

: Can you discuss more about the game's characters and the choice-based narrative?ĭM: Players experience “Star Trek: Resurgence” through two point-of-view characters: Jara Rydek, the new First Officer on the Resolute and Carter Diaz, an enlisted crew member in Engineering. “First Contact” quickly became my benchmark for cinematic presentation for the game.Įngineer Carter Diaz (Image credit: Dramatic Labs)

#STAR TREK RESURGENCE SHIP TV#
Even after all this time, classic “Star Trek” feels fresh.Īs Cinematic Director I wanted to bring a lot of the visual cues that make the classics feel the way they do, from the locked cameras and clever blocking of the TV shows to the more lavish camera work and visual effects in the films. When starting on this project I took a very serious dive into the source material and fell in love with it all over again.

KM: “Enterprise” was my first "Trek" show, followed by the 2009 film, then I got into “TNG” and the “TOS” films after that. And there are so many indelible moments from classic “Trek” that you’d be hard-pressed to tell a story in this universe without paying homage or being influenced by at least some of them. In broad terms, those early impressions of adventure, camaraderie, humor, and mystery have all had an impact on the game and its narrative. Now there’s a ton of new “Star Trek” to feed a very dedicated fanbase, and we’re proud to be a part of that. And once more as streaming came around, and put the whole collection just a click away. Then in the era of DVD boxed sets, I got to rediscover it all over again. I got into it as a kid, watching the first run of “The Next Generation.” Probably because it was the only thing on in that time slot other than the local news! But I soon found “Star Trek” had adventure, camaraderie, humor, mystery – and I was hooked. : How did you become “Star Trek” fans and what personal associations did you inject into “Resurgence’s" gameplay?ĭM: There hasn’t really been a time when I wasn’t a “Star Trek” fan. We know he’ll be heavily examined by the fans, and we hope we’ve met their expectations. From the voice performance to the character design, to capturing his very particular expressions and mannerisms, we’ve put a lot of love into bringing Spock to life. Kent Mudle: I have to add that getting to portray Spock was an honor. So it was crucial to give the Resolute a crew you’d want to be a part of, but also one that would challenge the player when it came time to make the hard calls, in the same way that Spock and McCoy push and pull on Captain Kirk’s decision making. We have tricorders, phasers, shuttlecraft… But at its heart, “Star Trek” is about relationships and the tough decisions of command – whether you’re making them as a starship captain or as the boots-on-the-ground, with your back against a wall. : What elements of the “Star Trek” experience were most important to capture and respect?ĭM: We want “Resurgence” to deliver on a wide range of the elements you think of when you close your eyes and picture “Star Trek.” And our team has put an enormous amount of care into making sure we get the look and the sound of “Trek” right. But as the Resolute crew works to negotiate peace, they discover a sinister conspiracy lurking beneath the surface.

Resolute sets out to the edge of the galaxy, where two neighboring civilizations stand on the brink of war. : Can you take us on a warp-speed run of the new game's storyline?ĭan Martin: In “Star Trek: Resurgence ” the U.S.S. spoke with Dramatic Labs’ Cinematic Director Kent Mudle and Lead Writer Dan Martin on the fusion of modern gaming techniques with old-fashioned “Star Trek” storytelling, and what fans can expect from the game’s art style and tone.
