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![]() ![]() This direction led to some interesting moral and ethical questions. They’re all connected to enormous “Engines,” powering the individual Spheres and keeping the realities running smoothly. Picture a universe full of planet-sized “Spheres,” each of them housing an entire universe that revolves around a single person. They created this realm outside of our time and space, where there’s infinite room for each individual to have their own utopian reality. So let’s say an alien race did create the Nexus as a way to provide an “afterlife” for those who are ill or dying. ![]() Isn’t that something everyone wishes they had – a place to escape death and live in eternal bliss? It definitely seemed any mortal civilization would eagerly create a machine of this variety if they possessed the right technology. It seemed to us like a phenomenon created by design. Is it just a natural phenomenon? What is the reason for its destructive rifts? Why does every person who enters it find themselves in their own heaven? The effect of the Nexus – this utopic world it creates for you – seemed like a good place to start our deep-dive into the nature of this realm. The Nexus has not been revisited on the screen since Star Trek Generations, so we didn’t learn much about it. The dichotomy between the ruin the Nexus brings and the comfort entering it provides was compelling to us, as was the fact that within the Nexus anything can happen. To cross into the Nexus, though, one must go through a destructive energy ribbon which decimates anything in its path. First introduced and last touched on in Star Trek Generations, the Nexus is an extra-dimensional realm providing a utopian world to any who enters it. So where does a game development team go from here? We didn’t want to give up our vision of letting fans go hands-on with their favorite characters through epic adventures! But Q had been exhausted in creating these reality-bending scenarios, and he deserved a break. It is well within Q’s powers to bring all Star Trek characters together for a thrilling adventure. The final bullet on our list was Q – the deus ex machina for every event and occasion across the four quadrants and beyond. Although Daniel Davis’s Moriarty had proven it is possible for Holodeck programs to cross into reality, he was the exception rather than the rule, and we didn’t want to give players the sense that everything they’re doing is just part of a holo novel and has no real implications. ![]() ![]() An illusionary world just would not do.Īlong similar lines, we ruled out the Holodeck as our major plot device. We wanted the encounters characters faced to have real gravity and for their quest to uphold the principles and values of the Federation and Starfleet to result in actual stakes. We toyed with the idea for a while but struggled with the fact that everything the Talosians create will be just an illusion. Our players could potentially find themselves as part of an elaborate illusion where they interact with their favorite characters. Perhaps our answers lay with the Talosians? Introduced in the original pilot episode of Star Trek: The Original Series, the Talosians possess incredible mental powers that allow them to create a manner of illusion so powerful, that it borders on reality. But how do you gather all these individuals from different timelines, quadrants and even worlds into one setting? With the help of our friends at CBS, we started scouring the history of Star Trek for technologies, phenomena, and powers that could serve as a playground for bringing the likes of Kirk, Janeway and Odo shoulder-to-shoulder. There are so many spectacular Star Trek heroes and villains that have kept us captivated through the years, and we really did not want to leave anyone out. When we first kicked off conceiving Star Trek: Legends, we knew we wanted to follow the series’ focus on characters. ![]()
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