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Star Trek: Deep Space Nine:
The Fallen May 7, 2002
Many people consider the Star Trek license to be one of the
most overworked in the industry--perhaps "strip-mined" being
a more accurate term to describe the multiple yet similar games based
on the license which are released every year by a number of publishers.
There certainly is no shortage of disappointed gamers among Trek
fans. But despite the bitter memories that many have regarding their
purchases, Trek games are not nearly as horrid as they are often portrayed--they
are merely typical. While this might be a major concern for fans who
snap each Trek game up as soon as they are released at nearly
$50 a title (amounting to a sizable investment in hundreds of dollars)
it is practically a non issue for those who hunt through the bargain
bins.
The Fallen is a decent enough game that was hamstrung by horrible
timing. Though it received largely admirable reviews, these reviews
were few in number and the game received little press. Much of this
had to do with The Fallen arriving on the heels of Voyager:
Elite Force.
The game is split into three unique campaigns, each roughly occurring
simultaneously, following the exploits of a single character (Sisko,
Kira, and Worf) during the course of the same story arc. While this
allows players to view the game from a variety of points and experience
all the nuances of the story--as they are not interwoven but distinct
campaigns selected at the beginning of the game from a list, it tends
to remove much of the potential drama from The Fallen. After
a player has finished one of the character's campaigns, they already
know the events of the other two before he or she even attempts them.
Whether this is more or less jarring than having to switch personalities
between levels is a personal preference, however. The third person view adds rather than detracts from the game's visuals
in that the characters are animated and modeled extremely well (though
their faces in resembling the actors that play them are much more
hit and miss than those of Elite Force) as they run and jump
through darkened hallway after darkened hallway.
Despite not having the ability to interfere with scripted events, The Fallen is a remarkably more interactive game than Elite Force. Players can not only use their communicators at will to check in with other crew members for advice but the use of the "tricorder" is also included. The do-everything-with-only-three-buttons PDA of the future allows players to analyze enemies and defensive force-fields (enabling them to often modulate or attune their weapons to a specific frequency) as well as provides a useful map and motion tracker as long as the device is held.
The Fallen is a completely average game as the
many good points are more than obscured by a terminal case of bad
pacing and far too many underground mineshafts. Had the plot been
adapted to allow for an initial mission upon the Deep Space Nine station
itself, or some familiar territory, it would have paid dividends in
that players would be able to ease themselves into the game rather
than jumping in head first. Because of this, the instant gratification
that Elite Force provides (along with its multiplayer mode)
makes it the superior bargain bin purchase, though perhaps not the
superior game. by Richard Leader |
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