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Star Trek: Elite Force II

 
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Star Trek: Elite Force II

Game Description

When the U.S.S. Voyager returned to Federation Space safely, the Hazard Team was disbanded. However, Lt. Alexander Munro was assigned to Starfleet Academy and quickly caught the eye of Captain Jon Luc Picard. Players must take charge of the reunited Hazard Team on the U.S.S. Enterprise and confront an assortment of cunning enemies.

Enemy races include Klingons, Romulans, Ferengi, and the Borg. Missions take the Hazard Team to frozen Romulan bases, Star Docks, Borg Ships, and Starfleet Academy. Available weapons include: tricorders, disrupters, I-Mods, energy staffs, assault rifles, grenade launchers, compression rifles, quantum bursts, and the Bat'Leth (a Klingon melee weapon). Multiplayer game modes feature capture the flag, holomatch, and team holo match in environments ranging from murky jungles to volcanic deserts. Star Trek: Elite Force II runs a modified Quake III: Arena engine with increased environmental and character detail.
~ All Game Guide

Roots & Influences

By number, if not by name, Ritual Entertainment's Star Trek: Elite Force II is technically a sequel to Raven Software's 2000 Star Trek: Voyager -- Elite Force and utilizes a modified Quake III: Arena game engine.
~ Michael L. House, All Game Guide

Production Credits

Company 1: Ritual Entertainment; Project Lead: Jon Galloway; Technology Lead: Steven Peeler; Design Lead: Chris Stockman; Technical Director: Steven Peeler; Software Engineer: Scott Inglis, Shawn Ketcherside, Joe Waters; Additional Programming: Bill Schofield, Bob Rost, Doug Service, Eric Fowler, Jared Hefty, Josh Martel, Ken Harward, Squirrel Eiserloh; Gameplay Director: Chris Stockman; AI and Gameplay Programmer: Shawn Ketcherside; Gameplay Programmer: Jared Hefty, Josh Martel; Level Designer: Jerry Keehan, Benson Russell; Lead Architect: Jerry Keehan; Lead Scriptor: Benson Russell; Level Designer: Adam Bellefeuil, Kenny Thompson, Luke Whiteside, Richard Heath, Josh Martel, Jared Hefty; Additional Level Design: Chris Voss, Mike Porter, Russell Meakim, Thearrel McKinney, Todd Rose, Tom Mustaine; Art Director: Jon Galloway; Conceptual Artist: Paul Richards; Technical Art Lead: Kenny Thompson; Technical Animation Lead: Rungy Singhal; Character Artist: Brian Jones, Kendall Tucker; Animator: Jose Hernandez, Juan Martinez, Kevin Wright; 2D Artist: Pat Jones; Art Intern: Sloan Hood; FX Artist: Wyeth Johnson; Additional Art: Charles Tinney, Darrin Hart, David Demaret, David Massicotte, Gary Frye, Jason Sallenbach, Mike Jackson, Mike Porter, Rich Fleider, Robbie Miller, Steve Hornback, Steve Maines, Travell McEntyre, Yves Allair, Dave Ancira, Andrew Gilmour, Ben Lippert, Sung Yi, Jay Hosefelt; Cinematics: Eric Smith; Cinematics Animator: Jose Hernandez; Animator: Juan Martinez, Benson Russell; Chief Executive Officer: Steve Nix; Executive Studio Art Director: Robert Atkins; Executive Studio Designer: Tom Mustaine; Executive Studio Level Designer: Levelord; Executive Studio Project Manager: Jay Halderman; Office Manager: Lisa Loewecke; System Administrator: Mason Lucas; Sound Design: Zak Belica; Music: Zak Belica, Danny Pelfrey; Story and Dialogue: Daniel Greenberg; Voice of Jean-Luc Picard: Patrick Stewart; Voice of Tuvok: Tim Russ; Voice of Reginald Barclay: Dwight Schultz; Voice of Alexander Munro: Rino Romano; Voice of Telsia Murphy: Iris Bahr; Voice of Austin Chang: Alex Enberg; Voice of Chell: Andy Milder; Voice of Juliet Jurot: Leigh-Allyn Baker; Additional Voices: Amanda Wynn Lee, B. J. Ward, Charles Bazaloua, Clint Carmichael, David J. Randolph, Denice Kumagai, J. G. Hertzler, Jeffrey Combs, Lex Lang, Lisa Locicero, Martha Hackett, Matt Malloy, Neil Ross, Raymond Cruz, Richard Penn, Robert O'Reilly, Terrence Beasor, Terryn Westbrook, Tom Kane, Tony Jay, Tony Todd, Vaughn Armstrong; Voiceover Director: Daniel Greenberg, Kris Zimmerman, Gordon Hunt; Voiceover Casting: Ron Surma; Voiceover Recording: P.O.P. Sound; Sound Mixer - P.O.P. Sound: Michael Miller, Stephen Dickson; Assistant to Mixer - P.O.P. Sound: Jim Nolan, Jeff Britt; Sound Mixer - Atlantis Group: Sean Graham, John Chominsky; Company 2: Activision; Producer: Doug Pearson; Associate Producer: Glenn Ige, Dan Hagerty; Production Coordinator: Aaron Gray, Doug Mirabello, Steve Holmes, Brelan Duff; Production Tester: Patrick Bowman, Danny Taylor; Executive Producer: Marc Struhl; Vice President North American Studios: Mark Lamia; Executive Vice President Worldwide Studios: Larry Goldberg; Brand Manager: Kevin Wynne; Associate Brand Manager: Harte Chaden; Vice President Global Brand Management: Dusty Welch; Executive Vice President Global Brand Management: Kathy Vrabeck; Vice President Creative Services and Operations: Denise Walsh; Marketing Creative Director: Matt Stainner; Creative Services Manager: Jill Barry; Assistant Manager Creative Services: Shelby Yates; Vice President Corporate Communications: Maryanne Lataif; Senior Publicist Corporate Communications: Michael James Larson; Legal: Michael Larson, George Rose, Jay Komas; Senior Vice President European Publishing: Scott Dodkins; UK General Manager: Roger Walkden; Director of Marketing UK and ROE: Sarah Ewing; Head of Publishing Services: Nathalie Ranson; Creative Services Manager: Jackie Sutton; Senior Localization Project Manager: Tamsin Lucas; Localization Project Manager: Tamsin: Mark Nutt; Brand Manager: Daleep Chhabria; Assistant Product Manager UK and ROE: Nerys Lukes, Grant Gie; European Operations Manager: Heather Clarke; Production Planner: Lynne Moss; Production Administrator: Victoria Fisher; Company 3: Activision Germany; Marketing Manager: Stefan Luludes; PR Manager: Bernd Reinartz; PR Assistant: Julia Volkmann; Brand Manager: Stefan Seidel, Thomas Schmitt; IT and Web Manager: Thorsten Hübschmann; Company 4: Activision Asia/Pacific; Marketing Director: Paul Butcher; Brand Manager: Leigh White; Installer Scripting: Hector Guerrero; Installer Programmer: Drew Petterson, John Fritts; Senior Manager Customer Support: Bob McPherson; Customer Support Lead: Rob Lim, Gary Bolduc, Michael Hill; Quality Assurance Project Lead: Glenn Vistante; Quality Assurance Senior Project Lead: Matt McClure; Quality Assurance Manager: Marilena Rixford; Night Shift Testing Lead: Mihai Pohontu; Night Shift Senior Project Lead: Anthony Hatch Korotko; Manager Night Shift Testing: Adam Hartsfield; Floor Lead: Bryan Jury; Tester: Jeff Grant, Marc Villanueva, Francis Jimenez, Max Martin, Don Marshall, Robert Telmar, Jeff Burda, Brian Spayth, Dustin Thomas, Evan Wingate, Owen Timoteo, Jason Potter, Lawrence Wong, Joule Middleton, Anthony Griffin, Allen Chiu, Michael DeMarti, Joshua Feinman, David Hansen, Scott Kiefer, Jeffry Moxley, John Macmillan, John Wasilczyk, Bernie Leon, Soukha, Phimpasouk, Henry Garcia, Chris Codding, Brian Morrison, Peter Beal, Scott Soltero, Mike Cook, Steve Peterson, Paul Fortin, Vyente Ruffin; Lead Network Testing: Chris Keim; Lead Compatibility Testing: Neil Barizo; Manager Code Release Group: Tim Vanlaw; Code Release Group Senior Lead: Jason Levine; Code Release Group Lead: Jef Sedivy; External Test Coordinator: Chad Siedhoff; Quality Assurance and Customer Support: Jim Summers, Jason Wong, Nadine Theuzillot, Joe Favazza, Ed Clune, Indra Yee, Marco Scataglini, Willie Bolton, Jennifer Vitiello, Mike Rixford, Jessica McClure, Joanne Kayo Shinozaki, Lori Marois, Todd Komesu; Executive Director Product Development Interactive and Technology: Harry Lang; Manager Product Development Interactive and Technology: Daniel Felts; Company 5: Viacom Consumer Products and Paramount Pictures; Contributor: Andrea Hein, Terri Helton, Pam Newton, Sandi Isaacs, Christina Burbank; Packaging and Manual Design: Ignited Minds LLC
~ Keith Adams, All Game Guide
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Star Trek: Elite Force II

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Star Trek: Elite Force II
Star Trek: Elite Force II PC cover

Developer(s) Ritual Entertainment
Publisher(s) Activision
Series Star Trek: Voyager
Star Trek: The Next Generation
Engine Quake III Arena with Ritual's ÜberTools
Version 1.1 (October 10, 2003)
Platform(s) Microsoft Windows, Mac OS X
Release date(s) GER June 20, 2003
GBR June 24, 2003
USA June 24, 2003
Genre(s) First-person shooter
Mode(s) Single-player, Multiplayer
Rating(s) ESRB: T (Teen)
OFLC (AU): MA 15+
PEGI: 16+
USK: 16+
Media 2 x CD-ROM
System requirements
Input methods Keyboard, Mouse

Star Trek: Elite Force II is a first-person shooter computer game developed by Ritual Entertainment and published by Activision. It was released on June 20, 2003 for Microsoft Windows. Elite Force II is a sequel to 2000's Star Trek: Voyager – Elite Force.

Contents

Background

Unlike the first game, Elite Force II is largely set onboard the USS Enterprise-E stationed in the Alpha Quadrant. The game's storyline is a semi-sequel to the movie Star Trek Nemesis, and the end of Star Trek: Voyager series. Many of the members from the original Hazard Team reappear. However only a few of the primary cast of Star Trek: The Next Generation did voice acting for the game, among them Patrick Stewart as Jean-Luc Picard and Dwight Schultz as Reginald Barclay. Tim Russ returned to do voice work as Tuvok. Several actors from Star Trek series provided additional voice acting: Jeffrey Combs (Weyoun from Star Trek: Deep Space Nine and Commander Shran from Star Trek: Enterprise) as one of the main villains; Robert O'Reilly (Gowron from Star Trek: The Next Generation) as Krindo; J. G. Hertzler (Martok from Deep Space Nine, plus roles in Voyager and Enterprise) as Lurok; and Vaughn Armstrong (Admiral Forrest in Enterprise) who contributed several character voices.

In the game, the player reprises the role of Alexander Munro, a Starfleet lieutenant (there is no option to play as a female). During the first few levels Lieutenant Munro returns to the Alpha Quadrant with the rest of the Voyager's crew and is assigned to a teaching position at Starfleet Academy. Eventually he is transferred to the position of a newly formed Hazard Team's leader on Enterprise-E under the command of Captain Picard. There are also limited opportunities for exploring the ship between missions, reminiscent of the "Virtual Voyager" feature found in the first game's expansion pack.

Development

Towards the end of March 2002, rumors were reported that a sequel to Elite Force was in development.[1] Activision confirmed these rumors at the beginning of April,[2] officially announcing Star Trek: Elite Force II on April 4, 2002.[3] The game was the last Star Trek title to be developed under Activision's supervision, following a dispute with Star Trek licensing holder Viacom,[4] and was produced by Ritual Entertainment.[5] Like Elite Force, Elite Force II was developed on the id Tech 3 game engine, one of the last games to do so[3] (though interestingly Tum Mustaine, former Studio Director at Ritual, is the project head for the upcoming id Tech 3 powered Severity[6].Most of the core Hazard Team characters return in Elite Force II, this time set on the USS Enterprise-E following the events of the tenth film, Star Trek Nemesis.[5]

Engine

Whereas the original game was powered by the first version of id Software's the Quake III Arena engine, Elite Force II is based on a heavily modified version of the Quake III: Arena engine with Ritual's ÜberTools GDK, allowing for expansive outdoor environments and higher quality facial animations.

The scripting language is similar to C++. The Scripting language can be used in multiplayer as well as in singleplayer, with a few limitations of some unstable commands in multiplayer. It allows to spawn objects like triggers and models by the level-scripts during the game without cheats enabled. This makes the game able to interact individually with the players.

Gameplay

In Elite Force II the main protagonist makes his way through linear and strictly defined levels, encountering various kinds of hostile creatures along the way. He is often accompanied by members of the Hazard Team who cooperate with him. These characters often help Munro enter areas or disable devices crucial for plot to evolve.

When switched to secondary mode the tricorder can detect and highlight structural defects.

There are total of 15 weapons (including the tricorder) at player's disposal. All of them facilitate two modes of operation. The primary fire commonly releases a steady stream of shots (or energy bursts) inflicting low damage at a low ammo cost, while the secondary fire expends a larger amount of ammo to fire a much slower and more powerful blast. All energy-based weapons can be recharged using terminals while projectile-based weapons need to be supplied with appropriate ammo. Health is replenished by activating nanites in player's suit using health stations.

Although Elite Force II is a first-person shooter, solving puzzles is also required. During the waveform modulation the player is presented with random sine wave attributes of which must be exactly reproduced by using the tricorder. There are three options - amplitude, frequency and offset modulation - that accordingly alter the initial curve. On higher difficulty levels a factor of time is to be taken into account; if the protagonist doesn't complete the puzzle within the time limit, the waveform is generated again with different proportions. To help player a composite visualization is present.

Power routing minigame

Power routing is needed when certain devices too difficult for the tricorder to modulate must be turned on. The objective is to connect two nodes on the opposite sides of the grid by manipulating the pipes. There are two types of pipes to be found within the array:

  • Red-crossed parts that cannot be manipulated. When the pipe is appended to a node, it causes a short circuit of the matrix and the player must restart from the beginning.
  • White units can be rotated around the axis within their cells. When the white pipe is powered up, it changes its color to that of the node connected to. Similar gray pipes can connect to nodes but cannot be rotated.

On higher difficulty levels, the number of nodes to be connected rises and a time limit is introduced. If player fails to solve the puzzle within the time frame, the pipes are reset to their original positions.

In scripted situations, the main character may also choose a response from a predefined set which has an effect on the outcome of the discussion and possible repercussions. For instance if Munro offers a prisoner chance to escape, he ends up in prison himself. A preference regarding a love interest is also determined from the choice of dialogue options - the player can accept invitations from one of two female non-player characters.

Throughout the course of game, the player is given a possibility to collect golden starships (miniature models of USS Excelsior NCC-2000) to unlock additional content in a form of six additional playable levels. There are a total of 81 starships, 70 of which are required to unlock the six secret maps accessible via the main menu.

Plot

The game begins with Voyager traveling through a Borg transwarp conduit (as seen in the Voyager series finale, "Endgame") when a Borg sphere captures the ship. The Hazard Team, led by Lieutenant Munro, is dispatched to destroy the sphere's dampening field. Voyager then breaks free from the Borg Sphere and returns to the Alpha Quadrant.

A screenshot from the game depicting a shootout between the player and the Romulans in a simulated scenario.

Considered to be redundant, the Hazard team is split up; Munro is assigned to teach small unit tactics at Starfleet Academy. Two years later, Captain Picard witnesses his performance and requests that Munro re-establish the Hazard Team for service on board the USS Enterprise. Shortly after the reinstatement, the Enterprise receives a distress call from the USS Dallas, where Telsia Murphy, a former member of the Hazard Team, has been assigned as a security officer.

Once aboard, the Hazard Team encounters a race of aliens (later dubbed Exomorphs) who have commandeered the ship. After saving the remaining crew, Munro is reunited with Telsia, who joins the team. A nearby Attrexian station which the Dallas had sought to aid is still besieged by the Exomorphs. When the defense systems are reactivated the remaining invaders abandon the station, leaving ion trails which the Enterprise follows to the planet Idryll.

There the Hazard Team locates archaeological post manufacturing the Exomorphs under control of Krindo, his father, and Kleeya (an optional love interest of the main character). The Idryll explain that the creatures turned hostile because of a malfunction. Kleeya later decides to stay on board the Enterprise, which upsets Krindo. His forces invade Enterprise in proximity of another Exomorph-infested colony, Taravar 7.

The Enterprise fends off the attackers and the Hazard team is beamed to Taravar 7, where it aids the inhabitants. In a nearby factory, Krindo's crashed ship is discovered. Munro is captured, but is set free when Krindo witnesses his father's death at the hands of the Exomorphs he created, which no longer obey him. Munro then persuades him to help stop the Exomorphs and the two escape together.

On the Enterprise, Krindo confesses he made money by selling Idryll artifacts to a Ferengi named Omag. He surmises that Omag decoded the location of Master Control Facility, a place with the ability to override all other centers controlling Exomorphs. With Krindo's help, Omag is tracked to a nearby mercenary base and captured.

During his interrogation, Omag reveals that the coordinates to the facility were sold to a secret Romulan group called the Empty Crown. Munro infiltrates the base in a Romulan disguise and with the help of a spy retrieves the location of the Master Control Facility. However, when the informant declares her true allegiance to the Empty Crown, a fight ensues. Gonzalez, one of the Hazard Team members, subsequently sacrifices himself so that Munro can be transported to safety.

The final battle takes place in the Romulan Neutral Zone. Munro enters the facility where the remnants of Empty Crown forces reside under the leadership of Commander Suldok. While the Enterprise is threatened by the Romulan Warbirds for violating the Neutral zone, the final confrontation commences on the surface.

After the battle, Munro returns to the Enterprise, where Picard hands over the evidence regarding the Empty Crown and peacefully leaves the Neutral zone. He is also extremely pleased with the Hazard Team's performance and recommends the incorporation of similar units within Starfleet. In the last scene Alexander Munro is seen kissing either Telsia Murphy or Kleeya, depending on whose invitation he chose during the exploration of the ship.

Reception

The game was generally well received by fans and critics, and was given 8.4 out of 10 at IGN. Although with ratings of 80 percent and 78 percent on the review aggregator sites GameRankings and Metacritic, it was not as successful as its predecessor.[7][8]

Modifications

Using the "id Tech 3" game engine in combination with Ritual's ÜberTools Star Trek: Elite Force II can be heavily modified especially on the Server-side by temporary overwriting the Server settings using Ritual's Morpheus Scripting System. This advanced softcoding ability has allowed Server-side Modifications like the HaZardModding Co-op Script Mod which is featuring the Single-player story as Cooperative Multi-player Campaign. The release of the Game Development Kit and the Game Source for Star Trek: Elite Force II has allowed hard-coded Modifications with new Levels and altered Gameplay such as the Single-player adventure "A Gate, Two Birds and the Beautiful Sky" and the Multi-player gameplay Patch "Ultimate Patch Mod".

References

External links


 
 

 

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