part they are pretty
mature, so I guess I cannot totally condemn the use of a gaming network.
Although I think many would have
appreciated a way to play without one.
What holds this title back is mostly the rather large amount of
incompatibility issues. Over the past few days of checking out the Tech
Forum it seems these glitches center around the
mouse, graphic cards, and AI pathfinding. The Nvidia cards seem to
suffer the fate of bugs more than any other chipsets out there. Crashes
tend to be somewhat frequent, but rest
assured Nvidia as well as Activision are hard at work developing new
downloads to remedy the situation. The other bugs have also been
reported to Activision and are also being
addressed. It seems Armada is taking a little flak for the same issue
over bugs that Battlezone II was victim of.
I honestly want to stress the idea that these bugs are being addressed,
simply because if this is all taken too seriously a person will really
miss out on one fun real-time strategy title.
The AI does need a little work in some areas, but I honestly feel most
games today are guilty of a lot of these crimes. I heartily suggest Star
Trek fans, and even RTS fans consider
picking this game up. It might be wise to wait till after the first
patch, just for safety's sake.
-- Ryan Thompson