Star Trek fans can soon look forward to a whole new gaming experience in Star Trek: Resurgence, the first game from Dramatic Labs, a new studio founded by former Telltale designers. The project sees designers apply their experience working on games like The wolf among us, Batman: The Reveal Seriesand The Walking Dead: The Telltales Series to the Star Trek universe. The game is set in the year 2380, shortly after the events of Star Trek: Nemesisthe final Star Trek: The Next Generation movie. During the Game Developers Conference, Cinematic Director Kent Mudle showed ComicBook.com a remote gameplay demo, controlling the player character to show us three of the game’s early scenes.
The first scene shows players controlling Commander Jara Ridek as she boards the USS Resolved. She is the ship’s new first officer, and players navigate through her first conversation with her commanding officer, Captain Solano.
In the next scene, the players control Carter Diaz, who enlisted in Starfleet because he couldn’t wait to see the stars but had no patience for four years at the academy. His scene is mostly back and forth with his supervisor, Chief Engineer Chuvok, as Carter tries to outwit the Vulcan’s logic.
The final scene sees Jara participating in an executive meeting with Star Trek icon Ambassador Spock. Starfleet sends the Resolved on a diplomatic mission to help resolve a dispute between the Hotari and the Alydians. The two societies are neighbors and play a key role in the dilithium trade, with the Alydians providing the mining technology and the Hotari doing the actual mining, digging up their planet’s deep dilithium deposits. All the while, the Alydians became increasingly wealthy through Hotari labor. As Jara, players learn about the situation and, at various points, can offer their thoughts on its practicalities, pitfalls, and ethical dilemmas. At the end of the meeting, Spock makes an unexpected request, encouraging Jara to step out of formal negotiations to engage in secret diplomacy.
Star Trek: ResurgenceThe gameplay of will be familiar to anyone who has played past versions of Telltale Games. Players converse in real time, able to choose between three different responses to pre-determined conversation branches. The other characters then respond in kind. During our previous interview with the devs, they expressed their excitement at being able to include new game modes beyond their well-known conversation trees. Yet these dialogue mechanisms remain at the heart of Star Trek: Resurgence.
I’ve always been impressed that the game’s writing finds nuance in the behavior of Starfleet officers, giving players the opportunity to explore what Starfleet ideals mean for their characters. Jara could show powerful devotion to duty or strongly insist to the Hotari on their exploitation at the hands of the Alydians. Both leads look authentic and are what you’d expect from a Starfleet officer.
“You’re never really going against Starfleet’s mission, but you have to decide how to accomplish how to accomplish that mission, and that can involve some pretty drastic measures given certain circumstances you’ll encounter,” Mudle told us. during a Q&A after the demo. “Desperate times call for desperate measures, and it happens in Star Trek: Resurgence as well as.”
Having two distinct main characters with two different viewpoints is also vital to the game. It allows players to experience life on the ship from the perspective of a non-officer serving in the bowels of the ship, doing the dirty work such as outfitting the exterior of the ship to survive unusual cosmic phenomena, as well as playing one of its senior executives. One could see something similar in this dichotomy and the balance of power between the Hotari and the Alydians.
“One of the things we talked about was wanting to see life on a spacecraft from two different angles,” explains Star Trek: Resurgence Principal writer Dan Martin. “For the first officer, it’s an interesting place because he’s on the bridge, he’s the most important member of the senior staff, but he also has to manage the chain of command up and down. downline, and that’s very different from Carter Diaz. He’s a second-class NCO. He’s just taking orders at this point. How’s it going on that side? We knew from the start that we wanted to have those two points of view and we wanted to have multiple characters, from the TNG episode “Lower Decks” and one of my favorite characters, Miles O’Brien. We were inspired to see those two sides Also, the theme of duty versus friendship is something we’re going to explore with the chain of command.”
the Resolved itself is familiar but unlike any other Star Trek ship. fans of Star Trek: The Next Generation you’ll probably notice the arch of the wood panel behind the captain’s chair and the carpeted floors similar to those on the USS Business-D, while the command consoles are in alcoves, much like those in the Travelerthe bridge. The LCARS wall surrounding the bridge is reminiscent of the Star Trek movies, and the blue color scheme is similar to systems seen in the second season of Star Trek: Picard. “It’s kind of a beautiful hodgepodge to create something that’s unique to us and unique from other spaceships, but still really screams Star Trek,” Mudle said.
Martin adds that the ship “has its own lineage going back to the films of The original series. He could stand beside Business-D, the E, Travelerand it looks like it rolled off the production line at the Utopia Planitia shipyard.”
What we saw in Star Trek: Resurgence is encouraging. The gameplay is familiar, but the effort to bring Star Trek’s distinct universe and storytelling style to life is evident. We can’t wait to dive deeper into its story when the game releases later this year on Xbox Series X, PlayStation 4, PlayStation 5, Windows, and Mac.