Star Trek: Bridge Commander

aka: STBC
Moby ID: 5920

Description official description

Star Trek: Bridge Commander puts the player in the role of the new captain of the starship USS Dauntless right after the previous captain perished in a sudden and mysterious explosion of the Vesuvi star which wiped out the nearer half of the planets in the system. Narrowly escaping the fallout, the ship is repaired, receives a new first officer and is tasked with investigating the background of the event throughout the region of space referred to as the Maelstrom, encountering other Federation, Klingon, Ferengi, Romulan, and Cardassian ships, as well as a new race known only as the Kessok.

The player can control the ship and its operations by speaking to the relevant personnel (e.g. hailing and moving the ship by talking to ensign LoMar, or managing the ship's power output and repairs by talking to chief engineer Brex), and can do so either from a first-person perspective from the captain's chair or by viewing the ship from the outside. The ship is almost entirely controllable through hotkeys, and its weapons can be fired manually via mouse controls. If the player's ship is joined by other friendly ships, they can be given simple commands.

The singleplayer campaign is split to 8 episodes, each with its own sub-missions, which form a larger storyline. Unlike many other licensed Star Trek games, combat is not the only focus of the game, as there are missions where exploration and assisting endangered colonies and ships is the main objective. A diplomatic decision late in the game affects the circumstances of the finale. Between missions, the player often moves to Starbase 12 for repairs, stocking on torpedoes, and occasionally to receive more delicate assignments.

Aside from the singleplayer campaign, the game has a so-called "Quick Battle" mode where the player can initiate battles using ships, stations and other objects which appeared in the main campaign, and the player can control any ship from the list. This game mode is also available in multiplayer.

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Credits (Windows version)

229 People (188 developers, 41 thanks) · View all

Creative Director
Project Lead
Network & Interface Programming
AI & Sound Programming, Physics & Simulation Programming
3D Graphics Programming
Interface Programming
Character & Bridge Programming, Save/Load Programming
Game System Programming
Lead Game Design
Game Design, Mission Scripting, Story
Art Lead, Environmental Art
Bridge Sets
Ship Art
Character Animations
Art Technician
[ full credits ]

Reviews

Critics

Average score: 79% (based on 23 ratings)

Players

Average score: 3.9 out of 5 (based on 29 ratings with 8 reviews)

To boldly go where no Trek game has gone before....

The Good
STORY: After a star goes Nova - killing your Captain and wiping out a few planets in a system you are assigned to take his command as Captain and investigate the cause behind this incident. This story was written by D.C Fontana

MENU LAYOUT This is all done in the standard Trek style of orange and dull purple interfaces - it works - a bit cluttered from the added in animations - but it works.

GRAPHICS The opening render is quite ok - untill I had a closer look...firstly Captain Wright looks a lot like the Picard model - with more hair and secondly in the very nice opening credits bit of your ship being repaired one of the engines are floating in mid air. Overall the 3 rendered movies in the game are very well done but lack the polish on them to make them great. No groundbreaking - but serviceable. The ships models are loaded with detail and look very very nice, the textures on the ships are done very well as well and all add to the Trek Movie experence. The bridge is ok, it's not as interesting as detailed as the ships - and I've noticed that there appears to be a few faces missing from parts of the bridge resultining in bits flickering all the time. The people in the crew are not that interesting to look at - you have 2 aliens and 3 humans at your disposal while varied - they are just not that interesting to look at. Also the face animations are done with texture map swapping - so this leads to very bad lip synch as there are only abou 5 different forms of mouth movement. The other characters in the game seem to be all right at first - but as you progress you get the sneaking feeling that the Klingon with the scar across his eye is really just a modified texture of another captain you see. The same applies to the Cardassians - they all appear the same with small differences like greying hair and eye colour. The explosions are a bit dull - they are not bright and colourful but small and bland. One of the more interesting features of this game is the realtime damage - this means that you can bore out holes anywhere on the ship - not just like in the dreadful Klingon Acadamey where it was all preset - but with enough time and paitence you can effectively remove the bridge from a Bird of Prey - and the other half floats off. When a ship is destroyed large chunks are blown out and off so the end is a floating hulk. The phaser effects are ok - there's even an animation of the phasers pre-firing - arcs of energy go around the phaser banks. And the torpedoes look well enough too. The planets and stars are pretty low resolution - a sun looks really cool - untill you get upclose where the wow effect sort of looses it. The nebulae are well done as well. A nice touch is that any light glow - from engines or window lights have their own glow to them - and the ship also has light rippling off them as well. Also the lighting effects are really good in this game - everycurve is lit up. And there is also the Warp Stretch. Overall the graphics are not that bad - they work - but could have been better.

SOUND The voice acting on this game is very good - this game is very story driven and you meet a host of characters from a nervous Fergengi to an insane Cardassian. Patrick Stewart (Picard) and Brent Spiner (Data) lend their voices for a surpriseingly large amount of the game time, and their role works in this story. Multiple affirmative commands and so on have been recorded so you get a bit more that "yes captain" each time an order is confirmed. The weapon sounds aare good - I cannot comment on if they are true to the TV series as I have never seen a Trek episode - but they are effective. The sound quality seems a little low - even on EAX setting. The music is very well done - a good Trek feel to it - the music also changes depending on the situation - but with a little jarring - not smooth and perfect though. Overall the sound really adds to the atmosphere and a great job has been done on this game in terms of sound.

GAMEPLAY A mixed bag. This is an interesting approach - normally a player does all the work -but in this game you command others to do all the work for you -this works very well. You use the mouse to center on an officer - a small display tells you who they are and what they are doing then you click on them to do percise orders. The strategy in this game lies in subsystems on the ships - a subsystem is something like an engine or shield generator. By destroying one of these systems you hinder the opponents ship - they do the same to you. Another strategy feature is power management - by allocating more power to your systems your ship can preform better. If your warp core is hit then you can only allocate so much power to the systems. The battles between enemy ships are long, these are 40,000,000 ton starships - not zippy starfighters so a battle is like a fight against two slow moving giants. This means it's a fight to see who can deal the most damage to the opponent's ship A.S.A.P. This all works very well as you are balancing shield power - weapon power and repairs all in the midst of battle. The game focus mainly on battle so 75% of the game involves you attacking another starship. The other parts of the game involve ferrying supplies or sneaking about - there are also a few missions where you are leading a large scale assualt on enemy bases. Overall the gameplay is varied and has a good enough plot to keep you interested -there's enough combat related happenings to keep you on your toes - or screaming in fustration.

The Bad
The fact that this is mainly a mouse game - though keyboard commands are there means that there's a lot of clicking - and in the heat of a battle it is very possible to misclick a button and have your tatical stop everything - or another misclick might deselect a crewmember. The buttons are a bit on the small and fiddly size. Also the game does not allow you to create much of a personality for yourself. Your second in command does all the talking. Also the game is very linear - there are a few moments where you can choose to do things - but apart from that it's mostly follow their commands or fail the mission. Failing missions are another annoying aspect I noticed in one mission that a shuttle accidently killed it's self by going into a planet - for some odd reason I was relieved of Command and the game ended. Apart from the strange gameplay niggles the game still stands ok.

The Bottom Line
What really let this game down is that it's meant for Star Trek fans alone. While a non Star Trek fan like myself can enjoy it - we would not take it in with as much enthusiasim as the fans would. And I can say most fans would go nuts for Chrome Dome Picard to help them in their first mission. A good game - far better than most of the other Trek games - but still needs a little bit of ironing to become a great.

Windows · by Sam Hardy (80) · 2002

A good game made better by fan content

The Good
In my opinion this is the best Star Trek game to come out since 25th anniversary. No other Trek game could you take command of a starship and wreak havoc on a massive scale. The ship models looked fantastic, and the game created a wonderful sense of scale. The first time you see star base 12 really blew me away. The story was quite well done and the casting of Patrick Stewart and Brent Spiner really helped that along.

You control your ship by one of two ways. From the bridge barking orders at your (sometimes useless) crew via the mouse, or from a chase view outside the ship using the WSADQE F and X keyboard keys. You will most likely be doing everything in the game from the chase view, as it is very hard to do anything productive from the bridge unfortunately.

The battles were by far the focus of the game and are quite involving. Targeting specific systems on enemy ships while managing your own damage and watching your shield status makes for the ultimate starship battle multitasking experience.

But on to what I consider the best part of this game.... Open source. Yes you could MODIFY any of the ships in the game, also create ships. Fan and computer geeks alike have created TONS of mods and new ships and updated textures.

Of the best of these would have to be Nano FX. This modification took the bland and unimpressive explosion textures and sounds, and turned them into a 3D delight to the ears and eyes.

And the ships! There are literally hundreds of fan created ships available for downloading, you can even download star wars ships. Ever wanted to pit the Enterprise against a super star destroyer? Boo yah.

And of course with new ships come bigger guns. It makes for much more frantic fights when a Warbird is firing continuously pounding the crap outta ya.

The sound FX and music are for the most part acceptable. The sound and music can be changed like anything else. The music creates a Star Trek atmosphere well enough.

The Bad
While the mods do make the game much more than it can be, they mostly only apply to Quick Battle mode; the single player experience becomes buggy and usually unplayable.

I really wanted my Trek game fix to be ultimately satisfied with this game but unfortunately that wasn't the case.

Not being able to save mid mission or skip and cut scenes made the Single player storyline more frustrating than anything, and I really wanted to launch the first officer out of a torpedo tube. Who exactly is in command anyway?

As good as the game can be with added Mods, I can't really judge a game by what fans did to make it better. The stock ships in BC are mostly uninteresting. Pretty much every Federation ship has the same phaser arcs and torpedo layout (sans the Ambassador). My question is why would the state of the art Sovereign not have any rear firing phasers? Bah.

While the music for the most part does the job, I have to say the battle music gets extremely repetitive, and the sounds of battle are pretty bland over all. When a torpedo hits the hull of an enemy ship you expect a little bit more than thud.



The Bottom Line
When this game came out, I was already crying for a sequel. I would definitely recommend this game to any trek fan out there.

Overall a game that could of been so much better than it is, but still stands out as one of the best trek games ever.

Windows · by Andrew Wills (2) · 2005

Good Presentation, Flawed Game Play

The Good
The story is intriguing and well-written; a worthy bit of Star Trek fiction. You are cast in the role of first officer on the U.S.S. Dauntless, a Galaxy class starship investigating some anomalous solar activity in the Vesuvi system. While in the system, the ship's captain takes a shuttle to rendez-vous with a Federation terraforming outpost. As the shuttle approaches the outpost, the core of the Vesuvi system's star suddenly and inexplicably destabilizes. The captain orders you to get the ship out of danger, just before his shuttle is engulfed in a solar explosion. Hence the reason for your sudden promotion to captain.

As the Dauntless leaves the system, the science officer notices a strange object warping out of the system but he is unable to identify it. Suspicions abound that the Cardassians have something to do with this mysterious turn of events. Now in command of the Dauntless, you are ordered by Starfleet Command on a series of investigative missions aimed at discovering what happened in the Vesuvi system. The various missions serve to unfold the plot and the entire thing remains intriguing throughout.

The interface is extremely well designed in my opinion. Next Generation style LCARS panels are overlayed over a first-person 3D view of the bridge. In contrast with earlier Star Trek based simulations, you don't jump around between different control panels here. You never lose sight of your bridge and crew. The LCARS panels are there when you need them and move quickly out of your way when you don't. This interface is the most successful that I've seen so far in terms of making you feel like you're in the captain's chair overseeing the bridge and crew rather than jumping around from station to station micro-managing everything.

The graphics, in my opinion, are attractive overall. Bridge layouts are accurate, if simplified. Starship exteriors are nicely modeled. Light sourcing and specular highlights are used to good effect. There is a nice glow effect for lit windows, phaser beams and warp nacells and shields shimmer semi-translucently when absorbing hits.

There was an interesting design decision regarding the faces of the characters. Bitmapped character faces are pasted onto the heads of the character models. The mouths are animated when characters speak but, other than this, there is little facial animation. Eyes don't blink and expressions remain neutral. The result is characters that are instantly recognizable (Picard looks like Picard and Data looks like Data) but there is no real lip synching and character faces seem bland and expressionless, almost like everybody is wearing some kind of mask. The features also tend to look somewhat angular at times. This is something that I, personally, can live with, especially remembering that this game was released in 2002, when graphical hardware was not as advanced as it is now.

Sound is also nicely rendered. Phasers and torpedoes sound as they do in the television shows and movies. The voices of Captain Jean-Luc Picard and Lt. Commander Data are provided by Patrick Steward and Brent Spiner respectively. Voice acting for other characters (not seen on TV or in the movies) is likewise competent and believable. The musical soundtrack is typical for a Star Trek feature, grand and orchestral with a more dramatic cadence during battle engagements.

The Bad
Some of the missions are designed to be ridiculously hard, pitting your ship alone against hoards of enemy attackers with little or no support from Starfleet. What's worse, the penalty for getting out of some of these scenarios alive yet failing your primary objective is an unreasonably harsh dressing down by the Starfleet admiralty who, in my opinion, should really be impressed that you even managed to save your ship and crew, never mind knock out that enemy sensor array. Likewise you can successfully complete mission after mission, being lauded and praised by your superiors after each victory, only to be dismissed as an incompetent fool when you finally do fail. I guess it's true what they say; people really do remember your last mistake. One wonders, at times, whether one hasn't been unwittingly drafted into the service of the Imperial Klingon Fleet. Total and unqualified success, death or dishonour! Those are your options.

The mission structure suffers from the same weakness seen in Larry Holland's Star Wars games; namely, they are linear and heavily scripted and some are designed such that success depends on performing certain actions in a certain sequence or at a certain time. Doing anything else inevitably results in failure, and this makes several of the missions feel more like puzzles to be solved rather than tactical situations to be evaluated. It's no coincidence that failed missions are more successful the second or third time around, once you have the benefit of foreknowledge of what's going to happen.

I've read some other reviews of this game which complain about the inability to skip the cut scenes. I'd like to clarify this issue by pointing out that, although the cut scenes can't be skipped entirely, it is possible to skip to the next line of dialog by pressing the backspace key. Do this shortly after each line of dialog begins and it is possible to "skip forward" through all cut scenes quite quickly. Still, I do agree that it would have been nice if there had been a key to skip directly to the end of a cut scene or, better yet, a config setting allowing cut scenes to be turned off, or at least to be played only the first time through. This could have been handled better, but it's not as bad as some would have us believe.

The characters seem to blindly follow their scripts at times without any regard for what actually happens in the game. For example, at the start of one mission, my first officer recommended that we should return to the starbase for repair and resupply, even though:

a) We were already at the starbase b) They had just told us that they could only re-supply but not repair us. c) We had just finished docking and our supplies had been replenished.

Similarly, characters sometimes react to occurrences without considering the full situation. For example, in the heat of one particular space battle, my weapons officer targeted an enemy ship with photon torpedoes. The torpedoes failed to lock properly and missed their target, unfortunately hitting a friendly starbase that was beyond the target. My first officer reacted by promptly relieving me of command for firing on a friendly, apparently oblivious to the fact that I had never given any command to attack the starbase nor had I personally fired the errant torpedoes, never mind that the whole thing was obviously an unfortunate mishap. I might have understood had she decided to relieve the weapons officer for incompetence, I suppose.

Engagements between starships can last quite some time. It takes a while to destroy or disable a starship, unless the combatants are woefully mismatched. Your weapons officer will normally make intelligent decisions such that, with only a few exceptions, you can usually allow him to select his own targets and systems and such. This is as it should be. It does mean, however, that you can spend much of your time during battles, especially prolonged engagements involving multiple starships from various sides, simply watching the battle unfold. You might occasionally order your chief engineer to channel more power to the shields or the weapons or whatever system seems most important at the time but, other than this, you need do very little. This can make missions seem rather dull to some. On the other hand, you can manually take control of the ship and do all the fighting yourself, but this seems less in keeping with the Star Trek mythos, and you'll usually do no better than your weapons officer would have, in any case.

One graphical effect that bothered me more than the weird, angular faces of the characters was the fact that starships insist on belching smoke when damaged. Smoke in the vacuum of space? Whose idea was that? Fire, yes. Sparks, of course. But smoke? Methinks Larry Holland must have cannibalized his Secret Weapons of the Luftwaffe engine when building this game and forgotten to kill the smoke effects.

The graphics engine also attempts to show exposed decks beneath punctured hulls on severely damaged vessels, but this doesn't quite work for me either. Somehow, the effect looks too much like a 2D bitmap. It was done much better in Interplay's Star Trek: Klingon Academy.

The Bottom Line
Star Trek: Bridge Commander does have its flaws but, overall, I enjoyed it. It's strength is in its presentation. Its weakness, unfortunately, is in the actual gameplay. Still, I think it fair to say that it comes as close to simulating the experience of commanding a Federation starship as any Star Trek game has to date, even if it doesn't entirely hit the mark.

Windows · by Halmanator (598) · 2005

[ View all 8 player reviews ]

Trivia

If you click on Brex several times in a row, he will say some amusing things.

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Contributors to this Entry

Game added by Kartanym.

Additional contributors: Apogee IV, Erik Novales, Independent, Plok.

Game added March 8, 2002. Last modified October 11, 2023.