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It's this same feature that in B The Mighty 8th made for such an engaging flight simulation; to actually see and interact with your crew made you more protective of them, even on a very crude and basic level, especially when you are placed in the world alongside them. The main reason for Bridge Commander's success at transferring Star Trek's more static combat to the PC screen has to do with how the developer has handled the interface.

In the past you might have controlled your ship by handholding your crew in other words, you probably had to do everything yourself. Here however, you can pretty much leave them to it and issue orders whenever you see fit. It may sound like things are being taken out of your hands, but in actual fact it allows you to look at the bigger picture: keep an eye on other ships, re-allocate power settings and transfer repair crews to fix torpedo tubes if needed.

Of course, you can take direct control of helm or tactical if you so wish; speed up, turn left among other more exotic directions , target phasers and torpedos and so on. In fact, as the game progresses you sometimes do need to take over, but it never feels overwhelming as it did in Klingon Academy ,.

You can use this to issue orders as they were meant to be - by the power of the spoken word, while keeping your digits free for other things. Certainly as the game grinds on, you will use the first-person bridge view less and less, and rely more on the outside camera views.

Certainly it helps things that Bridge Commander is a very attractive game, with the deep space backdrops, brushed with spiralling nebulae and clawed dust clouds adding depth and colour where typically there is none. The ships too look the part, especially in terms of scale as you manoeuvre out of a starbase after J some much-needed I repairs. The telling spikes of Photon torpedos arc convincingly through the void and inside the ships themselves the characters move and look fairly convincing, until they open their lips to show a frightening black space where teeth and gums should be - not pretty.

The game does have other graphical oddities. There are other niggles that are initially disappointing but soon lose importance. The music is repetitive, yet turn it off and the bridge becomes ominously silent thanks to a complete lack of background noise. Voices too can become jumbled as you quickly give out orders and everyone ends up speaking at the same time. Top of the league of little niggles however is the savegame feature, which in true console fashion, is automatic after every second or third mission.

No doubt the game would be too easy if you could save whenever you wanted to, after every mission? Who knows, but as you can imagine, having fought to the end of a third successive battle only to lose it and go back to the beginning, is frustrating in the extreme. However, thanks to the addictive qualities of the battles, after a quick cup of Earl Grey I was back at the helm having forgotten the previous annoyance. Despite the ridiculous uniforms and grating political correctness of the TV shows, Star Trek has always been unrivalled in science fiction when it comes to offering a complete universe to get lost in.

Whether at the behest of Star Trek owners Paramount or a design decision, Bridge Commander suffers slightly in that none of your crew ever become injured. Yet throughout the course of the game, you will probably destroy more than enemy ships probably more than Kirk and Picard ever did combined. But why not kill off, or at least injure some of your crew?

It would have added another dimension to the game. Say a grizzly doctor arrives on the bridge to take away your injured helmsman, you then have the problem of drafting in an understudy or taking over the station yourself. You could then add an RPG element to the proceedings Ah well, maybe the sequel Despite only having a hundred or so regular online players.

Bridge Commander is a game best played against a handful of opponents. Perhaps it's just as well, for although there is a mod that allows up to 16 people to fight it out across the emptiness of deep space, whether you want to or not, eight is the maximum and four the average - hardly what you might call all-out war.

However, for a quick scrap, Bridge Commander is no less entertaining for it. Unfortunately finding a 'clean' game is something of a chore. Most servers are running mods, scripts or in some cases cheats and require you to download extra files, which is fine in the short term, but could mean you getting kicked out if you try joining another server which isn't running them.

Some people get around this by installing two versions of the game; one where they allow extra downloads, another where they don't, but this doesn't get around the fact that Bridge Commander players have been left to their own devices and it's a community that could do with some policing.

That said, Bridge Commander online is just as good in combat as the single-player game. The interface and controls are identical and the thrill of destroying a real opponent much more satisfying although be prepared for accusations of cheating if you win.

One minor quibble is that it's not uncommon to play against the same vessels time after time, which is fair enough as everyone wants to win so it helps to use the best ships on offer, but it's something the developers could have easily avoided by offering more mission objectives or limiting the numbers of a particular ship in a game. More than most, Bridge Commander is a game best played against those you know and trust. As with Counter-Strike it's far too easy for cheats to prosper, unfortunately Bridge Commander doesn't have the numbers to sustain itself if those who want to play fair are turned away.

Our advice is to play on a LAN, it's easier, faster and much, much safer. There is eno potential her confusion. Bridge Com man coming your way from none other than Totally Games, the creator of the X-Wing series, I can see people looking at Bndge Commander and immediately thinking 'Star Trek meets X-Wing and bumps into Wing Commander along the wayfc Actually, no, you're wrong, stop thinking that please. Bridge Commander is in fact quite a unique take on the space combat genre.

While just about every other space combat sim out there places you in the cockpit of a small fighter and sends you out to fight in open space, Bridge Commander places you in the driving seat of the huge Starships from the Next Generation universe, and gives you total control over each and every one of your crew.

There is combat, but it's very tactical and unlike anything you've experienced before in a space combat sim. To get your head round this rather unusual concept, think of it as more of a simulation than an action game, a simulation of Federation captaincy, complete with all the trimmings, and with you in the captain's seat. It has to be said that the move away from frenetic space combat is a brave one on the part of Totally Games.

It would have been easy for them to build on everything they've learned with" the X-Wing titles, and bring Star Trek fans the kind of first-class space combat sim that Star Wars fans have enjoyed for so long.

As it stands, Bridge Commander relies more heavily on strategy than action for success in battle. It's an intriguing prospect, and it goes something like this Bridge Commander is essentially a freeform exploration game with large dollops of tactical combat. The development team is making great efforts to ensure that you are immersed in the game universe and familiarised with your crew before you even see battle, but sooner or later you will have a difference of opinion with one of the other races in the game.

When this happens, you will go into combat mode. This is worth looking at in a fair amount of detail since it comprises a large proportion of the game. You can, if you wish, dive straight into battle at the first sign of conflict, but it makes more sense to go into tactical mode and look at your options. Your Tactical Officer will be on hand to give you all the information you need to prepare yourself for battle. He can give you an overview of the ship and the condition it's in, and is ready to carry out your battle orders.

You can order him to carry out different battle manoeuvres, fire at will, or fire on your command. Basically, while you sit in your chair at the helm of the bridge, he does all the dirty work, but because he does only what you tell him to do, your actions have a direct bearing on the outcome of the battle.

This approach to combat further emphasises how Totally Games wants you to feel you are in control of the ship and its crew, even in battle, rather than. You can zoom in and take control of the ship and its weapons yourself, but chances are your expertise in this area will be somewhat lacking to start with, so you might want to get to know the game very well before proving your ineptitude in battle. I have to admit, when the game was first demonstrated to me I was a little sceptical as to how engrossing this more casual approach to battle might be.

But watching the development team play the game, it became clear that there is a lot to think about in the heat of battle. Knowing which weapons to use and when is paramount, as is timing and choosing which part of the enemy ship to attack. You can give very specific instructions as to exactly where you want your lasers to land on the enemy ship, weakening areas that are vital to its operation. You also have to keep an eye on all parts of your own ship and order repairs when necessary, transfer energy from strong areas to damaged ones, and manoeuvre the shin such a way that your weak side is not exposed to your enemy when you home in for the kill.

As you ean see, there's a lot going on in the combat scenes, but unlike games such as X-Wing, Bridge Commander is quite slowpaced, and you will have plenty of time to make decisions in battle -you just have to hope are the right ones.

It's not entirely dissimilar to submari combat in many respects, with the adversaries playing hide and seek and slowly weakening other's vessels from a distance. Expect some long battles in this game, particularly at later stages when the enemy ships are bigger and stronger and will take a lot of whittling down. That's not to say that the missions are all about picking on someone you don't like and blowing them up - in fact, most of them are quite the opposite.

One of the missions we saw involved a conflict between the Klingons and the Romulans, both of whom believed they had been double-crossed by the other. In this situation, you don't want to kill either of them, but merely diffuse the situation. Peaceful negotiations are not an option here, you must play the diplomat by intercepting both ships and making sure they don't destroy each other in battle. This is achieved by ramming the ships and diverting them from their course.

So while most of the game is primarily combat, there are missions that involve pure diplomacy, or searching and exploring inside nebulae. But most of the missions exist to drive along the story, which unfolds as you play the missions. Rather than sit through cut-scenes explaining the story before you jump into the action, the tale develops throd the actions of the races in the game during the missions, thus seamlessly blending the action and storyline anti giving the player a greater sense of immersion.

Your actions in the missions also determine how much further you progress in the game. If you don't get to places on time, achieve certain goals or prevent major conflicts, it's game over.

Of course, you will also lose the game if your ship is blown to tiny pieces in battle: death has a habit of hampering further progress in most games and Bridge Commander is true to this tradition. Gameplay is surprisingly free-flowing compared to the linear nature of most space combat sims, which simply give you one mission to complete after another. There are a number of things you can get on with at any given time.

For example, if your ship is in a bit of a mess you can warp back to base for repairs assuming a your warp engines have not been fried by enemy scum, and b you have time to do it before your next mission is due to begin. You can also set about your given goals at any time in any order you see fit, again underlying the open-ended structure of the game and giving the player the feeling that he is immersed in a living universe rather than merely churning through one mission after another.

You could be forgiven for thinking at this point that the whole game is based on combat. While it's true that Bridge Commander is fundamentally a tactical combat game, there is enough going on between missions to provide a brief but much-needed diversion from all the head-scratching and decision making forced on the player in the combat scenes.

Kvery event that takes place in the gameworld, which may or may not lead to missions, are related to you by the ship's crew, all of whom have unique dialogue for most given situations, and can provide detailed information on where you stand in the great scheme of things if called upon to do so. You will also have lengthy conversations with other races in the game, and you should pay attention to these before deciding whether to take action or assume a more diplomatic role in the proceedings.

All of this serves to set the scene for the missions, perhaps in a much better way than the cut-scenes we are used to seeing before combat in most games of this type. Multiplayer should prove interesting too: you can only take control of the Sovereign or Galaxy ships in the single-player game, but in multiplayer you can take the helm of the ships belonging to other races.

It will be interesting to see how players react to a more strategic multiplayer experience than they are probably used to. Total immersion and strategic and challenging combat are the goals then for the Bridge Commander team, and if Totally Games can pull off its neatest trick to date, there is every possibility we will have a rather engrossing game on our hands, perhaps even a new genre. Could Bridge Commander possibly a return to strategic thinking after a long stream of mindless blasters?

Probably not, but it's certainly a title that we will be following closely throughout its development cycle. Watch this space. Master many complex maneuvers as you take the helm in combat, exploration, stealth and search and rescue missions.

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