![]() Power-ups could have also infused the action with energy, but they are a missed opportunity. There is some debris to maneuver around, and the backgrounds are attractive enough, but the maps are similar to one another and don't offer any clever twists that would add some much-needed variety. If you play Team Deathmatch, you'll get to choose from four different maps Conquest offers only two, while Assault enthusiasts, laughably, get a single map. ![]() Sadly, there aren't enough features constructed around this scant framework. Given the unremarkable, basic nature of the action, you'd expect other elements of the game to pick up the slack. A few days after the game's release, the diminishing community indicates that the luster has worn off for many players already, and in too many matches, it's tough to find a full contingent of competitors. The greatest challenge comes from other players, but even when playing human opponents, the mild fun is short-lived. You can play the same modes offline as well, though the simplistic AI won't be giving you a challenge once you get used to the ships. You can join up with friends and play against an all-AI team, but this so-called co-op mode isn't very enjoyable, because the artificial intelligence is easily exploitable, particularly in Conquest mode, where you can rack up kills by camping at the capture rings and picking off bots as they fly in. It's just one-off matches, and were it not for the naming conventions and ship designs, you'd never know this was a Star Trek game. There's also no context to any of this-no story, no introduction, not even a voice-over telling us to boldly go where no man has gone before. Both of these modes provide tidbits of fun, particularly when each team fills all six player slots, though the overall lack of energy means the welcome wears off quickly. Assault works similarly, only an assaulting team must capture the rings in sequence on its way to the defending team's base, while the defenders must thwart their plans. In Conquest, you take over the map by capturing rings, which keeps the action concentrated on a small number of hot spots. That's too bad, because the latter modes are a bit more entertaining than the simple "kill the enemy" action of the former. The quick match option makes it easy to join an online game in progress, though it's far quicker to find a Team Deathmatch game than a Conquest game, and it's almost impossible to find someone playing Assault. If you can avoid enemy fire for a few seconds, your ship will spawn back onto the battlefield more quickly than if your pod is also destroyed-and with some power-ups still active.ĭ-A-C stands for the three modes of play available: Deathmatch (actually, Team Deathmatch perhaps "T-D-A-C" didn't sound right?), Assault, and Conquest. The one spark of originality is that upon defeat, you eject a speedy escape pod that you can control. This is partially due to the humdrum visual and sound effects and partially due to floaty controls that get the job done but don't feel as precise as they should. There's no reason to choose one galactic race over the other, and combat is rather ho-hum compared to the enthusiastic action of other 2D shooters. You'll also pick a side (Federation or Romulan), though aside from the visual design, the ships are exactly the same for both teams. The three ships play differently from one another, but they don't offer enough variety for these differences to energize the experience. Fighters shoot lasers from the front bombers drop bombs behind them that explode a moment later and flagships let you hover a reticle over your target and let loose a blast of energy. There are three ships to choose from before you enter a match: fighter, bomber, and flagship. Basic gameplay is standard fare for a shoot-'em-up.
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