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Star Trek: The Next Generation – A Final Unity

 
Games: Star Trek: The Next Generation -- A Final Unity
  • Platform: IBM PC Compatible
  • Release Date: December 12, 1995
  • Genre: Adventure
  • Style: Third-Person Graphic Adventure
  • Similar Games: Star Trek: 25th Anniversary (IBM PC Compatible)

Game Description

Generally considered by the gaming community as one of the first Star Trek titles to "get it right," Star Trek: The Next Generation -- A Final Unity combines quality voice acting from original cast members with tightly meshed QuickTime movies to advance the story. Solving the mystery of A Final Unity requires judicious use of "away team" members' abilities in a series of critical missions, as only four crewmembers can be selected for each.

The level of interaction is left up to the user, partly through the choice of three difficulty levels, partly based on the level of administrative duties assigned to other crewmembers, and partly as a function of personal preference settings. As with the cast, equipment is standard Star Trek fare, with a profusion of phasers, tricorders, med-kits, and typical inventory stock. The complexity of ship control functions is also determined by user preference (hands-on or automated).

As in many Star Trek episodes, the story begins with the U.S.S. Enterprise responding to a distress signal in the Neutral Zone, and the action becomes intense within minutes. Romulans, Garidians, Ferengi, Klingons and more enter the mix as you beam down to exotic worlds, warp around the galaxy, and chart a new course in the highly detailed Star Trek universe. The plot slowly evolves, as missions unlock clues of an ancient race shrouded in mystery.

With actors such as Patrick Stewart, Jonathan Frakes, Brett Spiner, LeVar Burton, Michael Dorn, and Majel Barrett reprising their roles via voiceovers, Star Trek: The Next Generation -- A Final Unity is the next best thing to watching the show on television. The adventurous storyline is rich in detail, with a galaxy full of alien races, exploration, discovery, and tension-building confrontations, held together by nicely rendered cut-scenes.
~ Michael L. House, All Game Guide

Roots & Influences

Star Trek: The Next Generation -- A Final Unity is one of the first adventure games using the Star Trek franchise to support high-color cut-scenes. Based entirely on the cast, crew and universe of the television program Star Trek: The Next Generation.
~ Michael L. House, All Game Guide

Review: Enjoyment

The game will keep you interested with the puzzles and storyline.
~ Glenn Wigmore, All Game Guide

Review: Graphics

Nice looking cut scenes and gameplay. Characters look odd in the cutscenes though.
~ Glenn Wigmore, All Game Guide

Review: Sound

Great voicing jobs, and good authentic sound effects and music.
~ Glenn Wigmore, All Game Guide

Review: Replay Value

The game lacks slightly here, because after beating it a couple of times, the game is a little dry.
~ Glenn Wigmore, All Game Guide

Review: Documentation

Good thick manual with lots of content.
~ Glenn Wigmore, All Game Guide

Production Credits

Executive Producer: Mathias Genser; Lead Designer: Mathias Genser; Associate Producer: Meg Storey; Production Assistant: Catherine Durand, Bryant Fong, Donald Simpson, Derwin Wyatt; Programmer: Roger M. Fujii, Kyle Granger, Kevin Ray; Supporting Programmer: Ally Chen, Anthony Chiang, Eric Grotke, Erick Jap, Kuswara Pranawahadi; Additional Programmer: Rebecca Ang, Mark Blattel, Gregg Seelhoff, Farah Soebrata, Jill Veronda, Peter Ward, Les Watts; Supervising Artist: Matt Calström, Erol Otus; Artist: Aron Bonar, Chuck Butler, Chris Hamilton, David McGrath, Sunil Mukherjee; Supporting Artist: Anthony Chiang, Greg Dyer, Karen Ffinch, Paul Wood; Additional Artist: Charlie Aquilina, Alan Brimm, Tim George, Andy Probert, Sharon Stambaugh; Tactical Design Consultant: Gilman Louie; World Builder: Kyle Brink, Bing Crowell, Stephen Goldin, Steve Tsai, Joe Ward; Apprentice World Builder: Steven Weinstein; World Designer: Kyle Brink, Vera Chan, Stephen Goldin, Joe Ward; Scriptwriter: Kyle Brink, Vera Chan, Stephen Goldin, Naren Shanker, Joe Ward; Dialogue Consultant: Naren Shankar; Scriptwriting Consultant: Naren Shankar; Script Editor: Marisa Ong; Audio Director: Paul Mogg; Music Composition: Paul Mogg, J. White; Sound Designer: Paul Mogg, J. White; Sound Matchmaker: Steven Weinstein; Voice Production Assistant: Scott Petersen; QA Director: Marjorie DeWilde; QA Manager: Kurt Boutin; Quality Assurance: Matt Archambault, Evan Birkby, Greg Blaha, Jason Borovick, Peter Chou, Bing Crowell, James Green, Stewart Megan, Hoi Nguyen, Brian Oldham, Russel Reiss, Steve Tsai, Sergio Vuskovic, Robert Wong, Derwin Wyatt, Wi Kian Tang, Larry Webber; Beta Tester: Wayne Hedrick, Joe Pazos, Darren Schuellor, John Steiner, Lou Syracuse, Kevin Verdon; Manual Writer: Robert Giedt; Manual Designer: Carrie Galbraith; Layout Artist: Carrie Galbraith; Manual Editor: Marisa Ong; Production Artist: Tom Barkett; Product Marketing Director: Rita Harrington; Marketing Services Manager: Kathryn Lynch; Senior Graphics Artist: Lucija Kordiæ; Production Assistant: Jerome Paterno; Vice President, Marketing Services: Holly Hartz; Public Relations Coordinator: Kathy Sanguinetti; Purchasing Manager: Sharon LoSasso; Production Buyer: James Stewart; Distribution Coordinator: Shannon Yates; Viacom Licensing: Suzie Domnick, Renee Froix, Terri Helton, Kristine Ross, Dave Rossi; "Star Trek: The Next Generation" Consultant: Denise Okuda, Michael Okuda, Naren Shankar; Recording Studios: Pacific Coast Soundworks Hollywood CA, Tennessee Production Center Inc. Knoxville Tn, Buzzy's Recording Studios Hollywood CA, The Mix Place New York NY, Mahmasters London England; Digital Audio Processing: Pacific Coast Sound Works; Voiceover Producer: Paul Mogg, Wendy Neuss; Voice of Captain Jean-Luc Picard: Patrick Stewart; Voice of Commander William T. Riker: Jonathan Frakes; Voice of Lt. Commander Geordi La Forge: LeVar Burton; Voice of Lieutenant Worf: Michael Dorn; Voice of Dr. Beverly Crusher: Gates McFadden; Voice of Counselor Deanna Troi: Marina Sirtis; Voice of Lt. Commander Data: Brent Spiner; Voice of the Ships Computer: Majel Barrett; Voice of Admiral Brodnack: Bill Krauss; Voice of Admiral Reddreck: Michael Mancuso; Voice of Admiral Williams: Deborah Sale; Voice of Aelont: Tom Silberkleit; Voice of Alien Captain: Rob Jacobsen; Voice of Alien Customs Drone: Andy Valvur; Voice of Alien Narration: Andy Valvur; Voice of Alien Scientist: David Booth; Voice of Aramut: J. White; Voice of Avakar: Colin Hussey; Voice of Captain Ky'Dra: Michael J. West; Voice of Captain Pentara: Suzy Berger; Voice of Chancellor Daenub: Phil Keller; Voice of Chancellor Laraq: Andy Valvur; Voice of Commander Chan: Connie Hall; Voice of Commander Tyralak: Erol Otus; Voice of Constable LLiksze: Deborah Sale; Voice of Constable's Deputy: David McGrath; Voice of Consultant Iydia: Roy Blumenfeld; Voice of DaiMon Tybok: Paul Silverman; Voice of Dr. Ana Benyt: Nancy Cole; Voice of Dr. Vi Hyunh-Foertsch: Suzy Berger; Voice of Dr. Silas Griems: Sean Owens; Voice of Ensign Tamara Butler: Cynthia Marcucci; Voice of Ensign Nils Carlstrom: Paul Mogg; Voice of U.S.S. Enterprise Deck Reports: Robert Giedt, Lucija Kordiæ, Jerome Paterno; Voice of Gart Kimlash: Michael J. West; Voice of Gatekeeper: Andy Valvur; Voice of Healer ZZolis: Connie Hall; Voice of The Kabilan: Colin Hussey; Voice of Lucana: Jeanne Sophia; Voice of Madia: Linda Clements; Voice of Morassian Computer: Madeleine Wild; Voice of Nachyl: Brian Vouglas; Voice of Optimator One: Rob Jacobsen; Voice of Optimator Two: Amanda Carrett; Voice of Romulan Captain: Sean Owen; Voice of Shanok: Rob Jacobsen; Voice of Stamblyr: David Booth; Voice of T'Bak: Tom Silberkleit; Voice of Tracker Melas: Amanda Carrett; Voice of Unity Device Guardian: Cynthia Marcucci, Erol Otus, J. White; Voice of Veronda Bird: Madeleine Wild; Voice of Watcher Tzudan: Paul Silverman
~ Michael L. House, All Game Guide
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Wikipedia: Star Trek: The Next Generation – A Final Unity
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Star Trek: The Next Generation
A Final Unity
Star Trek TNG A Final Unity.jpg
Developer(s) Spectrum HoloByte
Publisher(s) MicroProse
Platform(s) DOS, Macintosh
Release date(s) May 31, 1995
Genre(s) Adventure, Puzzle Solving
Mode(s) Single player
Media CD
System requirements PC: 80486DX 33 MHz, local bus video, 8 MB RAM, hard disk, 2X CD-ROM, DOS 5.0, SVGA w/ 512 KB, sound card
Input methods Mouse, Keyboard

Star Trek: The Next Generation - A Final Unity is a computer game by Spectrum HoloByte, based on the Star Trek universe.

The cast of Star Trek: The Next Generation reprise their roles, providing the voices of their respective characters.

Contents

Plot

While on routine patrol of the Romulan neutral zone, the Enterprise intercepts a distress signal from the crew of a Garidian scout ship, seeking asylum in Federation space. After a brief confrontation with the commander of a Garidian Warbird (similar in design to a Romulan D'deridex Warbird except white in color with a red starburst design on the nose), the crew of the scout ship is beamed aboard the Enterprise. One of the refugees mentions to Captain Picard that they are in search of the Lawgiver's legendary Fifth Scroll, which could aid in preventing war on Garid. Picard agrees to assist them, and the crew of the Enterprise sets out in search of clues to the location of the scroll.

After searching various star systems and completing several away missions, the crew of the Enterprise realizes that the scroll points to the existence of an enormous and powerful ancient structure, known as the Unity Device, that was created by the Chodak, an unknown alien race, during the peak of their civilization.

The storyline takes place around stardate 47111.1, according to the opening sequence of the game. This places the events between the first two episodes of the seventh season of the series, Descent and Liaisons. Because the non-canonical Chodak race reappear in the Star Trek: Generations game, it is considered a sort of sequel to A Final Unity.

Gameplay

Main Bridge

Gameplay is mostly linear in nature, sometimes branching partially depending on choices made during various conversations.

Enterprise

Tactical

Onboard the Enterprise, gameplay basically amounts to waiting until the ship arrives at its next destination, and occasionally conversing with various crewmembers for advice. There are various areas of the main bridge that can be interacted with to control the ship and consult with various people.

  • The conference lounge allows the player to ask advice from the Garidian refugees.
  • The Conn can be used to change the ship's destination and speed, though when a mission begins destination and speed are set automatically. The player though, has the liberty to meddle around visiting bases, sectors and systems at will, off-story, but this will not affect anything and there is nothing to do to off-scenario places.
Main Engineering
  • Various information on planets, alien species, and previous missions can be accessed from the Ops console, manned by Lt. Cmdr. Data.
  • The tactical console is manned by Lt. Worf. Accessing it automatically brings the ship to red alert status. During the occasional battle with an enemy ship, control of the tactical console can be delegated to Lt. Worf, or controlled by the player.

The turbolift allows for access to other areas of the ship.

  • From engineering, power levels can be adjusted and resources applied toward damaged systems can be designated. Control of engineering can be delegated to Lt. Cmdr. Geordi La Forge. Players could manipulate engineering to such a degree it was possible to cause a warp core breach or eject the warp core.
  • In the transporter room, an away team can be assembled and an inventory chosen, though each mission has an automatically assigned away team (except on "Captain" difficulty, where you can choose your own team and equipment).
  • On the holodeck, any previous cut scenes can be viewed, as well as a brief tutorial going over the various controls of the ship.

Away Missions

The first away mission

The majority of the gameplay takes place by controlling an away team on various space stations and alien worlds, which is the pure adventure game part of the game. The away team is selected by the player and is then controlled in a point-and-click manner by selecting the desired command from the interface in the lower area of the screen. Items in the inventory can be used to interact with the environment in much the same way.

As in all adventure games, inventory items are used to solve various puzzles (and in this game, often to allow interface with alien technology). Interaction with the environment, however, is fairly limited[citation needed], and attempting to perform an action that is outside the game's boundaries results in the currently selected character to comment that they don't believe it would work. There is some variety however, to the comments and responses of the characters, depending on the combination the player chose, giving some realistic richness to the experience.

Upon completion of the away mission, the team is beamed up, and Enterprise awaits further orders or acts with the new information provided by the away mission.

Background

An in-game cinematic

A Final Unity is one of the games under the now "classic" era of Star Trek Gaming. It wasn't plain sailing for A Final Unity, though. Originally the game was penned for a release shortly after Interplay's Star Trek: 25th Anniversary; 25th Anniversary was released at the end of 1992 and A Final Unity was supposed to be released in 1993, but it didn't make the projected release date.

However, A Final Unity was a benchmark game for its time, considering the hardware and programming limitations of mid-1990s computer game development. The cutscenes, along with the recreations of the characters, were critically hailed as some of the best renderings and motion video for a game of that year. In addition, the entire starring cast of the show and Majel Barrett, the voice of the computer, were hired to reprise their roles in voice-overs for the game. Although A Final Unity didn't commercially perform as well as Interplay's prior games from 1994, it did mark Spectrum HoloByte's entry into the gaming mind of the then small Star Trek gaming community. Spectrum Holobyte acquired Microprose shortly thereafter, and continued developing Star Trek games for years to come (under the Microprose name).

To deliver its technologically advanced gaming experience, A Final Unity officially requires a floating point coprocessor (FPU), perhaps due to the space combat portion of the game which uses texture-mapped real-time 3D graphics. DOS games usually made an FPU optional because the games either didn't use a significant amount of floating point arithmetic or just added some extra bonus features if the computer was equipped with one. A CPU without an FPU can perform floating-point arithmetic, but at a considerably slower rate because the instructions are emulated. As such, the game can be played without an FPU, but with reduced performance.

External links


 
 

 

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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
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