Star Trek Generations (video game)

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Star Trek Generations
Developer(s) MicroProse
Publisher(s) MicroProse
Platform(s) IBM PC, Microsoft Windows
Release 1997
Genre(s) Action-adventure, strategy
Mode(s) Single player

Star Trek Generations is a first person shooter with adventure game and strategy game elements by MicroProse, based on Star Trek Generations, the seventh film in the Star Trek film franchise.


The plot basically is the same as the film: Captain Jean-Luc Picard and the crew of the Enterprise-D responds to a distress call from the Amargosa Observatory and Commander William Riker is sent over to investigate. Once there, he finds Dr. Tolian Soran, a scientist and madman hell bent on returning to the Nexus, a paradise dimension.

Soran escapes and the Enterprise goes on various missions to try to find him. To return to the Nexus, Soran intends on destroying stars in order to cause the Nexus (due to loss of the stars' gravity) to pass near Veridian III. The player needs to guess which planets Soran intends to destroy in order to pursue him.

Apart from being based on the film, the game is also a semi-sequel to Star Trek: The Next Generation – A Final Unity, since the aliens from that game, the Chodak, make an appearance.


The game combines many computer game genres, and follows the main non-linear philosophy of alternate paths to complete the game,[1] followed in other Star Trek games.

The major portion of the game occurs in Stellar Cartography (also appearing in the film, although only for some minutes) where the player plans their next moves, the main opponents being time and Soran. This part of the game includes the strategic part where the player has to calculate and guess where Soran could be, in order to travel there and stop him before he destroys the system.

When a crew member beams to a planet or space station, the game switches to first-person action/adventure. The main objective of every away mission is finding and fighting with Soran, who beams away seconds before being killed by the player. The mission is then successful; however, not all away missions need to be successful to win the game.

Enemy ships are encountered while in space. The game then switches to pure tactical/simulator where the player controls the Enterprise against the enemy ship(s). The fighting system is simplified over the extremely difficult tactical part of A Final Unity.


Producer Simon Ffinch explained the game's storytelling philosophy: "We were trying to put the player into the situation that the characters were in the movie Generations, but we wanted to let them do what they wanted to do, and have the situations deviate fairly far from the film."[1] Concerning the gameplay style, he commented, "We definitely wanted to teach players that violence isn't always the right solution, but we never wanted to water down gameplay by taking that option away from them."[1]


  1. ^ a b c "Star Trek: Generations". Next Generation. No. 15. Imagine Media. March 1996. pp. 66–67. 

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