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Star Trek: Sfa - Chekov's Lost Missions Review

Paul Presley

Ah, Star Trek: 'Beam them over, Jock!' 'Use the force, kid!' 'You feeling lucky, punk?' One of my all-time favourite films. Starfleet Academy was the first Star Trek game to let you really sit in the Captain's chair, commanding the Spaceship Energise. (Do you even know what Star Trek is? - Ed)

Chekov's Lost Missions is an add-on mission pack for the action sim, and the bottom line is they needn't have bothered. Add-on packs are tricky beasts to get right. You don't want to make any radical changes to the original game or you might as well call it a sequel, but at the same time you don't want to offer too little or people will ask why you didn't include it all in the first release. CLM fits into the latter category as though it were born to it.

The pack offers seven new single-player missions and two new multiplayer games. And nothing else. None of the missions offer much more than those in the original game. They're all separate entities that can be accessed at your discretion and don't have any kind of linking storyline, as with the original. There are supposedly some extra gameplay features such as external views and shield indicators, but the truth is that these were already covered in the freely available patch for the original game.

Interplay should have created a larger, story-based campaign that involved the actions of your crew more (a la LucasArts' Mysteries Of The Sith, PCZ #62, 95%). I'm afraid that seven basic missions simply isn't worth the asking price.

PC Zone Magazine
// Interactive
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