Exploring a strange new Cryptrek world
Now
that Cryptic Studios has the first major MMOG launch of 2009 tucked
neatly under its belt with the release of
Champions Online,
the developer has been ramping up the presence of
Star Trek Online
in a big way. Ever since Cryptic first revealed that it would be
picking up the development reigns on the online incarnation of the Trek
universe, it’s been one of the major MMOG’s looming
over the launch horizon that sci-fi fans have been itching to get some
hands-on time with. Needless to say, when I discovered that STO would
be playable at this year’s PAX I couldn’t help but
jump at the opportunity like a starship captain into a giant pile of
tribbles.
Oh yes, there were definitely tribbles to be found and it was only
natural that I led my away team right into the center of the bunch
where I proceeded to gleefully scamper around with a big old smile on
my rebellious Starfleet captain’s face each time
I’d see the little buggers multiply. A passing fan noticed my
discovery and heartily exclaimed, “Whoa, are those
tribbles?” Executive producer Craig Zinkievich was all too
happy to affirm that I had indeed hopped into a small (but rapidly
expanding) pile of the things, adding in “Don’t
pick one up!” But I’m getting a bit ahead of myself
here…
One of the very first things that stood out for me when playing STO is
that, if I didn’t know better, I might not have ever realized
that the game was being built using the same in-house tools as
Champions. It’s no secret that I’ve been spending a
good deal of time scampering, tunneling and swinging my way around
Millennium City and beyond over the past few months, so I’ve
gotten a pretty good feel for how fluid the movement and combat can be
on the engine. What’s interesting then, is seeing how tightly
controlled movement and combat feel in STO both in space as well as on
the ground with your away team. That’s not to say that the
pace of combat is slow by any means, but more so that the more tactical
approach to combat that’s synonymous with the IP is readily
present, which also speaks volumes about what Cryptic is capable of as
a developer; in other words it certainly isn’t just
a one-trick, spandex-clad pony of a studio.
STO’s space combat was easily the most talked about gameplay
element over the two days I spent on the show floor at PAX. Nearly
everyone I spoke to had either played it and had something positive to
say about Cryptic’s approach to space combat, or were trying
to find time to sneak away from their own booth to get some hands-on
time with it. Considering the caliber of the developers and titles on
display at the show, the fact that STO’s ship combat was
generating such a high buzz factor really speaks volumes about the
potential of the game, at least if initial impressions based on a
single looped demo mission are any indication.
The playable demo of STO allowed players to experience both ship to
ship and ground combat, and while I obviously got a bit overzealous
leading my away team to the extreme edges of the playable areas of the
mission map, I did also get to take out a few Birds of Prey in my
Starfleet ship. I ultimately spent more time with the away team than I
did with ship to ship combat, but what I did get to experience of it
reminded me of equal parts standard MMOG controls, with tactical
elements from titles such as EVE and even some elements drawn from RTS
titles thrown into the mix, though at the same time the overall system
strikes me as being wholly unique to STO rather than simply being a
more polished version of something you’re already familiar
with.
With all of that going on you might be surprised to hear that space
combat isn’t too terribly complex of a system to get the hang
of fairly quickly. Or put another way, Cryptic cut out all of the
monotonous micro-management and kept the fun parts. These certainly
aren’t faced paced dogfights, although that’s not
to say there isn’t plenty of awesome Trek-style action going
on in space.