GameVideos.com has uploaded two videos for our upcoming PS2/Wii release, Star Trek: Conquest. The trailer above, entitled “Empire,” gives fans their first chance to see how the game’s arcade-style space combat and turn-based strategy play out. The site is also also hosting a 15-second clip that focuses soley on the game’s arcade combat.
Expect to see Conquest hitting shelves next month on both PS2 and Wii. For more of our coverage on the game, click here.
For our final edition of Conquest Question of the Week, Frank has offered up answers to two questions, and I’ve thrown up a new screenshot above from the Wii version of the game . Up first is a question we received in the Bethesda Blog mailbox from “Tom” who asks:
Q: Is the SKIRMISH mode in Star Trek Conquest in regards to the look and play, closer to Tactical Assault? Or ST Encounters?
A:Skirmish Mode in Star Trek Conquest does what it’s supposed to do, which is to allow you to create any battle with any of the pieces from the game. It’s especially useful to try out new tactics or learn how to play as or against a certain race. And because you can play for 5 minutes or 5 hours, it’s perfect if you want your Star Trek battle fix, but don’t have time for the full campaign mode. Options are numerous and include: Choose between Sim or full Arcade battle mode, opposing races, opposing Admirals, Admirals ranks and experience, exact fleet construction for both sides, which race you will control, whether you are attacking or defending, which map you wish to fight on and what structures, if any, are on that map such as starbases and turrets. It’s a blast to try out “what if” scenarios that you would never do in the real game. For example invading
Romulus with just the Defiant against seven Romulan D’deridex Warbirds backed by a fully armed Romulan Starbase.
Our second question, comes from Anra from within our forums, asking:
Q: Will we be able to play as characters from the series at all? Will characters from the series show up?
A: Yes, each of the admirals in the game for all the races is a known character in the universe.
While “Question of the Week” is wrapping up, we’ll continue to share news about the game before its release.
Yep, it’s that time to answer another reader question from our Star Trek forums about our upcoming release, Star Trek: Conquest. Today Lead Designer Frank Arnot tackles a question pertaining to differences between the PS2 and Wii versions of the game. Community member TheWon asks:
Q: When designing the Wii version. What steps have been taken to make the game a quality title? It seems like it is a PS2 game that is ported to the Wii. Besides the control what other things have been used to make the Wii version a superior version?
A: On the surface you’ll notice that the Wii version has shaper visuals and faster load times, but the difference really is in the controls. The game was built specifically with the Wii controller in mind. On the galactic map, you can use the Wii Remote like a virtual mouse, allowing for a true point and click interface. This makes things like selecting planets, building fleets, constructing starbases and issuing combat orders to your admirals both intuitive and simple. If you’ve ever tried to play a strategy game on a console using a dpad to hop from item to item, you will love how this feels.
It gets even better in arcade combat. Here you use the nunchuck to control all of the ship’s movement and speed, while the Wii Remote controls all of the ship’s weapons. Because of this you can quickly aim and fire anywhere in a 360 degree arc around your ship. Combined, the two controls make each ship feel like a true weapons platform, able to move in one direction while simultaneously firing in another.
It’s also worth noting that you can issue orders to the rest of your fleet and switch command to any ship you choose.
Want to ask a question about Conquest? Visit our forums or shoot us an e-mail.
Shifting gears from our normal Elder Scrolls modding news, I thought I’d share the above video which comes from the Star Trek: Legacy Ultimate Universe Mod team. The video shows the lead up to the beginning of a Wrath of Khan-inspired mission they’re working on for Legacy created using the scripting tools we released a few weeks back.
Speaking with Mindwipe from the UUM mod team, he explains:
With last week’s Conquest “Question of the Week,” we gave you a look at a new screen (above) that gives a glimpse of the tactical gameplay found in the game. In case you missed it, our Bethesda Softworks Newsletter includes two other exclusive screens for the game. To see the new screens, click here to view the latest edition of the newsletter.
We release the Bethesda Softworks Newsletter periodically so folks can get a broad view on what’s going on with the company. If you’re interested in subscribing, it’s easy…just sign up here.
In a very special “Question of the Week” for Conquest, you’ll see we’re also sharing with you a screenshot of the game board for the turn-based strategy part of the game. As for this week’s question, it comes from KO Gilligan from within our Star Trek forums. He asks:
Q: Is Conquest looking to provide both complex turn based strategy and simplified, straight forward game play?
A: What’s really appealing about Conquest is that itâ€˜s a grand strategy game that you can actually finish in a good week of playing and is fun enough and quick enough that you want to play it again and again. I love traditional 4X strategy games, but I find that I rarely finish my campaigns because they simply drag on for too long. After a couple of weeks of intense play, my enthusiasm wanes and I simply stop playing halfway through.
Conquest focuses on the big decisions and removes much of the minutiae. There’s not a lot of sitting around and waiting or endlessly clicking next turn to get what you want. We want people to play each of the races. We want people to try out new strategies with their favorite races. We get you into the hunt quickly and allow you to worry about important things, like planning your invasion of Cardassia.
So we’ve let the journalists do the talking through their articles, but now we’d like to field some of your questions. That’s right, Todd and Co. are going to be willing to talk about more than Batman and their favorite color. If you’ve got something you’re dying to know about Fallout 3, take your suggestion to the forums here. If you want to send them directly to us via the blog, that’s fine too.
In addition to pulling together a list of questions that covers all the things people want to know about, we’ll keep an eye on other questions that get sent to us and pull in a developer every now and then to answer a few questions. You never know when a dev may stop by to answer a question or two from the mailbag, so send in your questions about Fallout, The Elder Scrolls, Star Trek Conquest, or whatever it is you want to know and we’ll get to work.
Last week I was able to chat with Frank Arnot, lead designer for Star Trek Conquest. The following Q&A should help you learn a bit more about the game and what it’s all about.
How would you best describe Conquest?
Conquest is a game of galactic domination that mixes turn-based strategy game with arcade elements.
What’s back story for the game?
Because of the nature of the game we have a very straight-forward back story:
It is a time of unrest, all the major races are at war. Age-old alliances are forgotten, diplomacy is dead. Powerful fleets prowl the galaxy establishing outposts and vanquishing indigenous and enemy fleets alike in the pursuit of the ultimate prize – the capture of all home worlds and galactic domination.