KM: Star Trek has always been an evolving beast as far as their visual storytelling. Resolute, to feel like it was definitely designed by Starfleet, but to also have a distinctive, recognizable look of its own that would stand alongside the Enterprise-D or Voyager without duplicating either. For example, we wanted the bridge of our ship, the U.S.S. We've also tried to carve out some space in the universe for ourselves. In a broader sense, while the game is set in a very specific fictional time-frame – which comes with its own visual expectations – we've drawn inspiration from across the many iterations of Star Trek. And we have great partners in ViacomCBS, who can answer any Star Trek question we could throw at them. Moreover, various Star Trek productions over the years have been well-documented and there are great resources out there detailing any aspect you might see on screen. So we know where to look for reference when we need it. I'm certainly not the only member of the development team who has, either. There are somewhere around 600 hours of Star Trek across the films and TV shows and I've personally watched them all (many of them twice… plenty of them more than that). It helps that we're fans and we're passionate about Trek too. At the same time, we DO have a ship, Starfleet, and strange new worlds to visit, and I like to think Star Trek: Resurgence has a little bit of everything that makes this franchise great.įrom a presentation standpoint, have there been any unique or especially tricky challenges in terms of adapting Star Trek's distinctive visual and storytelling aesthetics?ĭM: The key is getting it right! Star Trek fans are an incredibly passionate group, and I've already seen thorough examination of every little facet of the trailer. It's about people with a sense of duty and honor trying to make the right decision in a complex, changing world. You could tell a Star Trek story without a ship! And while there is often some kind of adventure, or some kind of mystery – and Star Trek: Resurgence does lean into those elements – your earlier question pointing to moral and ethical dilemmas was right on target. You could tell a Star Trek story without Starfleet. It's a big tent, in which you can tell a lot of different kinds of stories. What do you consider the essential elements of Star Trek that you have to include for it to be a Star Trek story?ĭM: Since it first went on the air about 55 years ago, the Star Trek universe has grown into an incredibly vast and rich tapestry. We want to make a Star Trek game that only we can make. We've made many story-focused games together, and have a lot of experience adapting different IPs into an interactive medium. Kent Mudle, cinematic director: We did our research of course, but the kind of game we're making is based on the unique strengths of our team. And ultimately, that experience has a greater impact on this game than something else that came before. But we also put a lot of stock in our experience making this very specific type of game, and knowing what it takes "under the hood" (or down in engineering, if you will) to craft a compelling interactive story. You need to understand what makes a franchise special, so you don't just end up with something that superficially looks like the IP, but doesn't feel like it. We did a lot of research before beginning development on Star Trek: Resurgence – it's a critical part of the process of making a good licensed game. DM: It's certainly important to know what else is out there.
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