Star Trek Voyager Elite Force Expansion Pack Download ^NEW^

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Marion Gwilt

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Jan 18, 2024, 4:48:25 PM1/18/24
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  • Adaptational Badass: The Doctor is Immune to Bullets (his Mobile Emitter can't be damaged, either), being a hologram, but somehow possesses a real phaser that does real damage, making him effectively invincible yet capable of dealing damage. He's normally not involved in combat during the normal course of the game, but if you start a fight around him or using the PC console to spawn in hostile NPCs near him, he can really kick ass.
  • A.I. Is a Crapshoot: The Vorsoth are biologically programmed things, convinced their programming is to tear apart any alien they encounter to make deadlier Vorsoth. Munro tries to suggest their creators probably didn't intend for them to be like this, but the head Vorsoth isn't hearing any of it.
  • All Crimes Are Equal: You get a Non Standard Game Over for various acts of massive insubordination, in which you get sent to the brig and a random member of the crew chews you out for your behavior. What's weird is that the "severity" of the dialogue varies wildly between each character, and is not impacted by what your actual crime was. It's entirely possible for Ensign Kim to call you a traitor for loitering on the bridge after being ordered to go elsewhere, or for Foster or Paris to tell you you'll be out in 30 days and given a second chance after you go nuts and vaporize Neelix and a dozen redshirts with a handheld photon torpedo launcher.
  • Artificial Brilliance: The first Elite Force was one of the first FPS games, if not the first, to incorporate friendly A.I. NPCs for most of the game's gameplay time (you spend about 80% or more of the game with buddies following you). Earlier games had friendly npcs, i.e. Barney from Half-Life, but they generally only appeared sparingly and were usually limited to small areas due to problems getting the A.I. to follow the player from room to room. Granted, this was partially accomplished by making the levels relatively linear so the friendly A.I. wouldn't get confused.
  • BFG: In the first game, there's an entire starship that serves as one of these. And it's your job to fire it.
  • Big Bad: The Vorsoth in EF1 are the primary antagonists, proving dangerous even to the Borg.
  • Bottomless Magazines: The original Elite Force runs on the idtech 3 engine so all weapons run directly off of their ammunition pools.
  • Big Creepy-Crawlies: The Vorsoth is a giant spider/slug thing.
  • Big Damn Heroes: In EF1, at seemingly the worst part of a Zerg Rush (and immediately following the Heroic Sacrifice).
  • Boss in Mook Clothing: The "Warthog" bipedal repair drones on the Dreadnought level in the first game.
  • Brown Note: Just hearing the Vohrsoth's voice is enough to cause everyone physical pain.
  • Camera Spoofing: During the mission to deactivate the Forge's outer defenses, Chell uses a more technical version of this to do so: extrapolating sensor data to create a simulation of the derelict field's normal drifting.
  • The Cavalry: The Etherians during the Final Boss in Elite Force 1.
  • Combat Stilettos: When Seven of Nine joins the Hazard Team on a mission and dons the same protective gear as everyone else, her boots include high heels. None of the regular female members of the Hazard Team have those. This is probably caused by the new costume being done as just a reskin of her regular silver catsuit model, which (accurate to the show) also has high heels.
  • Continuity Nod:
  • In Virtual Voyager, you can visit the bottom deck of the ship, and meet the person who handles lowering Voyager's landing gear when it actually descends onto the surface of a planet. He also complains about not having any work to do. This feature of Voyager was used about three times over the course of the entire series. This character actually appeared in an episode of the show, too.
  • In the Virtual Voyager Holodeck, the "Tranquil Garden" scene features Boothby, and if you attack him, he transforms into an 8472.
  • When you visit sickbay for the Doctor to heal you, he recommends an analgesic cream.
  • Cutscene Incompetence: Toward the end of the first game, the entire team just stands there unable to handle a few mooks which Munro had easily been mowing down just seconds ago, so Biessman can make a Heroic Sacrifice.
  • Damage-Sponge Boss: The final boss of the first game takes almost your entire stockpile of ammo to defeat (and this is after you get a massive ammo upgrade just prior to the final fight); this is particularly notable as every other enemy in the game only takes a handful of hits to bring down. Even the midterm boss that you meet at the end of the Scavenger missions doesn't require more than about 8 grenades to kill.
  • Deadpan Snarker: Tuvok was one of these on the show. In the first game, he delivers this magnificent line after the first mission: "Mr./Ms. Munro, your tactical approach was, shall we say, tactless."
  • Deal with the Devil: On the Borg Cube, the team is forced to agree to help them get rid of their Species 8472 problem, with the threat of assimilation if they don't. Of course, the Borg plan to assimilate them when they're done anyway... but the team thought ahead, and leave a bomb behind on the viniculum.
  • Degraded Boss: The first giant robot you fight on the Dreadnought is introduced in a cutscene and takes almost as many grenades to put down as the Hirogen Alpha did. The ones that show up later as regular enemies have less than half as much health as the first one did.
  • Derelict Graveyard: The setting of EF1. Not all the ships are completely derelict, but with a jamming field in place, no one's going anywhere any time soon.
  • Destruction Equals Off-Switch: Averted. In the first game's opening tutorial simulation, when Alex is unable to deactivate the force fields holding the rest of the team by using the nearby console, s/he shoots it in hopes that will cause it to deactivate. The console instead just explodes spectacularly, taking out the entire team and ending the simulation.
  • Diabolus ex Machina: The end of the Scavenger levels. Hooray, you've successfully navigated your way around the entire ship, avoided getting killed by the Scavengers, and (if you're clever enough) prevented one of your crewmembers from dying, having successfully gained the Isodesium the crew neede- hey, where'd those Borg come from?! Biessman literally says this. "The Borg aren't supposed to be here! How'd the Borg get here?!?"
  • Difficult, but Awesome: The grenade launcher is quite a bit harder to use compared to the portable photon torpedo launcher, due to the arc and bounce on the grenades, but it deals comparable damage while draining much less ammo, making it particularly helpful on the higher difficulties where ammo resupplies give you less energy.
  • Dramatic Space Drifting: Jumping out of the hull breach that was used to beam your team into the dreadnought gunship results in a Non Standard Game Over of Munro slowly floating away from the breach as the camera pans out and the screen goes dark to the mission failure screen, same for if they fall off the docking ring just outside of the Forge in the final mission where they flail about.
  • Dwindling Party: The Etherian mission. One by one your teammates are killed or vanished by the strange security devices and hostile aliens on the weird ship, eventually leaving just you and Foster. Then at the end of the mission it turns out they weren't killed, just put in stasis.
  • Easily Forgiven: Monroe and company after The Etherian Mission. Justified in that it's a case of "No harm, no foul" No one actually died despite everything due to their emergency stasis system.
  • Eldritch Starship: The Etherian starship just looks plain weird, even without the organic tech, the floors that apparently kill you, and the hordes of aliens rushing at you. Fortunately, the owners are actually quite nice.
  • "Everybody Laughs" Ending: Elite Force:Captain Janeway: Why, Tuvok, is that pride I hear in your voice?
    Lt. Tuvok: Captain, I see no reason to insult me.
    [everybody laughs]
  • Eviler than Thou: The Reavers to the Borg in EF1; not only are they even more dangerous, 7 of 9 points out that the Borg are pursuing perfection and genuinely believe they benefit the species they assimilate, while the Reavers' sole goal is to destroy all inferior life forms (in other words, anything not a Reaver). In fact, the Borg were originally supposed to teleport in and help you fight the final boss, but that was cut from the final product. Instead, the Etherians help out, which makes a little more sense anyway, since you'd allied with them. In the comic adaptation of the game, released before the game itself, the Borg do come and help out, and the Etherians are removed entirely. There are occasional hints that this was the final plan (including a line that comments on how Foster was assimilated, when he was rescued earlier).
  • Evil Gloating: The Vorsoth is really dense with that. Puny Earthlings, Evil Laugh, Fate Worse than Death threats, And Your Little Dog, Too!, Prepare to Die, You Have No Chance to Survive, Nothing Can Stop Us Now!... and when the seed is destroyed, Big "NO!", This Cannot Be! (literal), You'll Pay For This!. Even when the monster died, he was Defiant to the End.
  • Evil Sounds Deep: The Vorsoth has an incredibly deep, echoing voice.
  • Explosive Instrumentation: Essential to any Star Trek work. The intro level to the first game ends with Munro blasting a force field controlling console and killing both him/her and his/her teammates.
  • Face Death with Dignity: The Hirogen Alpha at the end of the mission to the Scavenger Base considers Munro to be a Worthy Opponent before the boss fight. After defeating him, he declares them the victor and while they try to stabilize him, he insists that they are the victor and gives them the Tetryon Disruptor.
  • Gang Up on the Human: The developers of the first game openly admitted resorting to this. It's tricky to strike a balance between allies being too good and killing most of the enemies and being too inefficient and getting killed themselves constantly. The solution was found in this trope.
  • Guns in Church: The Voyager crew doesn't seem to mind you carrying that photon burst around the halls of the ship. Not even Paris minds you carrying Captain Proton's laser that you found in his quarters. It isn't until you frag someone. Justified, given that you're a Red Shirt in an emergency situation.
  • Have a Nice Death: The post-mission report screen upon death in the first Elite Force would mock you in various ways, ranging from "What color shirt were you wearing?" to "Even Neelix could do better."
  • Heroic Sacrifice: Beissman in Elite Force.
  • Hold the Line: One of the most important missions forces you to do this.
  • Holodeck Malfunction: Oddly non-present in a Star Trek based game. It's implied the safety locks are in place in any of the holodeck programs in the main story and Virtual Voyager (excluding the beginning Borg mission as not to spoil it being a simulation in the first place), while "dying" does bring up the mission failure screen, pressing any button will respawn you as if you were in multiplayer (a nice touch of in-universe flavor that was oddly absent from the sequel.) The only time this happens is in the first game's Virtual Voyager mode when you attempt to use a relaxation program, the safety locks disengage and you wind up facing Biohulks until you exit the simulation.
  • Jerk with a Heart of Gold: Biessman in Elite Force loves teasing Chell and is generally a hotheaded Jerk Jock but ultimately makes a Heroic Sacrifice.
  • Joke Item: In Virtual Voyager Mode.
  • Let's Get Dangerous!: Biessman, who for most of the game is an arrogant, aggressive Non-Action Guy, finally steps up to the plate and singlehandedly clears out a Zerg Rush; unfortunately, he exposes himself to enemy fire while doing so. While everyone around him basically just stares at the scene with their mouths wide open, rather than helping out Biessman since they, you know, have guns that kill things.
  • Loads and Loads of Loading: The PS2 version of the first game can take several minutes between levels.
  • Meaningful Echo: At the Gunship mission, Chell opened a locked door that the scavengers could not open. "I wouldn't be much of a technician if I couldn't open a door". Later, there's a new locked door, and Chell was left behind on the bridge (much to his relief). Chang blew up it with an explosive. "I wouldn't be much of a demolitionist if I couldn't blow up a door"
  • Mile-Long Ship: The dreadnought gunship is stated to have a barrel 700 meters in length which doesn't even take into account the core and drive section at the back, meaning it could easily be a kilometer in length.
  • Mood Whiplash: After the mission to the Borg cube. Everything's quiet and Voyager seems to be in the clear with the Isodesium, so Ensign Munro, after blowing up Klingons in the Holodeck, goes down to the mess-hall for a talk with Telsia. Then a crew-member sees something moving outside the ship. Moving towards Voyager.
  • Ms. Fanservice: The female Mirror Universe crew uniforms.
  • Nobody Poops: True to the show, crew quarters have a shower but noticeably no toilet, unless it folds out of one of the drawers (which, given Star Trek technology, isn't impossible).
  • Non Standard Game Over: Being defeated by the Borg in Elite Force results in a quick cutscene of you getting assimilated. Likewise, killing your crewmates or team members, or disobeying orders, results in you being thrown in the brig and chastised by a random member of the Voyager cast.
  • Nostalgia Level: Part of the Scavenger base is a Mirror Universe TOS-era ship. And wouldn't you know, it's the exact same make as the Enterprise.
  • O.O.C. Is Serious Business: The Borg in Elite Force are cut off from the Collective, and acting more aggressive. They'll even shoot at you from a distance, rather than lumbering up to you like usual. This is an adaptation made due to both the Harvesters and Species 8472 proving resistant to assimilation.
  • Optional Stealth: Gathering the isodesium in the Scavenger base. If you don't bother, or screw it up, you get a member of the team killed because you blew their cover.
  • Organic Technology: The Etherians in EF1 have a very gooey, purple ship with odd systems that allow them to teleport around the ship instantly and fireflies that heal broken components of the vessel. Virtual Voyager reveals the stasis fireflies can repair even non-organic equipment it deems as broken.
  • Outrun the Fireball: see Video Game Cruelty Potential, below.
  • Pardon My Klingon: At one point in the Scavenger base, you can actually hear a Klingon call a Malon a "p'etaq", only to be acidly informed that the person they're calling such knows what it means.
  • Poor Communication Kills: As it turns out, the Etherians were attempting to detain the Hazard team during their first encounter due to mistaking them for an invading force and any attempts at communication failed due to the Etherians not being able to translate the human language until the very end of the level. Thankfully the "kills" part is inaccurate however, as Etherians have a security system in place to pull them back to their stasis pods to recuperate in the event that they nearly die. They extend this courtesy to the Hazard team as well.
  • Rank Scales with Asskicking: The Hirogen Alpha and the Vohrsoth itself both put up a considerable fight. Averted with the Terran and Klingon captains, the former being no tougher than a regular Mook and the latter being a case of Never Bring a Knife to a Gun Fight.
  • Screw the Rules, I'm Doing What's Right!: Alex ignores Tuvok's demands to return to take care of things him/herself.
  • Shout-Out: B'elanna mentions a "resonance cascade" in ambient dialogue in engineering, a shout out to Half-Life.
  • Starfish Aliens: The Etherians in Elite Force are floating manta-rays with anteater-like heads.
  • Storming the Castle: The final assault on The Forge in Elite Force.
  • Stupidity Is the Only Option: The Unwinnable Training Simulation in the first game ends with you shooting a console in an attempt to shut off a forcefield. Naturally, the resulting EPS backfire kills you and your team.
  • Tele-Frag: Once again, the first Elite Force runs on idtech 3 so two entities attempting to occupy the same physical space results in a Teleporter Accident.
  • Too Spicy for Yog-Sothoth: The Vorsoth are unassimilatable in the same way as Species 8472.
  • Trapped in Containment: While traversing decks to reach engineering, a crewman shouts to make you raise a forcefield to stop an explosion from blasting the deck. If you use the nearby control panel too early, said crewman is trapped behind said forcefield and will die. This is then followed where you need to use another control panel to stop an electrical surge, and do so as soon as possible.
  • Tuckerization: Much like Battlezone (1998), also by Activision, many of the names of the characters created for the first game comes from the names of the development team.
  • Unusually Uninteresting Sight: Downplayed with the Scavenger base in Elite Force, the Starfleet section is actually a Mirror Universe vessel.Telsia: It looks like a Federation ship, 23rd century, but I don't recognize these markings.
    Foster: This is not an archaeological expedition. Just get the isodesium and get out!
  • Unwinnable Training Simulation: The introductory tutorial in the first game.
  • Video Game Caring Potential:
  • Saving Foster from assimilation is one of the more heart-warming examples.
  • It's possible to save two members of Beta team from dying, though it does require you to expose yourself to more danger.
  • Throughout the whole game there are chances to save crew members and hazard team members from certain death but doing so requires a lot more challenge, not getting caught during stealth segments, or exposing yourself to more danger.
  • Video Game Cruelty Potential:
  • On one level of EF1, you must erect a force field to contain an explosion; however, if you erect it too soon, you'll trap a fellow crewman in with the blast. Possibly a Call-Back to the Voyager episode "Year of Hell", when the Doctor has to close a bulkhead before two crewmen can make it to safety before an explosion.
  • It is entirely possible to shoot any member of the Voyager crew, like Neelix for example, in the face with a mobile torpedo launcher. Or vaporize them. Or arc weld them. Or give them a face full of tetryon radiation.
  • In the expansion you can give yourself the highest command priority then rig the ship to Self Destruct while Kim and Chakotay freak out.
  • Video Game Cruelty Punishment: Of course if you do take the opportunity to frag anyone, the Voyager crew instantly turn on you. And God Mode gets turned off.
  • Villain Override: If you manage to save Foster on the Borg Cube, Seven of Nine gets taken over by the Borg Cube, rather than having them speak through Foster.
  • Wave-Motion Gun: The Dreadnought ship in EF1 is basically a massive mobile railgun. The Hazard Team is assigned to repair it so they can destroy a Reaver probe on its way to dismantle Voyager.
  • What the Hell, Player?:
  • If you decide to go on a psychotic rampage in Virtual Voyager, you get beamed to the brig, where a random character will walk up and more or less ask "WTF dude?"
  • Hell

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