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February 15, 2010
Star Trek Online Review
 
Star Trek Online Review

By Jason Van Horn

People are always looking for the latest and greatest MMO. Whether it's because they've become complacent and bored or just want to see someone come along and dethrone the king of them all, people are always clamoring for that new "it" game. The latest "it" game is Star Trek Online, where players take on the role of a captain in the Star Trek universe. It's a game not without its flaws, but when everything is said and done, I can't seem to stay away.



Star Trek Online takes place after events told in the most recent Star Trek film, where the planet Romulus has been destroyed. Instead of following old Spock through the looking glass and into the alternate dimension that the Star Trek films now inhabit, we're instead left behind to see the Federation try to pickup the pieces in a universe where everything is going to hell.



You start the game as a lowly ensign, trying to help out in a dire situation when a Borg invasion suddenly happens. Throughout the course of the tutorial you'll learn about the controls, ground and space combat, and much more. Before all that, however, it's off to the character creator system. For those who don't want to divert too much from the lore of Star Trek, the game comes with several pre-existing Federation alien races, including groups such as the Vulcans, Trill, and Humans. The pre-existing alien races usually have two traits that you must accept, though the game allows you to choose two other innate abilities to go with them. If you'd rather create your own deformed monstrosity and have complete control over their development, there are options for that too.



Much like with Cryptic's Champions Online, the character creator in Star Trek Online is up there with the best. You can still tweak and change pre-existing characters, but you're not given as much freedom as if you created a new race straight from scratch. You can choose everything from the type of forehead your character has to the ears, nose ridges, and much more. The game also has an absurd amount of custom sliders, so you can adjust your character's eyes to sit way up on his head, give him a tiny thin nose, give him a cranium The Coneheads would be envious of, and all-in-all make any kind of freak or monstrosity you can think of. Much like with Champions Online, I had a lot of fun just experimenting around and seeing what all I could make.



The tutorial does a good job at presenting the basics of STO, but one thing that becomes evident pretty quickly is that STO is a fairly daunting game for the first few hours. I get around when it comes to MMOs, but you actually have to sit down, think, and read in order to get the most from the game. Whereas in past games roles were easily defined as tanks, nukes, healers, and there were stats for strength, intelligence, and wisdom, there is nary a mention of those anywhere in this game. Instead, you've got to worry about disruptor rays, photons, power fluctuations, and much more. Because the game breaks so far from the usual dictionary when it comes to MMOs, everything won't immediately "click" with the player.



Players pick one of three different character classes/jobs/roles. You can be a tactical officer, engineering officer, or science officer. Tactical officers are all about bringing the firepower to a fight, no matter if it is on land or in space. Engineering officers are there to maintain efficiency and control the enemy. Science officers are the healers and status inflictors. Each role is specially made for a certain type of ship (tactical=escort, engineering=cruiser, and science=science), but you aren't relegated to those roles if you don't want to be, as any player no matter their class can choose to specialize and fly any ship type they want. If you'd rather fill a DPS role in the game, grab an escort ship and fire away. While perhaps not beneficial or cost efficient, players can even theoretically specialize in multiple ships, grabbing one or the other to fit the needs of the group.



There also isn't much of a reason to worry about missing out on something if you pick one class over the others, because soon enough you'll have your very own away team and bridge party to help round your character out. A unique mechanic of STO is the bridge officer system, which lets you hire and train characters to help you in combat. You can update them with new personal shields, weaponry, healing items, and upgrade (through a skill tree) their existing abilities, learn new ones, and in general have them grow as you do and change to fit your personal style. If you like torpedoes, for instance, you can have a tactical officer become proficient with their High Yield ability, which fires consecutive shots at one enemy, or you can train them to spread out torpedo shots with an AoE effect. Besides "buying" the power from vendors, you can also buy and earn new officers and simply use them for the sole purpose of having a pre-existing officer learn a new power for free.



Beyond building up the skills/abilities of your crew, there's also your own character to take into consideration. The points system is easy enough to use, but it can be daunting looking at the information boxes for any given ability and not fully understanding what that skill is particularly useful for or if it will even help you out in the long run. You can place points into your away team so they're better in the field, improve the usefulness of your mines, etc; points are rewarded for battle and completing episodes (aka quests). Once your character reaches a special level and you've spent enough skill points in that rank, you'll then upgrade and move up the chain of command, meaning bigger and better ships and more powerful abilities too.



Players can further tweak the game to their liking by the way in which they outfit their characters and ships, which will often coincide with the abilities you've put training points into. You can equip characters with personal shields, more powerful weapons, body armor, and even KITs on your main character. KITs are an in-game system where by equipping it, you instantly learn the move and can use it until you remove the KIT. So, if I want to be able to heal people, I first need a KIT that has the Medical Tricorder on it, and then all I have to do is wear it in order to use that ability. Customization really plays an important factor when it comes to your ship, as you have to know what kind of play style you want to have. As a science vessel, I've got my ship decked out with one beam weapon in the front (so I can target subsystems), a torpedo launcher on the front and back, and then a mine launcher as well. Given my ability to heal and how easily I can become a target, having torpedoes and mines on my backside let me not only have a lot of options in a fight, but can let me continue a fight while I'm fleeing for my life. Furthermore, there are consoles you'll add to your ship, which can reduce penalties or improve abilities depending on how you have your ship setup.



Gameplay is primarily split between ground and space combat, with the bulk of my time being spent up in the air. Playing somewhat like Pirates of the Burning Sea's ship combat, players have a wide variety of factors to take into consideration when going into a fight. You've not only got to position yourself close enough to an enemy to be able to attack them, but you've got powers to activate when ready, shield positioning, hull strength, and much, much more to think about. It's confusing and a little too much when starting, but once you get a few fights under your belt you'll be good to go. Instead of dialing in a number and watching as a character goes through a canned animation, you've actively got to be involved in the fighting, moving around, and jockeying for position. The same can be said of the game's ground combat, as it's much more action oriented than many MMOs out there. You can crouch for better accuracy, run up to a character to perform a melee attack, double tap in a direction to duck and roll out of blaster fire, and you are even rewarded with extra damage if you can flank an enemy. There isn't "as" much thinking needed when it comes to ground combat, but it's still an enjoyable time.



In terms of quests, STO features a handful of different themes, which are played out in episodes. Primarily, quests are broken down into a handful of categories. 1) Destroy all enemies. 2) Engage in Fleet Action (large public quest skirmishes). 3) Seek out enemy signals in patrol blocks. 4) Search for clues or information to solve a problem. 5) Run around a planet's surface and click on various objects. 6) Do random quests in an exploration zone. For the most part, quests are generally fun; especially multi-part quests that run the gamut of the categories. With that said, there are some boring quests, where you only have to deliver rations to an alien race, or where you run around on the planet's surface looking for things to click. The story driven episodes are much more interesting than the run-of-the-mill quests, but at least many of the quests give incentives, like merits and badges that you can put toward new equipment.



One feature I like, but which I found myself getting less and less involved with as I moved into areas where there weren't so many new characters, is that the game will often instant group you with people who are on the same mission. These instant groups are usually less personal than a guild (fleet in STO) group, but they get the job done, and occasionally you'll find a talkative group and one you'll want to stick around with. On the other hand, there are times when the increased group number makes for a harder fight, and when new players don't know when to help in combat and run for their lives, you can sometimes find yourself facing down a fleet of enemies while the other players roam around aimlessly and gather resources instead of fighting.



Speaking of resources, they are the fundamental system behind the crafting system, which isn't so much about taking items and making something out of nothing, but rather taking an existing item, gathering the right resources, and then using them to update the item into a better version. After you've done enough for one person, you can go work for someone with more advanced upgrades, and so on and so on. It's not a terribly deep system at all, but for someone who doesn't particularly care about crafting, it's streamlined and easy enough to grasp, but it lacks the complexity for those who really love nothing more than mining for ore and crafting item after item.



Outside of the PvE, there's of course the PvP system, which is geared differently in several different ways. First up, if you're a member of the Federation, you can quickly and easily join PvP queues to get involved in some action depending on your preferences. You can engage in large scale fights with actual Klingon characters controlled by other players, small scale fights, ground skirmishes, etc. Each queue can have its own rules too, so you could play a ground team deathmatch one moment, and then the next time play a control point capturing game out in space. I initially didn't like the ground PvP, as it was hard to start a game filled with people and get going. Instead, a lot of time was spent dueling one person and waiting for more to join. Once the full team was assembled, however, ground PvP was an action-packed blast, as players ran for cover, duck and rolled, fired weapons, and charged at enemies with giant blades. Federation PvP is great when you just want to mix it up quick, plus you're still given rewards and merits to help you in your PvE adventure.



For those who prefer PvP 24/7, you'll want to look into playing the Klingon side of the war. Upon reaching an early and easily attainable level on the Federation side, you're given the option of creating your own Klingon character, and going through the create a character process much like you did with your Federation character. You can make your own character or choose one of the pre-existing bad guys like the Klingons, Gorn, or Orion. After partaking in a quick episode guide, you'll battle a few NPC enemies, get a good idea of your surroundings, and then off you go to fight. If you play on the side of the Klingons, there isn't much in the way of PvE, so you'll only really want to delve into one of these characters if you want to be the biggest bad ass to be feared in the galaxy. Not only will you be able to engage in the same PvP between the Klingons and Federation that you could experience on that side, but you can also engage in House Battles, which is Klingon on Klingon violence. Much like with the Federation side, you can buy new ships, new weapons, consoles, bridge officers, and advance in ranks and improve powers. As for quests, since there isn't much in the way of PvE, a lot of quests have you killing "x" amount of players, but if you love violence, that shouldn't bother you too much.



There's a lot to enjoy when it comes to Star Trek Online, but there are some annoyances I've had with the game. For starters, it takes forever to get somewhere, as you not only have sectors you have to cross into, but new zones too. If you're told to go to Memory Alpha, it's not easy to find it if you haven't been there. When you're in the same area as a place you need to go, you can easily go to the map screen, find what places are in that area, then click on one to auto go there. If the place you need to go is outside your zone, you've got to be able to know which sectors to go to and in which order or else you can get lost. It becomes slightly easier as the game progresses to read the map system and know where to go next, but even after all these hours later, I'm constantly having to switch back and forth between map menus, just to find where I'm trying to go.



Another problem is that it's sometimes too difficult working with items either in your inventory, on your person, ship, or in a store. For items that have a lot of stats and figures to analyze, their popup screen can often take up the area you're looking at, hiding whatever's behind there. So imagine trying to sell something to a vendor, the item menu pops up, and suddenly you just sold something you didn't want to because you couldn't see behind it. It's also not that easy to compare and contrast items when you're looking to see what to keep and what to sell. Like many of the game's problems, they're easily overcome with time, but it sucks to have them there in the first place.



Graphically, STO is quite lovely in almost all aspects. When you're flying around in space and there's broken asteroids all around and the sun is casting a wondrous illumination across the planet's surface, it really is a very awe worthy moment. When you land on planets, there's a wide variety of landscapes, ranging from sandy crags to lush forests; instead of merely transitioning into a new level restricted area to correspond with the level you are, it instead feels like you're really going out there and exploring space and finding new worlds. The only downside to the graphics is the character animations, as they're quite jerky and spastic at times, so they aren't as fluid as they could be. On the audio side of things, STO features an amazing score, which has a style of orchestrated music that should feel very familiar to longtime Star Trek fans. When you're engaged in a dogfight with an enemy ship and the background music is building up as if it's playing in direct response to your actions, it really feels like an epic movie moment. There's some pretty good voice work too when it's available and the sound of explosions and lasers firing sound excellent too.



Looking at my time spent in the game, I've been having a blast so far. I found a cool guild early-on that I've teamed with, I've enjoyed the mind game that is trying to craft that perfect character, and I've been having a lot of fun with the PvP, which is something that's often hard for me to get into when it comes to MMOs. There are some problems with the game, but the same thing can be said for every game. I had some memory leakage and client crashes during the first few days, but it's ran smoothly and solidly for me since a couple of patches have been implemented since release.



The greatest fear I have about Star Trek Online is that it won't be the game the diehard fans want. I know a good bit of lore, have watched a lot of the various series, and have seen all the movies, but I wouldn't say that makes me anything more than a casual observer. As that, the game features everything I'd personally want from a MMO set in the Star Trek universe. For some, however, it won't be. They'll want the 100% accurate mythology to be adhered to regardless if that makes the game fun or not. They'll want and expect the character depth found in an episode of Deep Space Nine. The problem is that those things can't be easily placed in a game of this nature. The game has faults, but none that otherwise hurt my enjoyment of the game. And yet, as always, there are people in forum threads already claiming the game is a failure and that they won't be subscribing outside their free time. To each their own, but to this sci-fi fan and geek gamer, Star Trek Online is a game I see myself living a long and prosperous life with.

4 out of 5

Link: http://www.startrekonline.com/
MPOGD Game Page: http://www.mpogd.com/games/game.asp?ID=5086

 
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