History VideoGame / StarTrekEliteForce

24th Sep '16 9:24:06 PM Dallenson
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* TheWorfEffect: Species 8472 is practically a joke in ''Elite Force'' 1, while the Borg still have trouble with them on their disabled cube, Seven's simple handwave of having modified their weapon designs since [[Recap/StarTrekVoyagerS3E25S4E1Scorpion Scorpion]] makes them laughably easy as the only thing they can do is charge straight at you and slash you with no other unique attack along with the fact you're no longer constrained to your I-Mod and can mow them down with the Tetryon Disruptor, there's not even psychic attacks or a poison effect should you get slashed to simulate their virulent cells. ''VideoGame/StarTrekOnline'' or even ''VideoGame/StarTrekArmada II'' gave them a more proper treatment.
24th Sep '16 9:13:31 PM Dallenson
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* DramaticSpaceDrifting: Jumping out of the hull breach that was used to beam your team into the dreadnought gunship results in a NonStandardGameOver of Munro slowly floating away from the breach as the camera pans out and the screen goes dark to the mission failure screen. Kinda eerie.



** A different form of this occurs in the Virtual Voyager mode where you find Andrew Dischler assigned to Deck 15, reading his logs shows [[CabinFever how bored and isolated he becomes]] working down there, Chakotay and even Captain Janeway herself doesn't even know what he's really supposed to do (outside of lowering the landing gear during Blue Alerts which happens less than a handful of times). SanitySlippage starts to develop until he eventually programmed a ''VideoGame/SmashTV'' styled top down shooter where he rescues Seven-of-Nine from the Borg.

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** A different form of this occurs in the Virtual Voyager mode where you find Andrew Dischler assigned to Deck 15, reading his logs shows [[CabinFever how bored and isolated he becomes]] working down there, Chakotay and even Captain Janeway herself doesn't even know what he's really supposed to do (outside of lowering the landing gear during Blue Alerts which happens less than a handful of times).three times in the whole series). SanitySlippage starts to develop until he eventually programmed a ''VideoGame/SmashTV'' styled top down shooter where he rescues Seven-of-Nine from the Borg.
24th Sep '16 8:28:05 AM Dallenson
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* EscortMission

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* EscortMissionEscortMission: Most of the time your team mates are practically invulnerable outside of certain events such as having to defend Seven of Nine as she attempts to override a command console on the Borg Cube which results in a NonStandardGameOver of her being re-assimilated should you fail but afterward, she's treated as being invulnerable. ''Elite Force II'' seems to show this even more as most [=NPCs=] are considered invulnerable until you get a meter on the left side of your screen showing their health.



* ForcedTutorial: An holographic simulation against the Borg.

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* ForcedTutorial: An A holographic simulation against the Borg.



* GameplayAndStorySegregation: A minor one occurs in the second game when the Hazard Team is disbanded and Munro's reassigned to small squad tactics. During a Romulan sneak attack on a Klingon Starbase (actually a simulated training session for Korban), you still have your hud, personal shield and that your hands when holding weapons show you having the sleeves of the hazard suit.

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* GameplayAndStorySegregation: A minor one occurs in the second game when the Hazard Team is disbanded and Munro's reassigned to small squad tactics. During a Romulan sneak attack on a Klingon Starbase (actually a simulated training session Munro is using for Korban), you still have your hud, HUD, personal shield and that your hands when holding weapons show you having the sleeves of the hazard suit.



** A different form of this occurs in the Virtual Voyager mode where you find Andrew Dischler assigned to Deck 15, reading his logs shows [[CabinFever how bored and isolated he becomes]] working down there, Chakotay and even Captain Janeway herself doesn't even know what he's really supposed to do (outside of lowering the landing gear during Blue Alerts). SanitySlippage starts to develop until he eventually programmed a ''VideoGame/SmashTV'' styled top down shooter where he rescues Seven-of-Nine from the Borg.

to:

** A different form of this occurs in the Virtual Voyager mode where you find Andrew Dischler assigned to Deck 15, reading his logs shows [[CabinFever how bored and isolated he becomes]] working down there, Chakotay and even Captain Janeway herself doesn't even know what he's really supposed to do (outside of lowering the landing gear during Blue Alerts).Alerts which happens less than a handful of times). SanitySlippage starts to develop until he eventually programmed a ''VideoGame/SmashTV'' styled top down shooter where he rescues Seven-of-Nine from the Borg.



* OrganicTechnology: The Etherians in [=EF1=] have a very gooey, purple ship with odd systems that allow them to teleport around the ship instantly and fireflies that heal broken components of the vessel.

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* OrganicTechnology: The Etherians in [=EF1=] have a very gooey, purple ship with odd systems that allow them to teleport around the ship instantly and fireflies that heal broken components of the vessel. Virtual Voyager reveals the stasis fireflies can repair even non-organic equipment it deems as broken.



** Throughout the whole game there are chances to save crew members and hazard team members from certain death but doing so requires a lot more challenge or exposing yourself to more danger.



* WholePlotReference: The plot of ''Elite Force 2'' pretty much cribs the plot of ''Star Trek: Hidden Evil'' (a ''Franchise/ResidentEvil''-style action-adventure game that had been released a couple years before), with the Enterprise investigating what turns out to be Romulans taking control of an ancient race of genetically engineered bio-weapons and wrecking havok. The major difference is the addition of an Exodus-type subplot involving another alien race, and a whole lot more shooting.

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* WholePlotReference: The plot of ''Elite Force 2'' pretty much cribs the plot of ''Star Trek: Hidden Evil'' (a ''Franchise/ResidentEvil''-style action-adventure game that had been released a couple years before), with the Enterprise investigating what turns out to be Romulans taking control of an ancient race of genetically engineered bio-weapons and wrecking havok.havoc. The major difference is the addition of an Exodus-type subplot involving another alien race, and a whole lot more shooting.
23rd Sep '16 3:51:41 PM Dallenson
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* HolodeckMalfunction: Oddly non-present in a ''Franchise/StarTrek'' based game. It's implied in any of the holodeck sessions that "dying" means you have to start the simulation over again for another go. The only time this happens is in the first game's Virtual Voyager mode when you attempt to use a relaxation program, the safety locks disengage and you wind up facing biobeasts straight from a ''Captain Proton'' episode until you disengage the simulation.

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* HolodeckMalfunction: Oddly non-present in a ''Franchise/StarTrek'' based game. It's implied the safety locks are in place in any of the holodeck sessions that programs in the main story and Virtual Voyager (excluding the beginning Borg mission as not to spoil it being a simulation in the first place), while "dying" means does bring up the mission failure screen, pressing any button will respawn you have to start as if you were in multiplayer (a nice touch of in-universe flavor that was oddly absent from the simulation over again for another go. sequel.) The only time this happens is in the first game's Virtual Voyager mode when you attempt to use a relaxation program, the safety locks disengage and you wind up facing biobeasts straight from a ''Captain Proton'' episode until you disengage the simulation.



* MeaningfulEcho: At the Gunship mission, Chell opened a locked door that the scavengers could not open. "I wouldn't be much of a technician if I couldn't open a door". Later, there's a new locked door, and Chell was left behind. Chang blew it with an explosive. "I wouldn't be much of a demolitionist if I couldn't blow up a door"

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* MeaningfulEcho: At the Gunship mission, Chell opened a locked door that the scavengers could not open. "I wouldn't be much of a technician if I couldn't open a door". Later, there's a new locked door, and Chell was left behind.behind on the bridge (much to his relief). Chang blew it with an explosive. "I wouldn't be much of a demolitionist if I couldn't blow up a door"



* {{Primary Color Champion}}s: As you can tell from the above picture, there really is no clear reason for why the Hazard team must wear red uniforms, particularly since their old-clad CO, Tuvok, falls squarely under the security department. But no one is going to shell out fifty bucks to play as a goldshirt, particularly [[{{Redshirt}} with their history]].

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* {{Primary Color Champion}}s: As you can tell from the above picture, there really is no clear reason for why the Hazard team must wear red uniforms, particularly since their old-clad CO, Tuvok, falls squarely under the security department.department or Chell (who seldom appears in [[Series/StarTrekVoyager the series proper]]), who's part of Engineering. But no one is going to shell out fifty bucks to play as a goldshirt, particularly [[{{Redshirt}} with their history]]. This is changed in the sequel, giving them their proper shoulder colors during [[Recap/StarTrekVoyagerS7E23Endgame Endgame]] and collar colors post-Endgame.
11th Sep '16 12:31:20 PM Dallenson
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** Tribble's?

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** Tribble's?Tribbles?


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* GameplayAndStorySegregation: A minor one occurs in the second game when the Hazard Team is disbanded and Munro's reassigned to small squad tactics. During a Romulan sneak attack on a Klingon Starbase (actually a simulated training session for Korban), you still have your hud, personal shield and that your hands when holding weapons show you having the sleeves of the hazard suit.


Added DiffLines:

* HolodeckMalfunction: Oddly non-present in a ''Franchise/StarTrek'' based game. It's implied in any of the holodeck sessions that "dying" means you have to start the simulation over again for another go. The only time this happens is in the first game's Virtual Voyager mode when you attempt to use a relaxation program, the safety locks disengage and you wind up facing biobeasts straight from a ''Captain Proton'' episode until you disengage the simulation.
8th Sep '16 10:36:28 AM Dallenson
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Added DiffLines:

** A different form of this occurs in the Virtual Voyager mode where you find Andrew Dischler assigned to Deck 15, reading his logs shows [[CabinFever how bored and isolated he becomes]] working down there, Chakotay and even Captain Janeway herself doesn't even know what he's really supposed to do (outside of lowering the landing gear during Blue Alerts). SanitySlippage starts to develop until he eventually programmed a ''VideoGame/SmashTV'' styled top down shooter where he rescues Seven-of-Nine from the Borg.
29th Aug '16 10:10:08 PM kkhohoho
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These were, for a long time, generally regarded as the best of the ''Star Trek'' videogames, especially of the large wave that came in the period between ''[[Film/StarTrekInsurrection Insurrection]]'' and ''[[Film/StarTrekNemesis Nemesis]]''; they still may not capture that wonder of exploration and the moral questions that film ''Trek'' is famous for, but they capture the rollicking action and adventure of the movies very well. Even today, they're still very solid shooters that manage to translate what was seen on the shows into good gameplay, although the Quake 3-based engine has not aged as gracefully as some other games.

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These were, for a long time, generally regarded as the best of the ''Star Trek'' videogames, especially of the large wave that came in the period between ''[[Film/StarTrekInsurrection Insurrection]]'' and ''[[Film/StarTrekNemesis Nemesis]]''; they still may not capture that wonder of exploration and the moral questions that film ''Trek'' is famous for, but they capture the rollicking action and adventure of the movies very well. Even today, they're still very solid shooters that manage to translate what was seen on the shows into good gameplay, although the Quake 3-based engine has not aged as gracefully as some other games.
21st Aug '16 8:35:24 AM Scorntex
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* AdaptiveAbility: The Borg, natch. If you choose to use any non-I-Mod weapon on them, they'll adapt. And naturally, the first few levels have you sneaking around them without an I-Mod.



* [[DerelictGraveyard Derelict Starship Graveyard]]: The setting of [=EF1=].

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* [[DerelictGraveyard Derelict Starship Graveyard]]: The setting of [=EF1=]. Not all the ships are completely derelict, but with a jamming field in place, no-one's going anywhere any time soon.



* HeadsIWinTailsYouLose: Fighting a Reaver scoutship. Even if you win, you get displaced to just outside their base, with your ship probably in too poor a shape to fight off their scavengers.



* NostalgiaLevel: Part of the Scavenger base is a Mirror Universe TOS-era ship. And wouldn't you know, it's the exact same make as the Enterprise.



* OOCIsSeriousBusiness: The Borg in [=EF1=] are cut off from the Collective, and acting more aggressive. They'll even shoot at you from a distance, rather than lumbering up to you like usual.



* UnusuallyUninterestingSight: During the mission to the Scavenger base in [=EF1=], the Starfleet section is actually a Mirror Universe vessel. Strangely, no-one thinks this is worth commenting upon.



* VideoGameCrueltyPotential: On one level of [=EF1=], you must erect a force field to contain an explosion; however, if you erect it too soon, you'll trap a fellow crewman in with the blast.

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* VideoGameCrueltyPotential: VideoGameCrueltyPotential:
**
On one level of [=EF1=], you must erect a force field to contain an explosion; however, if you erect it too soon, you'll trap a fellow crewman in with the blast.blast.
** It is entirely possible to shoot any member of the Voyager crew, like Neelix for example, in the face with a mobile torpedo launcher.
* VideoGameCrueltyPunishment: Of course if you do take the opportunity to frag anyone, the Voyager crew instantly turn on you. And God Mode gets turned off.
* VillainOverride: If you manage to save Foster on the Borg Cube, Seven of Nine gets taken over by the Borg Cube, rather than having them speak through Foster.
24th Jul '16 9:16:47 PM rjwut
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* ConvectionSchmonvection: In [=EF2=], Munro can stand right next to lava and hop from rock to rock without injury. Munro's hazard suit has healing nanites, but this would only give him a good HealingFactor, not outright prevent damage (and they only do their work when using a health station, anyway). Even outright touching lava doesn't do all that much damage.


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* HealingFactor: Somewhat justified: Munro's hazard suit is laced with healing nanites, which will repair physical damage when provided energy from a health station.


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* LethalLavaLand: The last area of [=EF2=] features copious amounts of lava.
3rd Jan '16 2:18:15 AM timotaka
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* DamageSpongeBoss: The final boss of the first game takes almost your entire stockpile of ammo to defeat (and this is after you get a massive ammo upgrade just prior to the final fight); this is particularly noteable as every other enemy in the game only takes a handful of hits to bring down.

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* DamageSpongeBoss: The final boss of the first game takes almost your entire stockpile of ammo to defeat (and this is after you get a massive ammo upgrade just prior to the final fight); this is particularly noteable notable as every other enemy in the game only takes a handful of hits to bring down.
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