- Release Year: 1996
- Platforms: DOS, Macintosh, Windows
- Publisher: Simon & Schuster Interactive, Virgin Interactive Entertainment (Europe) Ltd.
- Developer: The Imergist, Inc., Touchscreen Media Group Inc.
- Genre: Adventure
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Choose your own adventure, Interactive movie, Mouse-controlled decisions, Puzzles, Tricorder use
- Setting: Futuristic, Sci-fi
- Average Score: 80/100

Description
In ‘Star Trek: Borg’, players assume the role of a Starfleet Cadet whose father died during the iconic Battle of Wolf 359. When the Borg threaten the Federation again, the enigmatic entity Q offers the cadet a chance to travel back in time to alter history. This interactive full-motion video game places players aboard the USS Righteous during the pivotal battle, using first-person perspective and mouse-driven decisions to navigate critical choices, solve puzzles, and potentially save the ship—all while utilizing Q’s tricursor for contextual insights.
Gameplay Videos
Star Trek: Borg Free Download
Star Trek: Borg Patches & Updates
Star Trek: Borg Guides & Walkthroughs
Star Trek: Borg Reviews & Reception
imdb.com (100/100): Fantastic
metacritic.com (73/100): Part game, part full motion video interactive experience. As a Star Trek fan the production values of this game equal any episode.
mobygames.com (67/100): A rather good but short FMV adventure
Star Trek: Borg Cheats & Codes
PC
Enter codes at the cheats menu or during gameplay.
| Code | Effect |
|---|---|
| hugh | Next Borg sequence |
| obey | Next Borg sequence (when assimilated) |
| borg | Previous Borg sequence |
Macintosh
Enter codes during gameplay.
| Code | Effect |
|---|---|
| hugh | Next Borg sequence |
| obey | Next Borg sequence (when assimilated) |
| borg | Previous Borg sequence |
Star Trek: Borg: A Paradox of Potential and Production
In the annals of video game history, few titles embody the ambition and limitations of their era as starkly as Star Trek: Borg. Released in 1996 by Simon & Schuster Interactive, this interactive movie arrived at the zenith of the Full Motion Video (FMV) boom—a period when studios gambled on cinematic authenticity over gameplay depth. Yet Borg stands apart, not as a game that redefined interactivity, but as a meticulously crafted, thematically rich experience that leveraged the Star Trek universe’s mythos to transcend its technical constraints. This review dissects its legacy as a time capsule of licensed media innovation, a character study in vengeance and cosmic irony, and a cautionary tale about the line between interactive storytelling and passive viewing.
1. Introduction
The game opens with an irresistible hook: a grieving Starfleet cadet, Qaylan Furlong, whose father perished in the infamous Battle of Wolf 359. When the Borg threaten Earth again, Starfleet denies his plea for vengeance—until the omnip trickster Q (voiced by John de Lancie) offers a Faustian bargain: travel back in time and rewrite history. Star Trek: Borg promises players agency in one of Starfleet’s darkest hours, framing itself as “the ultimate interactive movie” (MobyGames). Its legacy is twofold: it represents the high-water mark of licensed FMV ambition, yet its design—relying on cinematic over gameplay—ultimately limits its replayability. This thesis argues that while Borg fails as a “game” by traditional metrics, it succeeds as an interactive narrative artifact, elevated by its authenticity, thematic depth, and de Lancie’s iconic performance.
2. Development History & Context
2.1 The Vision: Authenticity in a Digital Age
Developed by Touchscreen Media Group Inc. and The Imergist, Inc., Borg was spearheaded by a team steeped in Star Trek lore. Writer Hilary J. Bader, a former TNG intern (penning episodes like “The Loss” and “Dark Page”), infused the script with franchise authenticity. Director James L. Conway, a Star Trek veteran, filmed the game concurrently with Star Trek: First Contact (1996), utilizing actual sets and props from Voyager and Deep Space Nine (Memory Beta). The USS Righteous’s bridge was a redressed Excelsior set, while corridors and engineering borrowed from Voyager’s interiors—creating an uncanny illusion of stepping onto a Star Trek soundstage (Wikipedia). This commitment to production aimed to make the game “indistinguishable from any Star Trek episode” (Memory Beta), a bold vision for an FMV title.
2.2 Technological Constraints and the FMV Landscape
Released on CD-ROM, Borg was constrained by the era’s technological limitations. Video compression graininess and the need to pre-render footage limited interactivity, reducing player choices to binary decisions at scripted junctures (MobyGames). This mirrored the broader FMV trend, where titles like Phantasmagoria prioritized cinematic spectacle over player agency. Yet Borg innovated within this framework: Q’s time-reset mechanic turned failure into a narrative tool, allowing players to “die” and retry—a concept later echoed in titles like Outer Wilds. Still, the reliance on mouse clicks and pre-rendered paths made it feel more like a “choose your own adventure” film than an immersive game (Game Revolution).
3. Narrative & Thematic Deep Dive
3.1 Plot: A Dance with Temporal Paradox
The narrative is a tightly woven tragedy-cum-thriller. After Q transports Cadet Furlong into the body of the USS Righteous’s slain security officer, Coris Sprint, the player must alter history without unraveling causality. Key plot beats include:
– The Borg Implant Puzzle: Disabling a assimilation device in the ship’s computer core requires trial-and-error failures, as incorrect choices trigger self-destruct sequences or assimilation.
– The Pain Trance: Sprint’s Bijani physiology allows him to enter a “pain trance,” enabling survival during assimilation—a mechanic later used to outwit the Collective (TV Tropes).
– Sacrifice and Vengeance: Themes peak when Furlong must choose between saving his father (who later becomes assimilated) or preserving the timeline, forcing players to confront moral ambiguity (Memory Beta).
3.2 Characterization: Q as the Catalyst
John de Lancie’s Q dominates the narrative, serving as both guide and tormentor. His dialogue crackles with wit:
“Resistance is futile. Choosing 0 is futile.” — Installation screen (MobyGames).
He breaks the fourth wall, mocking player failures and resetting time with godlike impatience. This meta-humor contrasts sharply with the crew’s stoicism, particularly Captain Andropov’s rigid adherence to Starfleet protocol. Furlong’s arc—from vengeful cadet to reluctant hero—explores how trauma can either define or transcend destiny, culminating in a bittersweet ending where the Righteous is saved but displaced a decade into the future (Wikipedia).
3.3 Thematic Resonance: Borg as Cosmic Mirror
The Borg symbolize unthinking conformity, contrasting with Starfleet’s ideals of exploration. Q’s manipulation highlights the paradox of free will: can Furlong truly change history if Q orchestrates every outcome? The game also explores grief, as Furlong’s quest for vengeance risks making him as ruthless as his foes. When he must mercy-kill his assimilated father, the line between hero and monster blurs—a theme echoed in Star Trek: First Contact (Science Fiction Weekly).
4. Gameplay Mechanics & Systems
4.1 Core Loop: Choices, Consequences, and Q’s Mercy
The gameplay revolves around critical decision points. Players navigate via mouse clicks, pausing the FMV to access a tricorder cursor for lore or to select options. Wrong choices lead to instant death (e.g., shooting a Borg drone instead of isolating its console), but Q resets time—a mechanic that reframes failure as learning (Wikipedia). This “trial-and-error” loop is double-edged: it rewards persistence but frustrates players expecting skill-based challenges. As one critic noted, “death as a game mechanic” (TV Tropes) turns puzzles into memorization exercises.
4.2 Systems: Minimalism with Purpose
- Combat: Non-existent. The Borg are obstacles to outwit, not fight.
- Progression: None. Player skill is irrelevant; success hinges on knowledge of narrative beats.
- UI: The tricorder’s “Q-narrated” entries provide deep lore (e.g., backgrounds on Cardassian torture devices), rewarding curiosity (MobyGames).
- Innovation: The “Bijani Pain Trance” forces players to endure assimilation to gain access codes—a novel risk-reward absent in contemporaries (Memory Beta).
Flaws include clunky mouse detection for number inputs (Computer Shopper) and a linear structure that limits replayability. Yet the time-reset mechanic remains a clever deconstruction of FMV rigidity.
5. World-Building, Art & Sound
5.1 Visual Fidelity: A Trekkie’s Dream
Filmed on-set, Borg boasts visuals unmatched in licensed games:
– Sets: Redressed Voyager/DS9 sets, including the Excelsior bridge from Voyager: “Flashback” (Wikipedia).
– Costumes: Authentic Next Generation-era uniforms, despite anachronisms (Voyager-style outfits at Wolf 359) (Memory Beta).
– Effects: Stock footage from Deep Space Nine: “Emissary” for battle sequences, preserving continuity (Wikipedia).
The result is a “cinematic quality” (Nerds That Geek) that immerses players in the Star Trek universe. Borg drones retain their TNG aesthetic, contrasting with the film First Contact’s redesign—a deliberate choice to honor classic lore (Memory Beta).
5.2 Sound Design: McCarthy’s Score and De Lancie’s Alchemy
Dennis McCarthy’s original score blends orchestral tension with Q’s leitmotif. De Lancie’s performance is the game’s soul: his Q is larger than life, alternating between playful malice and philosophical depth. As one fan raved, “he gives the game the same level of performance as an actual episode” (IMDb). The tricorder’s data-dump voice (Majel Barrett, the Federation Computer) reinforces authenticity, while ambient ship sounds amplify claustrophobia during Borg encounters.
6. Reception & Legacy
6.1 Launch: Critical Divide
Star Trek: Borg polarized critics upon release:
– Praise: Production values (“superior to First Contact“—Buffalo News), de Lancie’s acting (“superb but wasted”—GameSpot), and narrative depth for fans.
– Criticism: Linearity (“quick-pick-a-path mess”—GameSpot), short runtime (~2 hours), and technical bugs (mac Gamer).
Scores ranged from 83% (Pelit) to 30% (Gamesmania.de), reflecting its niche appeal (MobyGames).
6.2 Legacy: A Cult Classic and Historical Curio
Over time, Borg gained respect as a bright spot in Star Trek gaming (Star-Tribune). It influenced interactive storytelling by proving that licensed IPs could thrive as narrative experiences, not just action games. Yet its FMV format hindered long-term relevance. PC Gamer ranked it among the best *Star Trek games* in 2017, acknowledging its flaws as products of their time (Wikipedia). Its audiobook adaptation and unreleased DVD version (intended as the first interactive DVD) underscore its cult status (IMDb).
7. Conclusion
Star Trek: Borg is a paradox: a technically flawed “game” that succeeds as a Star Trek artifact. Its production values and de Lancie’s performance elevate it beyond typical FMV fare, while its time-reset mechanic offers a prescient take on failure in storytelling. Yet linearity and minimal interactivity prevent it from being a timeless classic. In the end, Borg is less a game and more an interactive episode—a flawed, fascinating time capsule. For fans, it’s a must-play; for historians, it’s a vital study in licensed media ambition. As Q might quip: “Resistance is futile… but so is perfection.”
Verdict: Essential for Star Trek enthusiasts; a curiosity for FMV aficionados. Its legacy endures not as a masterpiece, but as a bold, flawed experiment in bridging cinema and gaming.