If you've ever played a FPS, you'll feel right at home with Elite Force. Based on id Software's Quake III Engine, Elite Force plays just like your everyday, circle-strafing, running, jumping, shooting, FPS. After configuring my controls to my liking (only by configuring the controls can you hope to have the mouse and keyboard work in perfect harmony, grasshopper), I was ready to start inflicting pain upon things. The first mission takes place inside a Borg Cube, where you must rescue your Hazard Team teammates from of their holding cells aboard the Cube. After the nifty change of atmosphere (finish that mission and you'll see what I mean), you're back aboard Voyager.
After hearing a bit from the bridge officers, a cutscene initiates. The cutscenes are wonderfully well done, with the intro being almost exactly the same as the opening from the TV series, only with different music. Apparently, some alien vessel is firing upon Voyager. After Voyager destroys the alien vessel, its shockwaves teleport Voyager to a ship boneyard of sorts, sporting all kinds of debris from various ships as well as your obligatory space pirates. It seems once you're there, you're trapped, and its up to you and the rest of Voyager to find out how to escape.
Voyager's bridge is staffed by the usual suspects; Janeway, Chakotay, Tuvok, Paris, Kim, and the rest of the cast from the TV show. After being rudely ordered by Captain Janeway (or, as I like to call her, crackpiper) to report to engineering, you'll be on your way to the next bit of action. Whether its on an away mission or aboard Voyager, Elite Force sports some of the most seamless action sequences I've ever experienced. One minute you're peacefully trying to make it through the Jeffrey's Tubes to get to engineering (Jeffrey's Tubes are small, pipe-like conduits just large enough for a person to crawl through), when suddenly you get a transmission from the Hazard Team leader to report to a Cargo Bay that's just been sieged by mercenary space pirates.
One of the problems with Elite Force is that the crew populating Voyager isn't exactly... "talkative". I walked up to basically every one and pressed the "Use" key, which initiates dialogue, only to be told "I'm kinda busy" or "Dismissed". If you've ever watched the TV show, when someone hails another it will usually initate a long, drawn-out conversation about warp coils or dilithium crystals. It seems aboard this Voyager, the main character (Ensign Monroe) isn't particularly liked. Now, I don't expect them to include lines and lines of branching dialogue for each induvidual NPC, but a little more interactivity would have been nice (like asking them how their day was, or how long it would take to initiate Voyager's self-destruct sequence).
The nice thing about Elite Force is that most of the quests your character is sent on aren't traditional "find key, open door" jigs. It's a real nice change of pace to have to find disengage the warp core to avoid a massive explosion as opposed to FedEx jobs (bring object A to point B) that are so abundant in too many other games.
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