Star Trek Away Team Reviewed by Nick Edmunds Away Team is a squad based tactical combat game under a Star Trek license with character types from TNG. The team itself is composed of highly trained specialists created by the Federation as a special ops. unit. Not much for diplomacy, or the usual wishy-washy Federation politics, this bunch mean business and laugh in the face of the prime directive. Equipped with a ship fitted with holographic technology, their mission is to penetrate unnoticed into hostile space and make a nuisance of themselves. The first mission acts as a tutorial level with Commander Data providing tips as you traverse a crash site to rescue the stranded Klingons. Further missions continue in this vein, following a basic standard of: beam in, find/rescue or eliminate and beam out preferably without being detected. Intelligence obtained as a result of completing a mission advances the plot and generates the next mission. Subsequent missions allow the selection of team members from a squad base of comparably dull characters, according to the skills and equipment you deem necessary, although there's not much leeway as certain minimum requirements must be adhered to for each mission. Similarly, while each character has requisites that are called on at given situations, there's generally a simpler way around the task, so that you have to go out of your way to utilise anything other than the most basic kit. For example, taking the Commandos' style "field of view cones" a step further, Away Team utilises sound cones, enabling your blokes to sneak around the enemies' aural perception area, although generally it makes more sense to just shoot them. Unusually for a Star Trek game the away team itself is composed only of expendable crew with no core cast members in sight. That's got to be a logistic mistake; the odds of any unknown face coming back from any mission are extremely slim, but to fill a squad with them must surely be some sort of suicide run. Doesn't exactly fill you with confidence when you're going into hostile territory. It's always harder for a team to play away; the enemies know their turf better than you and are more comfortable with the environment. It's even more of a disadvantage when your squad are a bunch of numpties. As a crack team you would expect them to defend themselves if anyone starts firing at them, but no, the AI is so bad that the team tend to wibble around like farts in an airlock. Equip all your team with a weapon and you are ready for action, or so you would think. Not only is your team happy to stand there while being perforated by laser fire, but equip just one character with a non-offensive item, e.g. Hypospray and the others refuse to fire unless personally instructed. Activision obviously spotted this and rather than devising a decent control system, came up with 'Pause Time' to allow squad organisation at hectic points in the gameplay. Pause Time does exactly what it says on the tin i.e. enables game time to be paused in order to individually equip and instruct each character for their next move. The clock is then restarted, the characters carry out their instructions, and you again take time out to arrange the next set of operations. Obviously this method of play can be disruptive on the flow of action, but without it you are left with the old faithful rush technique where the entire group run forward firing at once. These methods of gameplay are further frustrated as no squad members are expendable. So one of your numpties gets shot (and generally they're asking for it) and it's game over for the trekster. However, while your squad are turnips, the enemy have a more reasonable AI with only slight niggles, e.g. on regaining consciousness a stunned enemy bloke instantly forgets that anything was amiss. A nice touch, and always a gripe of mine, is that they do respond to visible corpses, so that you need to hide bodies of fallen enemies by stashing them in cupboards or teleporting them to the brig. The timing of Away Teams' release didn't do it any favours as two other RTS games, Fallout Tactics and Desperados, arrived around the same time and unfortunately AT is the least successful of the three. In its favour AT is true to series with an attention to detail that one has come to expect from a ST license, but while this may be enough for hardcore Trek fans to get something out of it, most will be put off by the gameplay mechanism. - o -