By Jeff 'Koganuts' Koga Posted at June 7, 1999 - 6:00 AM GMT
As part of my continuing coverage of Star Trek games at E3, I spoke
with Aaron Gray, Jonathan Knight, and Eric Dallaire about Activision's
Star Trek: Insurrection. Gray and Knight work at Activision as
production tester and executive producer, respectively, while Dallaire
works at Presto Studios as the lead writer.
TrekToday: "How much of the game, percentage-wise, has been completed?"
Aaron Gray: "It's been under development for about eight months or so. If I
were to give a percentage, I would say this is around 30 to 40 right
now. We're looking for a Christmas release. The game hasn't even hit
alpha yet."
Eric Dallaire: "We've been working on this for, I believe, nine months? And
we're shipping in Christmas, so it's actually a very short production
cycle compared to other games. It'll be a
year and a couple of months. And the game will be shipping in
Christmas to coincide with the video release of Insurrection."
Trek Nation: "How many people are on the development team?"
Eric Dallaire: "I believe we have 20."
Trek Nation: "But Presto Studios is the developer, correct?"
Eric Dallaire: "It's being developed internally, completely by Presto Studios,
from writing all the way to sound, to programming."
Aaron Gray: "But Activision's publishing it.
And... I'll be... checking out the code as it gets updated."
Trek Nation: "How has Presto Studios and Activision's relationship with
Paramount been?"
Jonathan Knight: "They've been great. This game in particular... we're doing it as
a sequel to the movie. It picks up nine months after the movie left
off. And so... they've been really willing to let us... answer some
questions that... the movie left open, take it in a new direction,
introduce a new race. When it comes to approving art and scripts and
things like that, they're really good, very timely. And... the best
thing is when you've got a talented team like I do, and they're
writing scripts that... sound like Star Trek, then everything is just
perfect. And so for us, it's been really really smooth."
Eric Dallaire: "We've been working with Paramount very closely. They've allowed
us... a lot of flexibility. We've basically taken the story of the
movie nine months later, so it's a completely new novel story. And
for me, as a writer, I enjoyed the movie but there's a lot of
unanswered questions. And so we're really trying to explore and
answer a lot of those and Paramount's been really good about allowing
us to explore new areas and invent new aliens and new cultures."
Jonathan Knight: "Yeah, I mean, this game in particular is very... authentic.
All the actors are actors that we cast from Paramount. So you'll find
even the smallest bit part is played an actor from some episode of
some show. All the artwork has been taken from, we scanned in
photographs of the sets and the props. Even down to the pattern on
the carpet of the Enterprise, we got that photographed and we put it
in the game. And all the sound effects, they gave us the sound
effects track from the movie. They just separated out the movie track
and gave it to us and we digitized all that. So, everywhere possible,
we're going for the utmost realism and professionalism and we want
people to really feel like it's got that production value that you
expect from a Star Trek show."
Trek Nation: "So who did you go through for approvals? Paramount Licensing?"
Eric Dallaire: "It was licensing, exactly. Juliet Dutton from Paramount
Licensing and also Harry Lange, two people that worked extensively
with their products. Harry Lange works with Voyager. We've been
very good about getting back and forth between Paramount and they've
been excellent about approvals and they're really excited about the
story."
Trek Nation: "How long will it take for someone to finish the game?"
Aaron Gray: "We're thinking it could be about 15 hours of gameplay for someone
who just wants to complete the game in a night or something. But for a
casual gamer... it'll take about 40 hours or so."
TrekToday: "So tell me about Insurrection."
Aaron Gray: "This is Star Trek: Insurrection. It is based nine months after
the movie. Your character is Ensign Sovok. He's a young character
out of Starfleet, and so we kind of want to get the players to... grow
with the guy. You don't get promoted or anything, but you do run into
different characters."
Eric Dallaire: "You play the role of Ensign Sovok, and Sovok's a pretty
interesting character. He's a human, he graduated from Starfleet
Academy, but his parents were scientists on Vulcan, and he was raised
there. And when they died, when he was in [an] early age, he was
actually raised by a Vulcan master. So he attempted to achieve
kolinahr and the Vulcan rites but he was too human, he couldn't do it.
But he did learn the Vulcan nerve pinch. And so at the beginning of
the game, it starts off on a Holodeck experience where he's practicing
and the Vulcan master S'Tann is trying to teach him the nerve pinch.
So he finally grasps it when the player grasps it.
No pun intended. So he's very excited and now he's got it as a
weapon that he can use. And it's a nonviolent way of incapacitating
guards. But it's also a way for stealth, it comes into play later in
gameplay, we have to sneak in and infiltrate a Romulan starbase."
Trek Nation: "So it's not a first-person perspective game, but more like a
third-person?"
Aaron Gray: "This is not a first-person, it's more like an adventure type."
Trek Nation: "Can you tell me more about the backstory of the game itself?"
Eric Dallaire: "Nine months after the movie, alien ruins have been found in the
colony. Because the Son'a have been invited back, and they're creating
their own peaceful colony, during the construction, these alien ruins
are found. Picard is invited to lead the excavation. So you've been
assigned to help Picard out with day-to-day duties, and archeology,
etc. etc. So the first few missions are related to kind of piercing
this strange alien antechamber to get in deeper. So you're helping
Picard and helping to solve the puzzles and it's a tandem experience.
And very soon, he's attacked. When you arrive just in time
to try to save him he's gone. And you have to figure out
this alien device and it turns out to be a transporter and you use
it, you're transported to this underground complex beneath the Ba'ku
planet. And so you start unraveling the mystery of who lived on this
planet before. Because one of my biggest questions was if this planet
was truly the fountain of youth, why wasn't there an alien race before,
and how could they have passed on?"
Trek Nation: "Absolutely. I had wondered about that as well."
Eric Dallaire: "You find the Ba'ku have only been there 300 years. Well this
planet, obviously, has been around for millions of years. No one's
found it before? No one had lived on it previously? So I... talked
to Paramount and they allowed me to create a whole new alien race.
They manipulated their own genetic genome, and something happened.
They created something terrible that basically wiped them out. But
their legacy lived on in these seeds."
Trek Nation: "So will most of the action take place on the Ba'ku planet?"
Aaron Gray: "For the most part, yes. But you will [go] out, [and have]
missions in the Med Lab. This is the [interior] of the Son'a's ship.
[And] all through the Enterprise... [such as the] Engine Room."
Trek Nation: "Will all of the main cast on Insurrection be in the game?"
Eric Dallaire: "Patrick Stewart [and Brent Spiner]. Actually, we don't have
[Jonathan Frakes] or [Michael Dorn]. What happens in the beginning of
the story is that Data and Picard are on this planet, and you're
assigned to help them. So it's you three on the planet and the
Enterprise leaves. So... you're stranded. If you have an adventure
game and you have the Enterprise, there are... many things that can be
taken out of your hands. We kind of want the player to have to go through the rites of passage and to [focus on the] ensign and
Picard. He treats him informally. And over the course of the game,
he gets to know him and he respects him more. And actually at the end
he can become a member of the crew and gain a rank, like lieutenant,
depending on how well you do. So we don't have the other characters,
but we feel that Picard's presence and Data's presence, because
they're a major portion of the game, kind of make up for that. And
the Enterprise does come into play later. That's a large environment,
you get to explore several decks. So it really does feel like a Star
Trek game in that respect. There's a lot of environments you'll
recognize. The Romulan environment for instance. There's a lot of
new characters. And there's characters [in] the game, from the movie.
There'll be background characters that you can talk to."
Trek Nation: "Anyone specific you can name?"
Eric Dallaire: "Gregg Henry is Galna. And we have Anij. And obviously, Picard and Data. And other new people.
The ensign's played by Christian Gorham. He's a long-time actor
that's been working with Paramount. All the characters actually were
cast with Paramount. It was actually really cool to have had all these
people with a different caliber of acting and people I've seen in
episodes."
Trek Nation: "Are there cutscenes in the game?"
Eric Dallaire: "Yes, there are prerendered cutscenes. There are also
in-game realtime cutscenes. Those happen in periodic instances when
you've finished missions. Captain Picard or Data
will come in and instruct you and give you new information to the
story, and often give you mission goals. And that's what's kind of
different about this game is that it's broken up into ten missions. Rather than kind of wandering
around and wondering what you have to do next, Captain Picard will
give you a mission, and you can always check on your tricorder what
that mission is and that updates periodically. So it gives you a
sense of purpose, it gives you a sense of what you have to
accomplish. And the tricorder is also heavily used in gameplay, for
puzzles. Anything you want to do, and you can think of in a Star Trek
episode, you can do. You can tricorder almost anything in the screen.
You can communicate anytime you want, you adjust the phaser settings.
The nerve pinch. It's kind of like, if
you're a Star Trek fan, and you can think of something you've always
wanted to do, network a tricorder, whatever, it's in this game."
Trek Nation: "You sound like you're really proud of the work done thus far."
Aaron Gray: "The game is highly interactive. That's what we've been trying to
stress with this game. You want to be able to walk up to anybody,
talk to them, you know, or consoles, all the consoles can be
interacted with, you know."
Jonathan Knight: "Yeah, we're pretty excited about it. I think this is the one
Star Trek game that... finally truly captures the fantasy of... being
in a Star Trek episode or a Star Trek movie. You know, you take the
role of this young ensign and you get to do stuff that you would want
to do if you suddenly found yourself in a Star Trek episode."
Trek Nation: "What else is there?"
Aaron Gray: "We have navigation puzzles all around. They will get much more
difficult as you get further in the game. You [also] have the ability
to change phaser settings. Heavy stun, to overload. Set it down, and
run. You've got your tricorder which you can scan everything. It'll
tell you if an enemy's dead. Com badge allows you to keep in contact
with anybody and you'll get new characters to talk to once you meet
them."
Trek Nation: "Are those items hotkeyed?"
Aaron Gray: "Actually they are hotkeyed. You just push... '1' and it pulls
your phaser out. And '2' will bring out your tricorder."
Trek Nation: "I see in this demonstration that you have Patrick Stewart's voice
already."
Eric Dallaire: "We haven't recorded Spiner yet, [but] we're going to. We've
[already] recorded Patrick Stewart."
Trek Nation: "You don't want to just target Star Trek fans, but also non Star
Trek fans as well, correct?"
Eric Dallaire: "I personally want to bridge the hardcore gamer, the Star Trek
gamer, and the casual gamer into one game. So what we've done is
we've put story elements from other episodes that can be recognized by
hardcore gamers, but you don't necessarily need to know them. Like
when you start with learning about this alien race, we present all the
information to you, hardcore gamers will be like, 'Oh this is a new
alien race.' Eventually they'll discover, 'Oh my god, it's from
'[such and such episode],' I remember those guys.' It's one of those
things where we teach the player. There's a learning curve that we
have the player go through. So casual gamers and hardcore gamers
alike can get into it and enjoy it. So it's not necessarily all, you
know, specific to hardcore gamers or Star Trek fans. But all can
enjoy it, we think. That's the goal, anyway."
Trek Nation: "Are you a big Star Trek fan?"
Aaron Gray: "I used to be a real big one. My girlfriend doesn't let me watch
the shows. She... put the shutdown on that. 'No, I'm not watching
this!' And she turns the TV off."
Trek Nation: "But that's what a VCR is for. :)"
Aaron Gray: "I know, I know. But she has control of that for all her NBC
shows. But I've seen all the movies and everything, and I started
watching The Next Generation when it first started. I didn't think it
was going to be that good and I was actually amazed, and I just like
the technical side of it. That's my favorite part. I just love how
they're just reading their books and, 'Oh, you need the dilithium
crystals.' I just love the whole universe."
Special thanks to Aaron Gray, Jonathan Knight, and Eric Dallaire for
participating in this interview. Jeff 'Koganuts' Koga is a regular contributor to the Trek Nation, as well as webmaster of unofficial fan sites for John Woo, Chow Yun-Fat, and Garrett Wang.
|