top of page

Kirk to Picard to Archer and Back: Overview of Star Trek Gaming


It isn't like having to pick between the Boston Red Sox and New York Yankees: there can be fans of both science fiction behemoths for the generations. As exciting as the intrigue and action of Star Wars is, the diplomatic and philosophical foci of Star Trek is something I find more of a complement than a rivalry. Both are due their areas of respect: Star Trek pioneered the genre's later 20th century multimedia form, Star Wars matured it to redefining pop culture. Both these properties naturally yielded extensive video game libraries, a study interest due to how the particular focus of each franchise was respected. Market whims were ultimately the arbiters, but for a long time it was nice to see how Star Trek games covered adventure like Star Wars handled action.


A previous post covered this subject in one small part: Star Trek: Strategic Operations Simulator by Sega was the first commercially-successful Star Trek video game. A first-person space combat shooter whose original arcade iteration stood out for its vector-based 3D graphics and voice clips from the series (it was very similar to Star Wars by Atari in both respects though Star Trek came a year before) may not have fit the Roddenberry ideal but it made for a fun-playing game with that day's technology that became more influential than most realized at the time. Sega's involvement with the franchise began and ended there in the early 80s, the Star Trek gaming franchise being carried from there by a handful of key companies...


Viacom/Simon & Schuster (1985-2001)














Long-lived publisher Simon & Schuster was a division of Viacom during this pertinent time, and with it part of the multimedia powerhouse that owned Star Trek (like LucasArts with Star Wars) and should have been advantaged accordingly. In reality this publisher took a unique approach that would complement the Star Trek technical works from its corresponding book publishing division then ride the multimedia computer boom of the 90s, crafting an extensive disc-based library with many rough spots in a gaming sense but richer than seems at first glance. But at the beginning the mid-1980s were still the heyday of the computer text adventure and, unlike action-based Star Wars, the Star Trek franchise was particularly-suited to the genre.


Early Games:

The Kobayashi Alternative (TOS,1985)

The Promethean Prophecy (TOS,1986)

The Rebel Universe (TOS,1987)

First Contact (TOS,1988)

The Transinium Challenge (TNG,1989)


I have not looked deeply into any of these myself, probably never will, thus I'm not qualified to comment on them. I am not keen on adventure games in general though where they're accessible I prefer graphic over text anytime. These 5 in particular seem notable more for their historical connection with the Star Trek franchise than quality as games, but everything has to start somewhere. Like Strategic Operations Simulator these are long out-of-print, abandoned, and playable via emulation [for the morbidly curious]. A more extensive overview is provided by The Digital Antiquarian (https://www.filfre.net/2014/12/simon-schusters-treks-to-nowhere/) while full media scans are exhibited in the Museum of Computer Adventure Game History (https://www.mocagh.org/, search "Star Trek").


Interactive Technical Manual (TNG,1994)


The first and possibly most key example of the other-than-gaming focus Simon & Schuster offered users of the new multimedia PCs (and QuickTime-powered Macintoshes). Not just an updated reprint of the 1991 book, it was a showcase for the QuickTime VR technology that had recently launched as well as the way to enhance a non-story printed book for computer screen. Yet for the technical (not pun intended) issues in getting it to run on 32-bit and later operating systems it was also the most re-released: the Star Trek Emissary Gift Set in 1995, the Star Trek Gift Set in 1996, the Starfleet Gift Pak in 2001, then finally in 32-bit form as a the bonus disc for a limited run of The Next Generation Season 2 on DVD.


Omnipedia (1995)


This time a multi-book conversion combining content of the first editions of Star Trek Encyclopedia and Star Trek Chronology, updating them to 1995 editions, and publishing them in a neat voice-activated (for those having microphones attached to their sound cards) format. This was the start of a micro-franchise that would be updated to the end of the decade with add-ons and supplements. The Next Generation Episode Guide standalone add-on was released on its own at first but today is most easily found as part of the Star Trek Gift Set along with a republished Omnipedia updated through 1996; an equivalent for the spin-off series is the Deep Space Nine Episode Guide as part of the 1998 Deep Space Nine Gift Set.


Harbinger (DS9,1996)


This was published under the Viacom New Media label (who the same year also published Tom Clancy SSN) rather than Simon & Schuster but is equivalent enough. A first-person mouse-navigated adventure broken up by action and puzzle elements it apparently followed a similar formula to Cyan's hit Myst (I've never played Myst so I can't attest to this). As was already the trend with Star Trek computer adventures on CD-ROM it featured part of the series cast voicing their characters and an authentic recreation of the opening credits and soundtrack. Its tendency to try patience and action elements not being executed as well as they could be stymied positive reception, but as the first Deep Space Nine game for home computers it ticked the boxes nicely while showing no fear in exploring new gameplay directions. There were ads that a successor based on Voyager was in the works but this never came to fruition.


Klingon & Borg (TNG,1996)


Adding interactivity to authentic immersion was Simon & Schuster's modus operandi in the 1990s and it shows in these releases, a duology of full-motion video adventures produced with the actual sets, props and costumes in use by Paramount at the time. Criticisms of their gameplay are the same that apply to FMV gaming in general; as far as these go their production value really shows and this is apparent if one were to watch their playthroughs like a feature-length episode of the series (possible on YouTube today). The original packages each include an extra disc with further information on these two fictional cultures which is something more for the fan than anyone else (who were likely the target audience anyway), but only Borg would get a re-release in 2001's Federation Gift Pak.


Encyclopedia (1997)


Essentially Omnipedia Version 2.0 but worth its own repackaging by virtue of having been fully-updated to 32-bit: it was incompatible with 16-bit Windows and now published as a PC/Mac hybrid CD-ROM. It was the most extensive packaging up to this point, following the Star Trek Chronology 1996 update and the Star Trek Encyclopedia 1997 update, plus its 4-CD capacity was the inclusion of upgraded Episode Guide supplements for The Next Generation and Deep Space Nine (Voyager content was stock). Cover art was likewise altered to match the print Star Trek Encyclopedia reprint and that trend would continue.


Captain's Chair (1997)


A focused hybrid of the Technical Manual idea with interface elements borrowed from Omnipedia, this was an interactive tour of the best-featured starship bridges (to this point) with control of their systems under guidance of command officers Sulu, Riker, Worf, Sisko and Janeway...of course voiced by their original actors, no doubt selection decided because Takei, Frakes, Dorn, Brooks and Mulgrew happened to be the ones available for this project. This was another product of Imergy who had developed these Star Trek CD-ROM guides for Simon & Schuster from the beginning however they were getting ready to achieve a new level on the interactivity scale. Captain's Chair got re-released in 2001 as part of Starfleet Gift Pak which was the packaging exclusively for Imergy titles.


Starship Creator (1998)


Another Imergy product that like Captain's Chair straddled the line between game and guide, this time it was closer to the former though the challenge level was limited-scale. The idea of custom-designing starships was a unique take that suits Star Trek well (considering many classes invented for the Battle of Wolf 359, Sector 001, and the Dominion War were "kitbashes" of existing models), yet despite a Deluxe reissue that added a few more classes there was much more imagination than accomplishment. Still its immersion factor for fans was unquestionable, and Deluxe got the privilege of re-release in Starfleet Gift Pak.


Encyclopedia Version 3.0 & Companion (1999)


The final CD-ROM release of Encyclopedia corresponded to its last print edition in the 20th century, the significant difference of note on that front is Chronology discontinued now that Encyclopedia integrated its content. On the computer front there was something of a divergence: Deep Space Nine had finished its broadcast run and just had a printed Deep Space Nine Companion published for it, while at the same time The Next Generation lore had grown with release of the movie Insurrection; it was decided to have the stock CD-ROM Encyclopedia cut back to 2 discs and separately publish CD-ROM editions of the two Companion books that would supersede all previous Episode Guide add-ons by including the full series scripts alongside episode trailers and commentary. Possibly the biggest selling point of Federation Gift Pak published in 2001 is that it packages all of these CDs for the most complete Star Trek Encyclopedia this side of Memory Alpha.


Starship Creator Warp II (2000)


The ultimate contribution of Imergy to Star Trek was a version 2.0 of Starship Creator with new twists. For immersion users could upload a picture and make custom crew profiles for themselves, the first time fans had the official capacity to enlist themselves into Starfleet. For interactivity there was greater stock mission content however a new aspect was the ability to link with Dominion Wars to use custom vessels created with Warp II in that game's multiplayer mode. This second capacity was taken so close to heart the original boxed version of Dominion Wars included the complete Warp II inside.


The Fallen (DS9,2000)


After a whole decade not publishing a full-fledged Star Trek game (Harbinger notwithstanding) Simon & Schuster broke the mold with this nice showcase of Epic's Unreal engine in an original story inspired by a mini-series of Deep Space Nine novels called Millennium (how appropriate!). Like Unreal it supports the full variety of 3D hardware graphics plus audio acceleration vying to set standards of the time, though it can be trickier to run well in today's hardware because of this. While strictly a single-player experience it got a free expansion pack, Convergence, several years later.


Dominion Wars (DS9,2001)


The swan song of the publisher who ushered original Star Trek computer adventures many years prior is also a stark indicator of where the franchise now needed to go to remain appealing in the realm. Gene Roddenberry himself was long dead, in the years since the original vision he had for his biggest property got displaced by the turn towards pragmatic harsh reality, and this reflects both in the occurrence of the Dominion War and the computer game it's based on. A somewhat rough real-time tactical game trying and failing to seize on the appeal of Armada its link to Starship Creator has already been elaborated and it is still worth checking out provided a secondhand copy can be gotten working for not too much cost.


Interplay & Consoles (1991-2001)










As Star Trek approached its quarter-century birthday it was a big time for memorial (as it happened to correspond with the passing of creator Gene Roddenberry) and hoopla: the title card for the 5th season of The Next Generation got a makeover, the sixth and last of the Original Series feature films got a literal signature sendoff, and Brian Fargo's Interplay scored the coup of making the milestone computer game. It was a tall order because up to this point Simon & Schuster had failed horribly at earning the franchise blessing on the interactive entertainment front and confidence was low. Yet like so many other success stories there'd be rough patches but the key was hitting that magical balance in the formula that took advantage of strengths while alleviating weaknesses.


25th Anniversary (TOS,1992)


These two Nintendo console games were published by Konami label Ultra Games though Interplay had produced the NES version while Visual Concepts (a familiar name to console gamers) made the version for Game Boy. Both feature play similarities but have unique storylines, goals and challenges; each is its own game and worth at least one playthrough despite the arcade-like elements and artificial difficulty so common to 8-bit licensed games. Still, these are a step above the typical license games found on 8-bit Nintendo.


25th Anniversary (TOS,1992)


That this was worth the wait would be an understatement. A full graphic adventure featuring simple but tense starship combat, accessible to the masses with simpler logical puzzles and missions able to be passed in multiple ways (with bonus points for better outcomes), humor tickled with the ability to make choices totally out-of-character, and for that much more immersion the library computer has a wealth of in-universe data (at least in the original floppy version) not pertinent to game completion but fan service of the decent kind. Finally, a hit had been made that appealed not just to dedicated Star Trek fans but to gamers in general and it promised even better in the years ahead.


Judgment Rites (TOS,1993)


The sequel and capitalization of the success of 25th Anniversary added new content and features even if it appears otherwise due to running on the exact same engine. It got a Movie and Sound Pack upgrade on floppy disk that introduced The Original Series cast members voicing their characters in the gaming realm, before both it and its prequel were reissued in "talkie" CD-ROM format (which notably cut down the capacity of the library computer due to Majel Barrett voicing those entries). The Collector's Edition included a second CD with archived interview footage of Gene Roddenberry making this his last media appearance; likewise since DeForest Kelley couldn't appear in the film Generations the voiced version of this game is his final portrayal as Dr. McCoy.


Starfleet Academy Starship Bridge Simulator (TOS,1995)


In parallel to Spectrum Holobyte's own console game based on The Next Generation the original SNES version was developed and published by Interplay themselves with Sega handling the superior port to their own console. Also in parallel is that this is clearly a simplified console adaptation of a much bigger computer game that was facing delays. Neither the SNES nor 32X versions are that polished (some say the billiards simulation exclusive to the 32X version's lounge is better than the rest of the game) but this may be the only point in the world of cartridge-based consoles that a Star Trek game offers splitscreen multiplayer combat and if viewed as the working prototype of its computer counterpart it is fascinating enough while offering exclusive features (such as historical combat missions) of its own.


Starfleet Academy (TOS,1997)


The biggest Star Trek game project to date: the adventure titles had for years established the benefit of using the original cast voices while the high production values of Klingon and Borg proved that in itself was insufficient to make a good game, therefore Starfleet Academy tried combining the best elements of both genres in a space combat simulator featuring a fully-acted subplot with original footage of Kirk, Sulu and Chekov (among other new cast) just for this game. It was not bad timing for sure, what with the same year seeing release of Jedi Knight which had new original scenes of lightsaber combat. It's tricky pinning down what kept this from being as much of a success as Interplay needed considering the effort put into the project (including the Chekov's Lost Missions expansion pack and a 1998 DVD-ROM edition with higher-quality video) but the rough patches for the company got bigger after this.


Pinball (TOS,1998)


That this was made to generate additional revenue in a vain attempt to keep Interplay from being forced to cancel Secret of Vulcan Fury is a tragedy of gaming history ranking up there with Sonic X-treme or the Battlecruiser series. This is often considered the worst Star Trek game ever made and for good reasons beside questionable physics and making one of its three measly tables multiplayer-only. It doesn't lack for fan service at least, but the sad fact is this is a professional project in which the fans themselves could probably have done better.


Starfleet Command (TOS,1999)


Teaming up with 14 Degrees East for this adaptation of the old Star Fleet Battles board game enabled Interplay to find its form bringing Star Trek into strategy the same way they had to graphic adventures 7 years prior (technically Birth of the Federation beat them to that punch but MicroProse was already on its way out while Interplay would be able to stick with it a while longer). So much was the impact of this game it spawned a mini-franchise that would outlast even Interplay's involvement with Star Trek. It kept the fanservice factor as well, featuring Sulu voiced by George Takei and a credits memoriam to the then-recent passing of DeForest Kelley.


Klingon Academy (TOS,2000)


The alliance with 14 Degrees East having borne good fruit the production values were made even higher for the sequel to Starfleet Academy that also serves as prequel to The Undiscovered Country many may not realize they need to see, featuring the two prominent Klingon characters from that film played by their original actors and pulling it off despite the 9-year difference. The gameplay was refined, the story a thriller from a side of Star Trek Roddenberry probably would've never touched, and having the voice of Michael Dorn (as a distant relative of Worf's) didn't hurt either. This is most certainly among the handful of key exhibits on how to make a good Star Trek game.


New Worlds (TOS,2000)


In 2000 LucasArts released its second Star Wars strategy game, setting aside the grand strategic focus of its genre premier (Rebellion) for now and moving to planetary surface. New Worlds is sort of like the Star Trek equivalent though instead of pure combat it emphasizes development akin to Sierra On-Line's Outpost (at least the involvement of 14 Degrees East keeps this game much better than that flop). The premise behind Star Trek would seem to suit it well for 4X gameplay but this is the closest it got as New World was not that spectacular a success (nor was Force Commander for that matter) but provided the software quirks can be tolerated this is a unique take on the franchise worth playing for that reason.


Starfleet Command II: Empires at War (TOS,2000)


True, 6 years later there would be a Star Wars: Empire [singular] at War but I digress. Interplay knew they had another hit on their hands so had 14 Degrees East take what was good about the first then make it bigger and better. Now Starfleet Command had moved beyond its Star Fleet Battles roots to take on a life of its own but at this time Interplay wasn't the only one competing in the Star Trek combat realm and their past troubles were poised to catch up with them.


Starfleet Command: Orion Pirates (TOS,2001)


This standalone expansion pack can at least be considered proof Interplay stood alongside MicroProse and Simon & Schuster in finishing their Star Trek license tenure all-out on a high note. Voyager wrapped up, Enterprise was already dividing the fan base bitterly by going prequel (another interesting parallel to Star Wars), thus the franchise was changing in ways that couldn't sustain like they could before. Only part of Interplay's Star Trek library has been digitally re-released but it will always be a fond trendsetter for fans from while it lasted.


Spectrum Holobyte/MicroProse & Console Spin-Offs (1993-1999)


















By now you've likely noticed next to each title's release year is the acronym for which segment of Star Trek lore pertains to it, which means you should also have picked up that Interplay worked The Original Series while Simon & Schuster made use of Deep Space Nine once that time came. Spectrum Holobyte, the house of Falcon and Tetris, got their license about the same time as Interplay only it was exclusively for The Next Generation. TNG is my favorite Star Trek series so I may be biased when I say this part of the library is small but sure rich.


Advanced Holodeck Tutorial (TNG,1993)


Designed for handheld, this mini-simulator by Absolute Entertainment got a NES port (with ugly colors) but its most refined version, and the only one to include this subtitle, is for Sega Game Gear. Reaching higher levels will unlock more challenging missions but lack of a true ending limits its replay value. Still, taken as a casual game for its era it isn't bad and would garner a sequel.


Future's Past (TNG,1994)


Spectrum Holobyte needed more time for their big Star Trek adventure so they adapted its elements into a 16-bit console variation that stands well on its own. Of interest are the digitized characters and sets from the show and that, like 25th Anniversary and Judgment Rites, inclined players itching for action could deliberately warp to the wrong systems to scuffle with Romulans. As the first action-adventure set in The Next Generation this is fun and challenging but not insurmountable.


Echoes From the Past (TNG,1994)


The similar name is no coincidence: this is Sega's own port of Future's Past and, if anything, it's better. A challenging section or two was refined to be less unfair and accessibility in general improved (pausing the game makes a control reference appear). The cool "transporter" Sega logo at the beginning and its unique adaptation of the TNG show opening make this worth at least watching a playthrough of, though if either is going to be played (emulated or otherwise) this version is by far easier and recommended.


Generations: Beyond the Nexus (TNG,1994)


Notwithstanding the Insurrection sequel Hidden Evil this follow-up to Advanced Holodeck Tutorial can be distinguished by the fact that it's the only Star Trek game of the era to actually have a corresponding release date to its screen license. This time the endless series of mini-missions is eschewed in favor of a set sequence of action and puzzle challenges following the sequence of the film from beginning to end. For any who enjoyed Advanced Holodeck Tutorial this is an improvement; for everyone else there isn't that much more to be found (this time it was exclusive to handheld systems only, unless you count Super Game Boy but the colors there are even worse than the NES version of its prequel).


A Final Unity (TNG,1995)


The interactive super-episode of The Next Generation fans were clamoring for, better late than never. It was par for the course in the CD-ROM era to have full voice acting; no expense was spared in bringing aboard the whole TNG cast, and the results paid off beautifully by virtue of this backing what is a superb adventure game even besides the license. Considering MicroProse's venture into the graphic adventure genre had been a struggle from the start this was a home run for the two merging companies, however sustaining that would be contingent on a repeat of such success.


Crossroads of Time (DS9,1995)


This is mentioned here because of its part of 16-bit console history and franchise connections of the era, though no other company mentioned on this page had anything to do with it (Ecco the Dolphin creator Novotrade produced it, which may help explain why the Genesis version is superior to the SNES). It is a unique take, chiefly a platform game with a little side-scroll ship combat, but it respects the Trek aspects including different phaser types. While full of canon contradictions and unfair multiple times, for a nice challenge load up the Borg level and try keeping phasers adapted to eliminate all the boarding drones.


Generations (TNG,1997)


As a movie adaptation it came at least a couple years too late (particularly the ugly first-person shooter engine), but as sequel to A Final Unity played as a first-person action-adventure it has significant depth with its biggest drawback being the challenge of getting it to work on a post-2000 computer. I'm a fan of the film yet I find the game even more enjoyable; pick your binary ending sequence between saving Enterprise-D or entering the Nexus and getting to play as Kirk. The puzzles should be no issue for any with an adventure game mindset and the ship combat is much simpler (which is great because it'll likely happen often).


Klingon Honor Guard (TNG,1998)


The first actual Star Trek FPS was among the earliest adopters of the Unreal engine and this was a great asset seeing as it ended up being among the handful of Trek games received positively by the general gaming public. Of course fan service was here too featuring Gowron, Worf's brother Kurn and the Duras sisters. Like its Unreal engine sibling The Fallen it may only be available on the secondhand market but is worth picking up while it can still be found for a decent price.


Birth of the Federation (TNG,1999)


The first modern Star Trek grand strategy game, it may have been an answer to Star Wars: Rebellion but upped the ante with 5 playable factions and greater emphasis on non-faction relations. The similarities to Master of Orion are no surprise (same company after all) and rumor has it this game was conceived in response to the Star Trek mods of that game. Unfortunately MicroProse became last in and first out in this classic era of Star Trek gaming but at least they can claim to have never produced a bad one for it.


Last of the Classics (1999-2006)


The rest of this post is switching to summary listing format due to needing to keep the length trim. After MicroProse bowed out Activision snatched up the TNG license (getting VOY as a bonus due to Simon & Schuster abandoning it in favor of concentrating on DS9); their contribution to Trek gaming corresponds to what is remembered as the golden era for the franchise in this particular realm. Note the entire Star Trek Activision library has been digitally re-released on GOG. Hidden Evil (1999): Activision's only Star Trek entry delving into the adventure genre serves as sequel to the then-recent film Insurrection; Patrick Stewart voices Picard and Brent Spiner Data, the two characters who would make the most frequent appearances in Activision's run of the franchise

Armada (2000): this brought together the best parts of the Starfleet Command formula into the post-DS9 era and refined them into what was doubtless the biggest Star Trek hit of the year, succeeding at striking so many gameplay chords and backing it up with a thrilling storyline worthy of the franchise

ConQuest Online (2000): not as well-received as Armada [to put it mildly] this stands as a noble first try at bringing Star Trek up with an internet-focused gaming purpose

Invasion (2000): a PlayStation exclusive focusing on fighter combat, something that seems more at home with Star Wars than Star Trek but for console play it probably worked better than alternatives at the time

Voyager Elite Force (2000): Activision eschewed Unreal for the Quake III Arena engine but it worked well thanks to being produced by those id Tech masters at Raven Software who were going through a license phase starting with Soldier of Fortune and culminating with punctuation of the Jedi Knight series

Away Team (2001): ground tactics from an isometric perspective hail back to the classic X-COM games but this was not received as well which left it the only Star Trek game of its type

Elite Force Expansion Pack (2001): not a conventional expansion pack in that it adds no new campaign content but is a combination of adding features that seem they should have always been in the game while tacking on a semi-sandbox mode in which the player can free-roam much of the ship (and on the technical side installing this addition will break Aureal 3D sound support)

Armada II (2001): while developer Mad Doc Software tried taking to heart feedback about the first game they must have overcompensated since this was not received as well as its prequel...and not for the last time unfortunately

Bridge Commander (2002): Lawrence Holland's Totally Games, makers of the hit WWII air combat trilogy and subsequent X-Wing series for LucasArts, jumped franchises to craft what is still remembered fondly as the most sophisticated Star Trek ship combat simulator and continues to see new mods to this day

Starfleet Command III (2002): Activision published Taldren's final annual entry of the mini-franchise that brought it into the TNG film era but in the process simplified the gameplay too much for many fans

Elite Force II (2003): Ritual Entertainment who did have significant Quake engine experience (though not as much as Raven) helmed this post-Voyager sequel that, in trending with all previous Activision Star Trek sequels, was not received as well; still, it is notable for its ensemble voice cast of Trek veterans including an appearance by Dwight Schultz as Reginald Barclay in his only Star Trek game speaking role

Shattered Universe (2004): a combat game set in the intriguing Mirror Universe seemed great in concept but in execution it offered too little; the license was in limbo after its sudden abandonment by Activision so it was thanks to soon-defunct TDK stepping up that this game saw the light of day at all

Encounters (2006): the first Star Trek game published by Bethesda Softworks was also first to officially incorporate ENT content, but like Shattered Universe it was a console exclusive that saw limited reach

Tactical Assault (2006): made for handheld consoles thus adopting a focused strategy approach like that of Starfleet Command, this may have been what made it the best-received of this year's trifecta

Legacy (2006): the dividing point, what was supposed to be Mad Doc's successor to both the Armada duology and Bridge Commander while including all 5 franchise captains voiced by their actors became spectacular in how much it failed to live up to expectations; not really a bad game in itself (the Xbox 360 version was received fairly well, problems with the PC version have long been alleviated by mods) but it eluded success to the point of shutting down rather than building on the legacy of Star Trek gaming

Conquest (2007): that this console-exclusive featured none of the original cast voicing their characters says something about how far things had fallen


The classic era for games came to an end at this point. Post-Enterprise all of Star Trek was having a hard time redefining itself for a new audience generation; the 2009 reboot film would usher in a new lease on life sustaining the property to this day but its approach of picking and choosing what parts of previous canon it would respect alienated longtime fans just as post-Lucas Star Wars would a few years later for the exact same reasons (for the record regarding both franchises I prefer to ignore the existence of any other than the classic canon). As far as gaming goes Star Trek may have had a rougher history than Star Wars but still saw many cherished entries still worth going back to and playing today.

bottom of page