- Release Year: 2000
- Platforms: Windows
- Publisher: Interplay Productions, Inc.
- Developer: 14° East, Binary Asylum
- Genre: Strategy, Tactics
- Perspective: 1st-person, Diagonal-down
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Base building, Real-time strategy (RTS), Resource Management, Unit control
- Setting: Futuristic, Sci-fi
- Average Score: 50/100

Description
In Star Trek: New Worlds, a catastrophic Romulan experiment accidentally spawns a cluster of resource-rich planetary systems in the previously barren Tabula Rasa sector, drawing the aggressive expansion of the Federation, Klingons, and Romulans into a tense interstellar conflict. Players take command of a colony for one of these empires, managing growth from a central hub by constructing mines, processing facilities, vehicle yards, and research centers to extract minerals, develop advanced technologies, and balance resources like energy, crew, and defenses while exploring, capturing enemy structures, and engaging in real-time tactical battles against rivals and enigmatic native inhabitants.
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Reviews & Reception
metacritic.com (52/100): Mixed or Average Based on 23 Critic Reviews
gamespot.com (40/100): The derivative action in New Worlds does only one thing well: It reminds you how exciting a well-designed real-time strategy game can be by comparison.
Star Trek: New Worlds: Review
Introduction
In the vast expanse of the Star Trek universe, where starships boldly go and captains ponder the Prime Directive, few games dared to shift the action from the stars to the soil. Released in 2000, Star Trek: New Worlds plunges players into the terra firma of newly discovered planets, commanding colonies for the Federation, Klingons, or Romulans in a real-time strategy (RTS) showdown. This game arrives at a pivotal moment in Trek gaming history, sandwiched between the stellar successes of Starfleet Command and Armada, yet it carves a unique niche by focusing on ground operations—a rare lens on the franchise’s exploratory ethos. Amid the late ’90s RTS boom dominated by StarCraft and Age of Empires, New Worlds promises a fresh take: resource-scarce colonization battles laced with Trek lore. However, its legacy is one of unfulfilled potential, blending ambitious world-building with frustrating mechanics. My thesis: Star Trek: New Worlds is a bold experiment in franchise adaptation that captures the wonder of discovery but falters under technical and design shortcomings, rendering it a cult curiosity rather than a cornerstone of Trek gaming.
Development History & Context
The journey of Star Trek: New Worlds reflects the turbulent late ’90s video game industry, particularly Interplay’s ambitious push into licensed titles amid financial pressures. British studio Binary Asylum, fresh off the submarine sim Zeewolf, was approached by Interplay in the late 1990s to craft an RTS Star Trek game. Early demos wowed at the 1998 European Computer Trade Show (ECTS) in London, showcasing 3D planetary surfaces and faction-specific campaigns. By the 1999 ECTS, the project appeared nearly complete, with playable builds highlighting colony-building and vehicular combat.
Tragedy struck late that year: Interplay halted funding for Binary Asylum, leading to the studio’s immediate bankruptcy. The game’s completion fell to 14° East, a smaller team credited with finishing the Windows version. This handover likely contributed to the rushed feel—critics later noted bugs and absent features like in-mission saves. Interplay, riding high on hits like Baldur’s Gate II but struggling with licenses, published the title on August 29, 2000 (North America) and September 29 (PAL regions). A Sega Dreamcast port was announced in October 1999, teasing cross-platform multiplayer, but it vanished without trace, possibly due to Interplay’s shifting priorities.
Contextually, 2000 was a golden age for RTS games, with Age of Empires II and StarCraft: Brood War setting benchmarks for polish and innovation. Trek gaming was rebounding from duds like The Next Generation: Future’s Past, buoyed by successes in space sims (Starfleet Command) and squad shooters (Elite Force). New Worlds aimed to innovate by grounding the action—literally—focusing on post-Star Trek V: The Final Frontier era (2287) colonization. Technological constraints of the era, like DirectX 7-era 3D rendering on Pentium III systems, limited scale, but the team’s vision of rotatable, zoomable landscapes pushed boundaries. Crew credits reveal a small, dedicated team: programmers like Richard L. Seaborne handled the engine, while artists under Todd J. Camasta crafted faction visuals. Composers Julian Soule and Inon Zur delivered an epic score, with MP3 previews building pre-release hype via fan sites like the “New Worlds Network.” Ultimately, Interplay’s loss of the Trek license post-release doomed any sequel, sealing the game’s isolation in gaming history.
Narrative & Thematic Deep Dive
Star Trek: New Worlds weaves a tale of unintended consequences and interstellar rivalry, deeply rooted in Trek’s exploratory and ethical core, yet strained by RTS conventions. Set in 2287, shortly after Star Trek V, the story ignites with a Romulan warbird, the IRW Melak, testing “Project Shiva”—an experimental weapon in the Neutral Zone. The USS Explorer and a Klingon D7-class cruiser intervene too late; Shiva’s subspace rift births the “Tabula Rasa” sector, a Latin term for “blank slate,” flooding the region with resource-rich planets intersecting Federation, Klingon, Romulan, and Neutral Zone territories. The Melak crashes into one, sparking a scramble for dilithium and kelbonite amid native hazards.
Players command one of three factions across 14 missions per campaign (42 total), with overlapping “joint” scenarios where rivals share planets but pursue unique goals. Federation Campaign: Emphasizes diplomacy and science, starting with protecting Taubat natives (naive, Metar-created servants) on verdant worlds. Objectives blend scanning ancient Hubrin ruins—echoing Trek’s artifact hunts—with defending outposts. Mid-campaign awakens the Metar, a xenophobic hive race, forcing uneasy alliances; the finale unites factions to seal Tabula Rasa via a Shiva detonation, but Metar ships survive, teasing sequels.
Klingon Campaign: Channels warrior honor, with brute-force missions like retaking captured sites from Orions or eradicating Taubat/Metar hives. Set against dilithium shortages post-Praxis (nodding to Star Trek VI), it explores economic desperation, culminating in orbital fleet annihilations by Metar, underscoring vulnerability.
Romulan Campaign: The most intrigue-heavy, led by a player character whose brother died in Shiva’s test. Admiral Narok’s subplot twists vengeance—initially against Klingons—into Metar exploitation, revealing dramatic irony as Romulan cunning backfires. Missions favor stealthy captures, like commandeering Hubrin fortresses, delving into deception themes.
Thematically, New Worlds probes Trek staples: exploration vs. exploitation, as factions mine “blank slates” while awakening guardians like the Hubrin (ancient allies) and Metar (dormant warriors with adaptive biology). Dialogue, voiced by talents like Michael Bell, captures Trek’s moral quandaries—Federation officers debate Prime Directive breaches, Klingons invoke Kahless—yet feels scripted for pacing, not depth. Natives add layers: Taubat as pitiable servants, Metar as existential threats, echoing The Next Generation‘s Borg arcs. Plot flaws emerge in repetition—missions remix layouts—and contrived elements, like fog-of-war ignoring Trek scanners. Still, the narrative’s bookends (Shiva’s creation/destruction) and post-credits tease elevate it beyond generic RTS fare, affirming Trek’s enduring optimism amid conflict.
Gameplay Mechanics & Systems
At its core, New Worlds adheres to RTS fundamentals but innovates with Trek-flavored personnel management, only to undermine itself through clunky execution. Missions unfold on 3D planetary surfaces, viewed via isometric, overhead “tricorder,” or first-person modes. Start with a Colony Hub and Storage; expand via Construction Yards unlocking a tech tree of upgrades. Balance five raw minerals (e.g., duranium, kelbonite) mined by stations, processed into goods, and stored—mines deplete, demanding efficiency. Power management is crucial: generators fuel shields, turrets, and vehicles, with shortages crippling efficiency (dropping to 40%).
Core Loops: Gather resources with Cargo Bees, construct via Work Bees, and populate via Sickbays/Farms for crew (essential for staffing). Officers gain experience, assignable to boost departments (e.g., Science Officer accelerates research)—a novel Trek touch, though often ignorable due to minimal impact. Combat emphasizes vehicular hovercraft: APCs for captures, phaser/disruptor tanks as “infantry,” photon artillery for sieges. Each faction shines uniquely—Federation’s Mobile Shields protect flanks, Klingon Disruptor Batteries deliver barrages, Romulan Cloaked APCs/Tanks enable stealth raids. Special units like Metar “Yats” adapt mid-battle, adding tension.
Progression & UI: Tech tree tiers unlock via Hub upgrades (to Level 4 for offense), but early-game turtling feels grindy—scouts/APCs are unarmed until mid-tree. UI is point-and-click with keyboard shortcuts, but woes abound: no waypoints/formations, slow unit speeds (hovercraft crawl across maps), reversed mouse buttons, and unwieldy camera (cursor keys for strafing/rotation frustrate). No speed adjustment or pause-for-orders; multiplayer (2-3 players via GameSpy/LAN) supports skirmishes but lacks depth. Bugs plague: AI ignores rebuilds, paths snag on terrain, and captures fail as units auto-attack targets.
Innovations like capturing structures or optional objectives add replayability, but flaws dominate—no in-mission saves doom hour-long missions to crashes or errors. Tutorials guide basics, but misleading in-game hints demand manual study. Pacing falters: early micromanagement bores, late Metar rushes overwhelm. Ultimately, mechanics promise Trek’s strategic depth but deliver frustration, echoing Force Commander‘s licensed pitfalls.
World-Building, Art & Sound
New Worlds excels in evoking Trek’s alien frontiers, transforming barren RTS maps into immersive planetary theaters that amplify the colonization theme. Settings span Tabula Rasa’s diversity: lava flows on volcanic Bursai IV, icy tundras, lush forests with erupting gas pockets, and Hubrin ruins hinting at ancient mysteries. No fog-of-war persists, but “line-of-sight” mechanics simulate exploration—enemy bases fade until scouted, nodding to sensor limits without satellites (a Trek lore gripe).
Visuals leverage a custom 3D engine for rotatable, zoomable landscapes, from ground-level unit views to orbital overviews. Graphics are simplistic by 2000 standards—low-poly models, basic textures—but shine in details: bobbing anti-grav vehicles, dynamic lighting on explosions, and cascading clouds that rival early Homeworld. Faction aesthetics reinforce identity: Federation’s sleek grays, Klingon rugged browns, Romulan beige with cloaking shimmer. Metar hives pulse organically, Taubat settlements feel primitive, enhancing xenophobia themes. Minimap tricorder view color-codes foes (orange Klingons, green Romulans) and resources, aiding navigation.
Sound design immerses with Trek authenticity: red-alert klaxons blare in combat, phaser zaps and disruptor hums punctuate battles. Voice acting—Kevin Michael Richardson as Klingons, Cam Clarke for Federation—delivers flavorful briefings, though limited lines repeat. Ambient effects like wind-swept plains or rumbling quakes build atmosphere. The score by Soule and Zur blends orchestral swells with electronic pulses, evoking epic discovery; pre-release MP3s hyped its ambient grandeur. These elements foster Trek’s wonder—planets feel alive, colonies evolve from hubs to fortresses—but technical hitches (e.g., pathing glitches) occasionally shatter immersion, making the world feel unfinished.
Reception & Legacy
Upon release, Star Trek: New Worlds garnered mixed reviews, averaging 58% from critics (Metacritic 52/100), praised for Trek fidelity but lambasted for RTS inadequacies. FamilyPC awarded 90%, lauding “tremendous Trekkish charm” and visuals, while Gamer’s Pulse (85%) saw promise in land-based ops despite flaws. German outlets like PC Joker (75%) appreciated missions’ variety, but Western critics were harsher: Computer Gaming World (20%) decried no saves as “torture,” GameSpot (40%) called it “boring” sans Trek license, and IGN (6.2/10) warned non-fans to “save your money.” AI stupidity, slow pace, and absent features drew ire—Eurogamer (5/10) noted “glacially slow” units, Game Informer (5/10) its lack of variety.
Players echoed this (3.1/5 on MobyGames), with fans like Terrence Bosky decrying “non-existent AI” and no saves, while Kasey Chang criticized micromanagement over fun. Positives included graphics and backstory, but many labeled it “unfinished” or “Star Trek mod on a bad RTS.” Commercially, it sold over 100,000 units, bundling into Gamefest: Star Trek Classics, but faded quickly—multiplayer servers emptied, patches addressed bugs minimally.
Legacy-wise, New Worlds influenced little directly; Interplay’s 2002 license loss halted sequels despite Metar teases. It pioneered ground RTS in Trek (pre-Away Team), blending resource/personnel management as a milestone, but is remembered as a misstep amid the era’s Trek renaissance (Elite Force, Armada II). Retrospectively, it’s a relic of licensed gaming’s risks—ambitious yet flawed—preserved by abandonware communities. No modern ports exist, but it endures for niche fans via PCGamingWiki fixes, symbolizing untapped potential in Trek’s colonial narratives.
Conclusion
Star Trek: New Worlds boldly ventures where few Trek games tread: planetary colonization as RTS warfare, blending resource juggling, faction intrigue, and ancient awakenings into a narrative rich with franchise spirit. Its development saga—from Binary Asylum’s promise to 14° East’s scramble—mirrors the era’s licensed chaos, yielding visuals and sounds that evoke Trek’s exploratory awe. Yet, gameplay’s core loops—tech trees, vehicular sieges, personnel tweaks—are hobbled by glacial pacing, AI idiocy, and usability nightmares like no saves, cementing its mixed reception as a frustrating also-ran.
In video game history, it occupies a liminal space: not the nadir of Trek titles (that dishonor goes to earlier abominations), nor a pinnacle like Starfleet Command. For die-hards, it’s a quirky diversion into ground ops; for RTS purists, a cautionary tale of license over innovation. Verdict: A 6/10 curio—flawed, forgotten, but faintly beaming with “what if” potential. Engage at your own risk, but if you’re charting Tabula Rasa’s blank slate, approach with tricorder in hand.