Tuesday, May 22, 2012

Company of Heroes 2 video interview

Company of Heroes 2 Last week we spoke to Relic Entertainment’s Jacen Torres about upcoming RTS Company of Heroes 2, which we’re more than a little bit excited about.
Torres told us about the tactical depth that comes from focusing on small-scale infantry combat, the new ‘truesight’ dynamic line-of-sight system that they’ve created for Company of Heroes 2, and the historical importance – yet relative under-representation – of World War 2′s Eastern Front. Check out the full interview below.


Our full preview of Company of Heroes 2 can be found in this month’s magazine, on sale now. We’re also giving away a free copy of the original Company of Heroes with every issue.

Diablo 3 review

Diablo 3 review 7 I have to start this with a warning, then a little tantrum, a few insults and a dash of paranoia. Apologies to those of you who already know what I’m going to say and are either fine with it or all raged out – you guys can skip this section.
Diablo 3 can only be played online. You can play it on your own or co-operatively, but neither mode works when Blizzard’s servers are down, and neither mode is fun when Blizzard’s servers are slow. In my six days of playing it, I got disconnected twice and experienced unplayable lag five times, each time when my own internet connection was working fine. At times, the servers were down for hours.
That’s pathetic. There are valid reasons for forcing multiplayer characters to play online, but none for excluding an entirely offline single player mode. If you don’t have a connection you can reliably play multiplayer games on, don’t buy Diablo 3. Skip the rest of this review. Blizzard have chosen to exclude you completely, and I’m genuinely pissed off by the hostility and callousness of that decision.
For the rest of us, it’s worth knowing that the £35 price for Diablo 3 doesn’t mean you’ll always be able to play it. The game itself would have to be phenomenally good for all this to be worth putting up with.


The Diablo games are simplified top-down RPGs: you click on a monster, and your guy hits him with a satisfying thwunk. If you’d asked me what made the repetition compulsive beyond that, I’d have said two things: the agonisingly tough choices in which skills to pick each time you level up, and the excitement of finding a fantastic rare item.
In Diablo 3, both those things are gone.
You never make any permanent choices about your character. Each time you level up, you get access to a new skill, and you fit these into an increasing number of slots. Eventually you can have six equipped at a time, and between fights you can put any of 20-odd skills in those slots. Every level 30 Wizard has access to the same skills as every other level 30 Wizard, the differences are just a question of what they currently have equipped.
It takes a while for your range of possible skill combinations to get interesting, particularly if you don’t realise there’s a hidden option to remove some of the baffling restrictions on what you can combine. But when it does, about two hours in, it gets really interesting.
Every level up brings a new skill or two, and every new skill can be the foundation of dozens of different character builds. Experimenting with new abilities, and strategising about how to combine them with the others, is the game. A seemingly feeble skill sometimes spurs you to try it with others you’ve shelved, and discover an entirely different playstyle that works in its own way. And a powerful one sometimes mixes with something you’ve been using for hours to create a spectacular new tactic.
As the Wizard, I liked to stick with a set of area-effect spells that freeze and shatter huge mobs. But once I got Disintegrate, a magic death ray that cuts through whole ranks of enemies at once, I was able to ditch some of the others to focus on survivability: teleportation, invulnerability and reactive ice-armour to chill attackers. It’s incredibly satisfying when a new tweak like that turns out to be effective, and your playstyle ends up feeling like an invention.
Part of the reason for that, and a lot of the meat and complexity of this system, is in the runes. Like skills, they unlock at predetermined levels. But they offer an optional modification to a skill you already have. I can tweak Disintegrate to fire from both hands at once, hitting a wider path of targets, or channel it into one beam while smaller rays zap anything that gets close to me while I fire. Both are magnificently powerful in different situations, and I loved figuring out which one gelled well with other skills.
By a certain point, the difference between your Wizard and mine isn’t your Wizard, it’s you. The skill/rune combinations you’ve picked from the billions of possibilities are an expression of something very personal about the way you like to play, and that makes it easy to get attached.

It’s a fascinating test lab for skill combos, but what makes it more than an intellectual exercise is the sense of power. I said the Diablo games are about hitting a monster with a satisfying thwunk – the rest of the series, the rest of the genre, has now been utterly out-thwunked. Each Diablo 3 class has an astonishing tactile pleasure to it.
The Barbarian is convincingly physical: all his attacks involve massive effort and ground-shaking impact. When they connect, monsters aren’t just toppled: they’re cannoned, decapitated, torn apart.
The Wizard feels like an electric detonation: every crackling blast of energy has the sense of something pent up being released, into enemies that spasm, blacken and split.
The Demon Hunter is a backflipping tactician, forcibly rearranging the battlefield to leave everything trapped in a dazed clump, to be butchered with a spluttering stream of fire.
The Monk is a human projectile, appearing at each enemy with a fist already in their flesh, then snapping through the rest of the mob in a rhythmic strobe of precision blows and showers of blood.
And the Witch Doctor spits flaming bats.
It’s as much the noise as the look: the sound for each attack is perfectly judged to suggest something excitingly potent. They even change depending on the Rune modifying them: an explosive one for the Wizard’s Shock Pulse adds a quiet charging noise before each release, suggesting an unseen payload of power.
And the feel is more than aesthetic. Most of Diablo 3′s skills are very specialised, useless in some situations but devastating in others. Apply four or five of them to the right kind of enemy in the right order, and the effect is more spectacularly destructive than anything I’ve seen in a game like this. Armies are ripped apart, whole ranks explode, blood fills the air, the earth shakes. When a sight like that is the result of a build you’ve personally designed, it’s a satisfaction like nothing else.

Weirdly, only a handful of these skills actually use the weapon in your hand. In designing these intricately configurable storms of damage, Blizzard didn’t have room to incorporate what you’re holding. Three of the classes never even swing their weapon – it exists only as an abstract damage number to multiply their effectiveness. To a wizard, a bow is the same thing as a staff.
For other items, too, it’s hard to care about the banal stats they offer. You do find incrementally better kit, and there’s an inherent addictiveness to that, but the excitement of finding something truly remarkable is almost gone. There’s not nearly enough variety in either the type or effectiveness of what you find, and the significance of stats is fussily abstract: +93 strength has no effect on a Monk’s punching damage, because that’s not her ‘primary attribute’.
The only place I found dramatically better items was on the new auction house, which also seems custom-built to destroy the thrill of finding anything good in-game. With such a vast playerbase, of course hundreds of people have found the absolute best item for someone of your class and level, and of course that flood of supply has made it all affordable. At every level, pocket change could buy me a weapon twice as powerful as the best I’d found. And the one time I did it, it rendered loot irrelevant for hours.
Blizzard plan to let you buy and sell items for real money soon, but that feature’s not in yet. I’m no longer worried that it’ll undermine the excitement of finding your own loot – there’s not much left to undermine. It just isn’t the core appeal of Diablo any more. But luckily, there’s plenty to replace it.

Beyond levelling up, there is a sense of discovery and reward as you play through Diablo 3. It comes from the world. Each of its four acts is a new land to explore, and each land is made up of sprawling, beautiful places.
The soft-focus textures and scribbly detailing often make it feel like you’re walking through concept art, in the best possible way. Each region throbs with a new colour: autumnal fields, dazzling sands, burning pits, and more exotic themes I can’t spoil.
Any time there’s a drop, the view below is staggering. Sometime’s it’s just a gorgeous landscape, but later there are sprawling cities and backdrops of action and violence that show more going on in the world than your own quest. It’s a constant pleasure for the digital tourist, and these jaw-dropping settings give your journey a sense of drama and adventure the series hasn’t always had.
Adding to that feeling, there’s a range of interesting scenes you can stumble upon between objectives. A conspicuous corpse, a cryptic note, a lone tombstone, or a land-locked shipwreck can lead to an Event: a small isolated story that usually ends in a horrific onslaught of creatures.

Diablo 3 never runs out of hideous things to throw at you, and the variety is amazing. Each act, and sometimes each zone, is dominated by several species of creature you’ve never seen before, all horrible and entertaining to fight in a different way. It’s not hard to make a monster look ‘hellish’, but it’s impressive how many new and increasingly freaky ways Diablo 3 pulls it off.
However spiky, vicious and tough the horrors get, they’re always satisfying to kill. And some have neat little tricks. Giant vultures circle, refusing to swoop within attacking range until you’re busy fighting something else. Giant wasps spit streams of their young at you, slow but unstoppable, forcing you to dodge. Boss creatures can summon walls of rock wherever they like, blocking your attacks and sometimes intentionally penning the two of you in, mano-a-bosso. They’re varied further by mobs of Champions and Minibosses, Diablo staples that provide walking difficulty spikes.
But what makes them really extraordinary, and the perfect foil to your ridiculously powerful character, is the scale. Some are so big it takes a moment to register that they’re even attackable, and others swarm in numbers that fill the screen. Smashing through these skittering hordes in a spray of rent meat and chitin is exhilarating, spectacular, gruesomely heroic.
Even the boss fights aren’t awful – a genre first, as far as I can recall. Rather than simply being absurdly tough, each is properly dangerous. The challenge isn’t to tank their damage while you chew through a towering health bar, it’s to move quickly enough to dodge certain death.
Those particular fights are better with friends, and co-op is beautifully seamless: it’s one click to join someone who’s currently playing, and one more to teleport to their side, mid-fight. You can also revive each other when down, which leads to some dramatic rescues – despite the negligible penalty for respawning instead.
But in longer sessions, co-op sometimes feels like an awkward fit. There’s a very intentional focus on story this time, but almost no systems to make that work with more than one player. If one person skips in-game dialogue, it’s skipped for everyone with no warning, and often no way to get it back. Even with cut-scenes, there’s no way to vote on whether to skip them, and no voice-comms to discuss it. All of which makes the online-only thing more baffling.

It’s a phenomenally good game, immediately fun to play and enduringly compulsive, albeit for very different reasons than the rest of the series. But it comes shackled to this pointless, damaging restriction.
Should I give it a punitive 0% for that? That’s not terribly helpful if you want to know how good the game itself is. Should I ignore it completely and give the game the score it would otherwise deserve? I can’t quite do that. I’m just less excited about owning Diablo 3 when it lags out and kicks me off from time to time.
There’s an easy way to resolve these dilemmas. If you’re a friend, and you ask me whether you should get it, I’d ask if you have a fast and reliable connection. I’d make you aware of the problems beyond that, slander Blizzard a bit, then say this: God yes.

Siduction 12.1

Ferdinand Thommes has announced the release of siduction 12.1, a desktop Linux distribution with a choice of KDE, LXDE and Xfce desktops, based on Debian's unstable branch: "We are pleased to present our first release of siduction in 2012. siduction 2012.1 'Desperado' is shipped with 3 desktop environments: KDE SC 4.8.3, Xfce 4.8 and LXDE, all in 32-bit and 64-bit variants. The released images are a snapshot of Debian 'Unstable' from 2012-05-21. They are enhanced with some useful packages and scripts, our own installer and a custom patched version of the Linux kernel 3.4, accompanied by X.Org Server 1.12.1.902. We ship KDE SC in version 4.8.3." Read the full release announcement for further details. Download: siduction-12.1-kde-i386.iso (938MB, SHA256), siduction-12.1-kde-amd64.iso (933MB, SHA256), siduction-12.1-lxde-i386.iso (562MB, SHA256), siduction-12.1-lxde-amd64.iso (557MB, SHA256), siduction-12.1-xfce-i386.iso (725MB, SHA256), siduction-12.1-xfce-amd64.iso (722MB, SHA256).

Monday, May 21, 2012

AirMech on its way to Steam

AirMech Carbon Games have announced that AirMech, their isometric action/strategy hybrid, has just entered closed testing on Steam. Early access is available to anyone up for liking AirMech on Facebook or Google+.
AirMech mixes arcade-style twin-stick shooting with hands-on strategy elements. You control a mech that can turn into a jet, allowing you to transition between ground and air combat at any time. In the air, you can also pick up and fly your units around. A version of the game is available to play online right now.
The Steam version of the game will include new features, but beyond achievements Carbon Games aren’t willing to announce anything yet.
Airmech dazzled our Neanderthal brains back in January for being a full game that ran in a browser, so having it arrive on a more traditional service like Steam should help us cope with this scary new future we live in. That said, we’ll totally accept a scary new future if it involves fighter jets that turn into giant robots with swords. Fingers crossed.

Sunday, May 20, 2012

LuninuX OS 12.00 Beta 2

The second beta release of LuninuX OS 12.00, an Ubuntu-based distribution with GNOME Shell instead of Unity, is now available for testing: "The decision to bring pure GNOME to LuninuX OS in the second release Beta has proved beneficial - you will find many improvements, such as speed, responsiveness, stability and less resource usage. The login prompt is GDM and there are three sessions, GNOME Shell, GNOME Classic, and GNOME Fallback. Many of the applications included is Firefox, Banshee, LibreOffice, Liferea, GIMP, Cairo Dock, Docky, WINE and most of the multimedia plugins. If there is a problem with the auto-login for the live mode, select a session and type 'luninux' as the user name and leave the password blank, then login." Here is the brief release announcement. Download: LuninuXOS-12.00-Desktop-i386-Beta-2.iso (1,350MB, MD5, torrent), LuninuXOS-12.00-Desktop-amd64-Beta-2.iso (1,505MB, MD5, torrent).

Saturday, May 19, 2012

Saturday Crapshoot: Star Trek: Deep Space Nine






ds9_header
 Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. In the third part of Star Trek Month, it’s time for a trip to the Federation’s darkest corner – the hub of politics and intrigue that is Deep Space Nine.

Deep Space Nine is almost the anti-Star Trek. Where the others were fervently optimistic, it was realistic. Its Captain lied and cheated and did back-room deals to get the job done. Its crew included a former terrorist, a genetic outlaw, a thief, and a lost member of the baddies with a tendency to forget his loyalties. It showed that the Federation had dirty-tricks divisions, that even Paradise isn’t perfect, and that there is no more horrible sight in the universe than a greedy Ferengi in drag.

Most importantly, it remains the only Star Trek series so far to really dig into the implications of the seemingly utopian Federation. What happens to those of us who aren’t perfect? What happens in the face of a threat that can’t be conveniently dealt with in an hour – or 42 minutes, including adverts? Sure, Babylon 5 covered much of the same ground, but much of the fascination of Deep Space Nine was seeing how Star Trek specifically fared in the ‘real world’ when the chips finally went down.
(It’s also the only series in history whose creators specifically released counterfeit merchandise, just to give collectors everywhere the pleasure of holding it up with a hiss of “It’s a FAAAAAAKE!” Or so I encourage you to believe, tell your friends, and add to respectable wikis everywhere.)
But what of the games? Surely they’re just as brilliant as the show? Yeah. About that…

'Station Log: Today I met the most boring person ever.' 'Hey, I'm RIGHT HERE!' 'I am aware of this.'
The problem with a series like Deep Space Nine is that, much like Babylon 5, it was one of the first mainstream shows to really do plot arcs and story development instead of being largely individual episodes written for syndication purposes. That makes it tough to slip a story that actually means anything into the mix – but worse, means that developers have no idea what the state of play is actually going to be like when the game comes out and thus what the players will be expecting.
Though it wasn’t ever likely to be this…
As a counter, in The Next Generation, you could be fairly sure what the status quo would be. There may be a few changes here and there, like Troi becoming a command officer or Worf’s backstory being revealed, but those are minor details. Picard would be giving speeches, Riker would smile smugly and Troi would still crash the bloody ship. The Next Generation was conveniently reliable like that.
Deep Space Nine on the other hand was anybody’s guess. The premise, of a small mining station that becomes a hub of importance with the discovery of a wormhole to the other side of the galaxy on its doorstep, soon went from ‘alien of the week’ stories to all out war. Every season was different, from the weak opener with episodes like Move Along Home and If Wishes Were Horses to the political upheavals of the second. As a specific example, it wasn’t until the third series that it was revealed that there was a hostile empire called the Dominion on the other side of the wormhole, and that idea itself wasn’t invented until almost a couple of years into the show. Even so, any attempt to use the wormhole to tell stories that didn’t factor this in was going to seem silly. And Deep Space Nine was anything but silly.
(Probably the worst ever case of this was for Farscape: The Game, which was atrocious anyway, but really suffered particularly from being set at the end of the first series and so focusing on stuff that hadn’t meant a damn thing to the show for literally years. Its plot can be summed up as ‘a mysterious forest appears on a planet and for some reason you care’. Only it was even duller than this sounds…)
Couple this with the fact that Deep Space Nine was an acquired taste that split Trek fandom with its attitude, and it’s not too surprising that there weren’t many games. In fact, there were exactly three on PC, all with a certain “What the hell do we do?” feel of desperation dripping from them. There was another in development, simply called “The Hunt”, but it got cancelled and only exists now in this preview. It doesn’t look very good, though, especially the bit where Science Officer Dax has an arse on her chin.

Ah, Ops. A little bigger than on the show. And with far more people called suCKmyCOLLECTIVE_89
There is one way to take a trip round Deep Space Nine though, in a form you may have missed – Star Trek Online. It’s free to play, and while I don’t particularly like the game itself, it is worth finishing the tutorial, closing the quest screen entirely, and heading into the Bajor system to check this bit out. You don’t need to level up or do any pre-requisites to board. Just fly there and dock.
Arriving, you’re first warned that some work has been done to the place – this is developer Cryptic’s way of saying “don’t expect perfection, fanboys!” – and the cast of the show aren’t around, but visually it’s pretty good. You can go shopping on the Promenade, and visit the upper level to check out the wormhole. You can head up to Ops, where you’ll probably see a random bunch of people jumping on the consoles like gibbering monkeys, and visit Sisko’s office to check out his baseball. Like the rest of the game, it’s all a little oversized, but the sentiment is there. You can also beam down to Bajor proper if you want, where a cute custom ground region awaits your crew, and one of the missions involves walking around on DS9′s hull. There’s even a whole episode of the in-game story devoted to a dropped thread from the show – a fleet of invading Jem’hadar ships eaten by the wormhole.

Not to be crass, but I'm not sure that's enough... ah... polygons for Leeta.
Probably the best handled individual bit though is Quark’s Bar. It looks decent by STO standards, and has a (almost) unique mini-game to play – Dabo, which is Bajoran for “Roulette With Boobs”. This specific game is run by a hologram of Deep Space Nine’s occasionally appearing Ms. Fanservice, Leeta, who mostly existed to demonstrate that deeply spiritual peoples can indeed invent breast implants, to provide any PG rated nudity that the rest of the cast wasn’t up for, and remind the world that hotties will occasionally turn down handsome, charming doctors in favour of dribbling orange trolls called Rom.
(To give her credit though, it worked out – not least because Rom eventually developed into a heroic figure who became the leader of his people. So, yeah. Way to go, Leeta, I guess…)

Ah, the Promenade. Two levels of shopping, but mostly geeking out.
What you won’t find in Star Trek: Online’s version of Quark’s Bar though are the Holosuites – which are much the same as The Next Generation’s holodecks, only with the understanding that no matter how enlightened they are, no people with a machine capable of creating any fantasy in the universe are going to just fight the Battle of the Alamo and pretend to be Victorian governesses and the like. The main cast never really indulged, but it was understood that not all of Quark’s customers were so restrained – one episode’s B story was entirely about an alien trying to get him to make a virtual love-doll of Kira, the station’s first officer, and a woman doomed to always be described using the dreadful word ‘feisty’.
Sadly, building a room capable of creating anything in the universe proved beyond Star Trek Online’s designers – the wusses – so forget about having a hot stardate, milking the franchise, cleaning out Jeffrey’s tubes, whacking off with Weyoun, penetrating the galactic barrier, implanting a Trill, turning O’Brien smiley, touching Q’s finger, worshipping the Celestial Temple, spooning like Cardassian voles, making first, second and third contact, using the Vulcan kegel pinch, riding a runabout, venturing into the pink wormhole, fondling your Tribbles, bumping Pakleds, making Odo splash on the floor, adopting the Emissary position, distributing some ketrasex-white, waltzing with Bashir, relocating some Space Seed, warping to fourth base, giving Bones double-duty, doing the Efram Cochran, promoting the bald Captain, digging into fresh gagh, being fingered by the hands of the Prophets, giving it the old Badda-Bing Badda-Bang, communing with a couple of Bajoran orbs, getting some glop-on-your-stick, engorging holosuite safeties, going to subspace with the Dominion, lapping the habitation ring, jerking the Kirk, docking at Deep Space Sixty-Nine, buggering a Borg, or setting phasers to spunk.
At least for now. Maybe in a future expansion pack…

Welcome to Derp Space Nine.
There are three official Deep Space Nine games. The third of them is the easiest described – it’s a really buggy, not very good strategy game called Dominion Wars with little of note to really say about it save that it exists and is deservedly forgotten. To fill some time, I shall hum a little. Dum de dee de dum.
The first proper attempt, Harbinger, was an adventure game designed to test the limits of human boredom. You play Envoy Nobody of the Planet Nobody Cares About, on the way back from Operation: Whatever. The trip is rudely interrupted by an attack by drones that even the Daleks would make pepper pot jokes about, and you end up crashing on an almost deserted Deep Space Nine.

Hello? Anyone there? Should I come back later? Like... in 2012?
What follows is one of the most sterile, tedious adventures ever, with a cast that look like they were digitised based on action figures rather than the actual actors, and the kind of voice-work that doesn’t quite feature Captain Sisko going “Station Log: This morning I woke up and decided to spend the day not giving a shit”, but really gets close at times. It does at least feature Avery Brooks as Sisko, along with the actors for Dax, Kira, Odo and Quark, but even their presence only helps so much in a plot with so much padding and so much excruciatingly tiresome technobabble delivered by a main character who sounds like he’d be more comfortable filing tax returns than saving Deep Space Nine.
To make matters even worse, the dialogue is endless, the drama non-existent, the animation hyper-limited, and instead of music, Harbinger opts for a constant ‘woomph woomph’ ambient thing that acts like white noise. They should use this game as a sleeping aid. For the dead.

I have a Borg teddy bear bought from the Star Trek Experience, and even I'm calling bullshit on that.
The closest Harbinger gets to being fun is in a B-Movie kind of way. One of the hardest puzzles in the entire game is walking round Operations, which uses a Myst style first-person control scheme with controls designed by Satan. Without a word of a lie, you can be trapped next to an open door because you can’t find the bit of the screen that turns you towards it, and actually navigating is toe-curlingly insane. The only reason to endure it is to realise that yes, you really do end up fighting a race called the “Tarragan” – the most dangerous herbs in the galaxy! (Sadly, they don’t have thyme travel.) It’s like every Christmas came at once and all you got was a mountain of coal!
Here’s your friendly neighbourhood Let’s Play. How long can you stick it out?



Yeah. I can’t outright say that nobody involved with this game cared even a little about it, but that’s very much the vibe you get from it. It completely wastes the show’s canon wherever possible, and the only reason to play it at the time was that it was at least a way of wandering around the station. Now, it’s so boring that if you used it as a frisbee, your dog would fall asleep instead of catching it.

Ah. Captain, it appears our universe is incompatible with modern graphics cards.
By contrast, the second game – The Fallen – hasn’t aged well, but was an extremely solid release. It was weighed down by having one of the worst names and box designs in spin-off history – just check out this awful thing – but was an acceptable Unreal powered shooter for 2000.
Story-wise, it takes place in the sixth season of the show (of seven) and features most of the cast. Avery Brooks didn’t show up, and was replaced by a Sisko apparently ordered to actively not do an Avery Brooks impression, while Colm Meaney (who played the station engineer O’Brien) was punished for his non-appearance by forever knowing he inflicted one of the worst Oirish accents ever on an unsuspecting world. Every line his replacement speaks ends on a silent ‘Faith and begorrah!’

Ah, so that's what happened to Leeta's polygons...
The main plot is fairly complex if you don’t know Deep Space Nine’s backstory up to this point, but I’ll try to sum it up quickly. Before Deep Space Nine was Deep Space Nine, it was a Cardassian mining station called Terok Nor, where the oppressed Bajoran people were forced to process ore to buy both food, and the essential little brushes required to get gunk out of their pesky nose-wrinkles. When the Cardassians finally withdrew, the Federation took over the station with a mind to helping the Bajorans recover from the brutal Occupation and sign-up – only to have a giant wormhole open up right next to the planet that instantly turned it into one of the galaxy’s most important tactical locations.
The wormhole turned out to be home to a race of mostly nice god-aliens called the Prophets – a bunch of swirly confusion balls who pretended not to know about linear time, but were pretty clearly just dicking with everyone. However, over time it turned out that there was another set of not-so-nice god aliens who had been banished from the wormhole for constantly dismissing everything. For this, they became known as the “Pah!” Wraiths, and condemned to labour forever on Bajoran high-streets as baristas in a chain of coffee shops called “Costa Mojan”. Or something like that. It’s been a while since I saw the show.

Tell Ensign Jones that next time he screws up, reporting it by singing 'Ops, I did it again' will result in his death.
Anyway, The Fallen is about them and their worshippers’ attempts to set them loose, and it’s your job to stop them. Mostly, this is done through standard third-person shooter methods – but not without a few quirks. For starters, you can choose to play as three different characters, Captain Sisko, first officer Kira, and token Klingon Worf – and each gets their own path through the game and style of playing. Sisko spends most of his time indulging in a mix of puzzle solving and shooting, Worf shoots everything and smashes them over the head for good measure, and Kira bounces comfortably between exploration and using the power of the Death Note to execute criminals. Something for everyone then!
As with STO, arguably the best bit is ambling around Deep Space Nine itself between missions – with a few of the actual characters like Quark and Garak and Morn in residence rather than a bunch of new people you don’t care about. There’s not a lot to do, but you can check out Quark’s, visit the Bajoran Shrine, and get around a hell of a lot more easily than in Harbinger. There’s even a few people there. Not many, but some! And some is always better than none, except in MMOs where people suck.
Here’s Not-Sisko in action for the actual game part though. Enjoy the awful acting, the inevitable third-person crab-walking, and those ‘beautiful’ early 3D environments from the era before people learned to program lightswitches and complicated geometry in the Unreal engine.





It’s tough to say that Deep Space Nine ‘deserved’ better. Even during its run, it was the show that nobody really expected to get an awesome game out of, and the attempts faded from memory incredibly quickly. Still, at least it got a couple. More than you can say for Babylon 5.
Next week, Star Trek Month concludes with… ugh… Voyager. Can the most insipid of shows without the word ‘Enterprise’ in the title lead to some of its most memorable games? Maybe. And while the high points are pretty well known already, it may not even need an elite force to make it so.