Star Trek Legacy and Tactical Assault
ARTICLE: Star Trek Legacy and
Tactical Assault interview with Bethesda
PUBLISHED: September 27, 2006
Thanks to Bethesda, Mad Doc, and
1. ST LEGACY: Can we have any
information on the new storyline?
We can’t get too far into storyline specifics, unfortunately. I will say
that we have spanned the entire Trek timeline without resorting to time
travel or using Q’s omnipotent meddling. You get to see a story unfold
over time, during which you play different roles in a large interstellar
2. ST LEGACY: With the story changing, is the game still being
released at the same time or has it been pushed back a bit?
The change in storyline has in no way affected the release date of
Legacy. This has been something in the works for some time now, and the
transition was relatively seamless.
3. ST LEGACY: Are there any pre-rendered movies in the game?
Connecting storyline elements that occur outside of gameplay will be
portrayed using some very cool 2D still montage cinematics that Bethesda
is putting together. Very cool stylistically.
4. ST LEGACY: Will the Prometheus be in the game and will it have
multi-vector attack mode?
We opted not to include the Prometheus and its MVAM. While it is an
interesting ship, we don’t feel as though it fits into our story, and we
chose to avoid the use of MVAM in our tactical gameplay designs.
5. ST LEGACY: Are you in contact with Perpetual Entertainment at all
about putting in some sort of links between your respective games?
We have no specific links between Legacy and any titles that Perpetual
is working on, other than they both take place in the same universe. And
that they’re similar in their awesome-ness.
6. ST LEGACY: Is there a possibility of Star Trek Legacy appearing
later on the PS3 or Nintendo Wii?
While its not part of our plan at this moment, the possibility is always
7. ST LEGACY: Could we get some information on the talented artists
and developers working on Star Trek Legacy? We know a few names from
past interviews, but what about the ones that haven't been mentioned
There are a group of worthy mentions that may be familiar to Star Trek
gaming fans, some of which may have been mentioned before, but I’ll
Firstly we have the Mad Doctor himself, Dr. Ian Lane Davis, our Creative
Director. His impressive Star Trek pedigree includes the well received
Armada series. Producing and Directing the project are Parker A. Davis
and Lou Catanzaro, respectively. Parker also produced the popular Star
Trek: Bridge Commander title.
Leading the design crew is Ian Currie, the Canadian mastermind behind
the Jagged Alliance and Wizardry titles. Chris “ChessMess” Koerner, a
prominent Star Trek gaming community leader, has joined the Legacy team
as a mission designer.
Directing the art team is Lou Catanzaro, who also serves as the
project’s art director.
Two top Star Trek starship modelers bolster the art team: The acclaimed
Rick Knox, a former member of the Trek modding community, and Pete
Calabria, a Mad Doc Star Trek modeling veteran who also works with UI,
textures, and effects.
The programming team is lead by Mad Doc veterans Daniel Conti and Shanti
Gaudrealt, and Rise and Fall: Civilations at War lead programmer (and
self proclaimed Grand Nagus) Shawn Shoemaker. Our brave QA team is lead
by none other than the incomparable Eric Anderson.
Aside from these notables, the Mad Doc team is rounded out by a great
mix of game industry vets, young talent, and hardcore trek fanatics (who
all deserved to be mentioned in their own right, but this article would
get a little too long).
8. ST LEGACY: What are some of the special weapons and new
technologies specifically created for the ships in the game can we
expect to see?
We’ve jettisoned the idea of creating tons of crazy special weapons and
gadgets, and have instead switched our focus to doing canon weaponry and
ship functions right. That is to say, we want to make sure that phasers,
pulse cannons, disruptors, shields, photons, etc… look really good and
accurately convey an authentic Star Trek experience. You won’t see a
mega-huge pulse laser beam erupting from a dorsal turret attachment to
the Enterprise in Legacy.
9. ST LEGACY: Will the XBOX 360 game owners have the option to
download/buy additional ships, missions, etc through XBOX Live
We’re strongly considering support for this sort of content. No word yet
on what we’ll be doing with it if we decide to go that route.
10. GENERAL: Is Bethesda working on other Star Trek games that
haven't been publicly announced yet?
Aside from the three titles being released this fall, we have no
announced plans for future Star Trek titles.
ST TACTICAL ASSAULT: How long has Tactical Assault been in
The project was created with a new engine and has been in development
for about a year.
12. ST TACTICAL ASSAULT: Is there an exact release date for the game?
Currently the release date is in October. I don’t have a hard street
date but I can tell you that we’re going to be final in a few days so
it’s mostly a matter of duplicate time.
13. ST TACTICAL ASSAULT: It has been said there are branching
missions with multiple outcomes. How many missions are there expected to
be in the game and how many times would you have to replay the game to
play every mission in the game?
We have 31 missions split between the two campaigns. Most of the
missions have internal branches but we don’t branch between them. So you
can complete all the missions in a single play through, but to get an
Excellent rating in each of the missions you’ll likely need to go back
and replay a few of them.
14. ST TACTICAL ASSAULT: Will you encounter the Gorn, Romulans, and
Orions in the single player missions?
Yes, all of the races are encountered during the course of the single
15. ST TACTICAL ASSAULT: Are there any special weapons in the game or
newly designed ships for the game?
Star Trek never really fleshed out the Orion ships so we had to go
through and design those from scratch. In addition, the Romulans were
rarely seen during that time period (other than the bird-of-prey) so we
had to create a new set of Romulan ship classes.
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