Other than the wildly popular MMORPG Star Trek Online, there’s never been a truly great “Star Trek” video game in the past two decades (and there have been several terrible ones), but the tide may soon turn with the upcoming release. from “Star Trek: Resurgence”.

This interactive narrative game is courtesy of Dramatic Labs and features an original space story set in the era following the events of “Star Trek: The Next Generation”, where players attempt to solve a mystery centered around two extraterrestrial civilizations that clash. It’s slated for release later this spring on PC, PlayStation 5, PlayStation 4, and Xbox Series X/S.

Dramatic Labs is an independent studio made up of over 20 former Telltale Games (“The Walking Dead”, “Game of Thrones”) writers, developers, designers, artists and producers.

“Star Trek: Resurgence” and its unique epic storyline set with two distinct characters should be familiar to fans of Telltale’s distinct style of choice-driven gameplay, with some enhancements and refinements incorporated into this new adventure.

Along with an all-new crew aboard the Federation starship USS Resolute in 2380, the game features cameos from fan-favorite characters like Ambassador Spock and species such as Vulcans, Tril, and Cardassians. Players will direct the actions and decisions of First Officer Jara Rydek and Engineer Carter Diaz, with each crew member’s choices impacting the other’s ultimate path.

Space.com spoke with Dramatic Labs Cinematic Director Kent Mudle and Lead Writer Dan Martin about fusing modern acting techniques with old-school “Star Trek” storytelling, and what what fans can expect from the art style and tone of the game.

Space.com: Can you rush us through the story of the new game?

Dan Martin: In “Star Trek: Resurgence the USS Resolute travels to the edge of the galaxy, where two neighboring civilizations are on the brink of war. But as the crew of Resolute struggles to negotiate peace, they uncover a sinister conspiracy lurking beneath the surface.

Space.com: What elements of the “Star Trek” experience were the most important to capture and respect?

PM: We want ‘Resurgence’ to offer a wide range of elements that you think of when you close your eyes and imagine ‘Star Trek’. And our team put a lot of care into making sure we got the look and sound of “Trek”. We’ve got tricorders, phasers, shuttles… But at its heart, “Star Trek” is about relationships and the tough decisions of command – whether you make them as starship captain or as boots in the field, with your back against a wall.

So it was crucial to give the Resolute a crew you wanted to be part of, but also a crew that would challenge the player when it came to making the tough calls, similar to how Spock and McCoy push and pull. Captain Kirk’s decision-making.

Kent Mudle: I must add that playing the role of Spock was an honor. From the voice performance, to character design, to capturing his very distinctive expressions and mannerisms, we put a lot of love into bringing Spock to life. We know it will be watched closely by fans and we hope it has lived up to their expectations.

Star Trek: Resurgence

The new bridge of the USS Resolute (Image credit: Drama Labs)

Space.com: How did you become fans of “Star Trek” and what personal associations did you inject into the gameplay of “Resurgence”?

PM: There really wasn’t a time when I wasn’t a “Star Trek” fan. I walked into it when I was a kid, watching the first broadcast of “The Next Generation”. Probably because it was the only thing broadcast in that time slot besides local news! But I soon discovered that “Star Trek” had adventure, camaraderie, humor, mystery – and I was hooked. Then in the era of DVD boxes, I had to rediscover everything. And once again, streaming came along and put the whole collection just a click away. Now there’s a ton of new “Star Trek” stuff to feed a very dedicated fan base, and we’re proud to be part of it.

In general terms, these first impressions of adventure, camaraderie, humor and mystery all had an impact on the game and its narrative. And there are so many indelible moments from the 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.

KM: “Enterprise” was my first “Trek” show, followed by the 2009 movie, then I got into “TNG” and “TOS” movies after that. At the start of this project, I dove into the source material very seriously and fell in love with it all over again. Even after all this time, the classic “Star Trek” feels fresh.

As a cinematic director, I wanted to bring a lot of the visual cues that make the classics feel the way they do, from locked cameras and smart blocking on TV shows to more lavish camera work and visual effects in movies. . “First Contact” quickly became my go-to for cinematic presentation of the game.

Star Trek: Resurgence

First Officer Jara Rydek (Image credit: Drama Labs)

Space.com: What can players expect from the art style and how did you come to the final decision?

KM: We wanted to create a game that when you looked at it would be unmistakably “Star Trek”. We’ve taken inspiration from shows and movies close to the period of our game and pushed a little beyond to adopt a style we call idealized realism. This style allows us to have believable and expressive characters, and environments that feel like you can actually walk around them and touch the carpet in the hallways. Every element that could be created by referencing the source material was, and where we needed to expand on that, we took care to make it logical.

Star Trek: Resurgence

Engineer Carter Diaz (Image credit: Drama Labs)

Space.com: Can you say more about the game’s characters and the choice-based narrative?

PM: Players experience “Star Trek: Resurgence” through two point-of-view characters: Jara Rydek, the Resolute’s new co-pilot; and Carter Diaz, an engineering enlisted crewman. With players inhabiting these two characters, they can explore mysteries and unravel the story from two very different angles, each facing unique challenges. Players will be able to see certain characters in different lights, and it’s exciting to show both sides of life aboard the spaceship.

Jara, as the first officer, is tasked with carrying out the Captain’s orders, but is also best placed to push them back, so it’s a dynamic role to place the player in. We knew fans would want to be on the deck of a spaceship – in the thick of the action. But I always thought it was really cool when shows focused on characters lower down the ranks, who have their own kind of stories. Carter’s world will have a different flavor than the upper HQ, and he’ll have different actions he can take than Jara on the bridge.

KM: The reason we went with an all new crew and ship is to allow the player room to tell its own story. Any character that appeared in canon would not be as malleable or have such a wide range of role-playing options and still adhere to “Star Trek” canon. We hope that at the end of the game, players can say that “MY Carter” or “MY Jara” is different from another player.

I’ll also add that outside of building relationships and defining your protagonists, you’ll be faced with dramatic, life-and-death choices. The story goes to big places and the stakes get very high, where what you decide can determine the fate of your crew and your enemies.

Star Trek: Resurgence

Ambassador Spock (Image credit: Drama Labs)

Space.com: What were the most surprising challenges and rewards of adapting this new “Star Trek” game?

PM: Well, we knew that in embarking on this project, one of the biggest challenges would be living up to the great legacy of a franchise with such a passionate fan base. A surprising challenge has been coming up with alien names – even more so for the established civilizations of “Star Trek” than the ones we came up with for the game. And while this project was a dream to work on, something surprisingly gratifying has been the fun of writing down all the little details and textures that make it feel like you’re really on a Starfleet ship.

KM: “Star Trek” has years and years of canon and we were constantly checking in to make sure we were sticking to it. I had a lot of “has a phaser ever done THIS?” moments while working on the game. In a way, it was like working on historical fiction, but the story is about a fictional universe. I know more about the details of “Star Trek” than I ever thought possible and it was a pleasure to learn.

“Star Trek: Resurgence” is coming later this year to PC, PlayStation 5, PlayStation 4, and Xbox Series X/S. Be sure to stick with us for more coverage of the game closer to release.

You should also check out some of our other Star Trek content, including our overview of Star Trek movies, ranked from worst to best, as well as our guide to watching Star Trek movies in chronological order. Resistance is futile!