Roddenberry’s futurist vision with daring adventure and often-good
science fiction captured the imaginations of generations.
So strong is Star Trek’s grip, the show is cultural signpost, well
known as Coca-Cola, Mickey Mouse and John Wayne. Every
child, grown or not, knows Captain Kirk and wants his job, if only
for a day.
Interplay offers a taste of star ship command, allowing us to
follow Cadet Forester’s adventures as he trains to be a Star
Fleet captain. In a way, this makes excellent sense — if you
repeat the mission, again and again, the game’s fiction is not
broken, you are just re-doing the simulator’s program until you
receive a passing grade. However, I envisioned saving the
galaxy, not my grades, when I dreamt of being a Star Fleet
captain. Further, I did not want to repeat failed missions until I
passed. The benefit of the Academy setting is dubious.
Star Fleet Academy borrows from Wing Commander III. Bad
acting, passable writing and conversational choices arrive on
deck via the Commander series. Like Wing Commander III (or
IV), I held Academy’s movies in contempt. The decisions you
make, as in Wing Commander III, are predictable and shallow.
Anyway, Cadet Forester has too many wrinkles to appear as a
convincing and the other cadets could benefit from acting
classes. I wish Interplay’s borrowing stopped at the movies,
rather than spilling into the game-play as well.
My Constitution Class star ship handles like a sluggish Wing
Commander fighter or, for Star Wars fans, an Imperial Gunboat.
For the science-fictionally challenged, imagine a Dodge Dart with
lasers. Yes, Star Trek fans, Interplay chose once again to
emulate fighter combat, just as in the Star Trek: 25th Anniversary
and Star Trek: Judgement Rites. In the equivalent of a battleship,
you try to turn on a dime, shooting nimble attack ships, because
some clown mounted all your weapons facing forward. I felt
letdown; I wanted a great tactical battle simulator with excellent
graphics, rather than a poor cousin to TIE Fighter.
For me, Academy is awkward. I never appreciated to the radar.
The radar is a simple circle showing relative position with a
raised or a lowered line, denoting targets above or below your
ship. If you are like me, you will spend a lot of time spinning
about, looking for targets. You always have to turn the shields
on; more than once I pulled up next to a Klingon cruiser with my
pants downs. Most missions have time limits for successful
completion. Timers infuriate when playing cat-n-mouse with
cloaked ship — every second waiting for a ship to de-cloak is a
frustrating eternity.
Academy’s interface, thankfully, is straightforward. Hot keys
cover the needed functions and, if the keyboard setup is not to
your liking, re-map it. Like any complex flight simulation, you
must strive for the Zen-state. Fail to become one with Star Fleet
Academy controls and you die. Klingon and Romulan cruisers
will not wait for you to walk over to the weapons control station,
to boost phaser power, so memorize the hot-keys. Unfortunately,
there’s a lot you can do with your Star Ship, but during battle –
and most of the game is battle — you will be busy pawing your
joystick and hot-keys as you slug it out. There is little, or no, time
to plot devious intercept courses or channel power from all non-essential
systems to ship’s weapons.
You never get the full story on any mission. As you progress, you
learn the value of improvisation. Forcing you to think, during the
missions is both wonderful and horrid. With the unfolding of new
mission objectives, the missions feel true to Star Trek shows.
Unfortunately, finding the correct innovation required is tedious
trial-and-error for me. Often, I repeated missions until my
patience was lost and I could play no longer. Each mission is a
puzzle. Once you discover the solution, solving each mission is a
cakewalk, cloaked ships aside, that is. I found no strategy other
than waiting for cloaked ships to de-cloak.
The graphics on my P150 with unaccelerated 2d video, were
marvelous. Academy’s graphic engine freely gives cinematic
spectacles. I never tired of seeing my ship head into warp as the
angle and position of the external camera varied, making each
view fresh and exhilarating. The ships look fantastic and, when
you hear the music and the distinctive Star Trek sound effects,
you get a great feeling of stepping on the bridge of the
Enterprise. Interplay capitalizes on the recognition of the sights
and sounds of Star Trek successfully; I felt transported. Few
games deliver an experience, but Star Fleet Academy, for all it
faults, delivers Star Trek atmosphere in spades.
In the end, I base a game’s rating on the quality and amount of
entertainment served and not the quality of the multimedia. I did
not enjoy Star Fleet Academy’s tedious missions. The missions
were not hard, but what I needed to do was not always clear.
Granted, this is part of the game, but games should simulate
reality for entertainment not tedium. I do not want to eat in my
role-playing game, nor do I wish to get lost in my adventure. I do
not want to read 150 page manuals to fly my F-16 and I do not
want to repeat missions repeatedly for passing grades.
The younger crowd might like this game. Hand a popular Disney
movie to a 6 year-old and marvel as the child watches the movie
until the tape wears out. The older we get, the less repetition we
can bear. Older gamers, like me, tend not to tolerate repetition.
Star Fleet Academy shoots for star ship combat, but becomes a
thinking man’s Wing Commander. Caught between high-action
and complex simulation, Academy falls apart.
Consider MechWarrior II, with its successful marriage of action
and simulation. On the game-design surface, little difference
exists between Star Fleet Academy and MechWarrior, movies
aside. However, I actively disliked Academy, yet loved
MechWarrior. I fear my expectations of what Star Ship combat
should be were too strong for me to enjoy Interplay’s
interpretation. Conversely, I had no expectations of what piloting
an 80-ton ‘Mech was like, leaving me open to the experience.
Academy is a visual spectacle. Moreover, for the player with few
expectations, Academy may prove an enjoyable game. For me,
however, Star Fleet Academy was disappointment and
frustration packaged in lavish graphics, great movies and great
sound. I give Star Fleet Academy a failing grade.
Product: | Starfleet Academy |
Company: | Interplay |
Cost: | $49.99 |
Pentium-90/80 Mhz PowerPC, 16 MB RAM,
Windows ’95/System 7.5 (or later),
4X CD-ROM, mouse, joystick, DirectX 3.0a (or greater),
180 MB of hard drive space.

