I'm a huge admirer of 2.5D ray casting engines, thus I find Ken Silverman's Build Engine fascinating. This engine served as the basis for the creation of Duke Nukem 3D. Somehow, it brought me to TekWar by William Shatner.Even though it wasn't the first game published on the Build Engine, Duke Nukem 3D is nevertheless credited with making the engine famous. It preceded a handful, and more than one of them was brought about by Capstone.Because so much of Capstone Software's portfolio is either subpar or garbage, the company itself is a laughingstock. Numerous DOS games that were investigated for this column's coverage emerged as a result of SNEG's preservation efforts. Sadly, a large number of Capstone's poorest games are no longer playable since they were built around shoddy licensing. Among these missing films is William Shatner's TekWar from 1995, which I'm advocating for to be reissued for a number of reasons. Nightdive, hurry up.Screenshot provided by Ontario Online CasinoThe 1989 book William Shatner's TekWar by William Shatner (ghost-written by Ron Goulart) served as the inspiration for William Shatner's TekWar. To demonstrate that William Shatner's visage could be used as a powerful marketing tool to sell junk, William Shatner's TekWar was taken up for comic books, a TV show, and this video game in the early 1990s.Though not well accepted, individuals are nevertheless making an effort.William Shatner, for those who are unaware, was a minor character in the cult 1960s television series Star Trek. He has since coasted on that notoriety and prosperity, mostly via the aforementioned rubbish sales endeavor. He is most known for telling you that, while it's only a hypothesis, alien Nazis definitely constructed the pyramids. You may recognize him from programs like Weird or What and The UnXplained. Stone heaps are just love to aliens, who use them to power their undefinable spacecraft. He will tell you whatever you want to hear as long as you can make him feel important, since it feels like his whole life is now struggling against the forces of irrelevancy.William Shatner's TekWar, predictably, opens with an advertisement for the television series, William Shatner, ornate logos, shoddy CGI, and William Shatner.William Shatner awakens you from cryosleep confinement as an ex-police officer. Perhaps in 2043, Tek is a brand-new medication that has hit the market. Users of the addictive experience are placed in a happy, simulated atmosphere where they may experience happiness for a short while before the drug takes their lives.Even if it sounded sinister in 1989, it seems like the next big thing that Mark Zuckerberg or Elon Musk would claim to be the creators of current days.Murder will be the remedy for a drug issue in the future. William Shatner has you use your assassination expertise as a police officer to take down seven drug lords and foil their scheme to utilize the internet to distribute addicting bliss. You're the judge, jury, and executioner all rolled into one, and you're going to execute the individuals who are meeting the demand rather than attempting to address the social causes of addiction. Baby, it's law and order 101.I'm not sure why, but you get a choice of seven "TekLords" to defeat. Based on William Shatner's lectures and the environmental narrative, it seems that there is a certain historical sequence in which you should complete the levels. It's nothing special, simply left to right, but I don't see why they bothered to provide the choice. Not that it is significant. You are free to complete the levels in any order you like. William Shatner's attempt to explain William Shatner's TekWar aside There isn't really a difficulty curve that progresses linearly. You begin each level on a subway station with nothing but the necessities in your pockets. You have to restock your armament each time you enter a level. The only items that are transferable across locations are keys, which are also removed when you pursue a new TekLord.How I would even rate the complexity of William Shatner's TekWar is beyond me. You enter a city area on each level. Rent-a-cops will overlook you if you keep your weapon holstered and try to avoid creating too much disturbance. But it won't be long until someone from some hidden part of the map simply begins shooting at your face because they don't like it.The Build Engine's ability to handle map sectors in a way that lets level designers generate the appearance of verticality without really having room-over-room is among its strongest features. This made it possible to create levels that mimic real-world settings, which was a goal that video games at the time aimed to achieve. Thus, there are sections of William Shatner's TekWar that superficially resemble metropolitan settings. Capstone, nevertheless, made the mistake of creating levels that felt more like authentic locations than functional gaming environments. This was a common mistake made in those early Capstone games.As a result, a large number of the spaces and rooms you visit are completely useless. William Shatner's TekWar is largely meaningless.Without a doubt, you'll find yourself driving around in circles while attempting to discover the selected TekLord. This is due to the fact that, while each TekLord sets you out on what seems to be the same subway platform, the levels are sometimes divided into several stops. For that reason, a single TekLord may need you to get off at a certain location, search the level, and if you get stuck, go back to the subway to get off at a different station and start the process again.But as I said before, the keys are the only things that are permanent here. It isn't always the case that you have to look for the keys on previous platforms in order to get them to the last section to open the boss's door.The two distinct keys are blue and red. There are usually many locations to look for a particular TekLord, and copies are often present in the vicinity of the TekLord's location. Thus, there's no need for any of the previous stages. Because firearms are discarded as you move to other places, you can't even utilize them to stock up on ammunition.It's really very perplexing. We feel compelled to look through the previous subway stations. just in case the final region doesn't have the necessary key. I have no faith in that .TekWar's William Shatner won't just reload every enemy once again.It would be terrible enough with the confusing mission structure, but To begin with, playing William Shatner's TekWar isn't enjoyable. Like I mentioned, the levels are mostly made for aesthetics rather than functionality. If you could bring your toys with you, they are bewildering labyrinths full of useless sections.The opponents are just allowed to explore the surroundings. They will fire at you randomly as soon as you go into a room. They just shoot bullets that don't seem to be projectiles, thus your character instantly starts to sustain damage. There's no escaping it. Your life meter is gradually running out as your screen begins to flicker red. really slowly. You should attempt to find anything around that is causing your screen to flash in the meantime.Taking such unrelenting, relentless aggressiveness would imply frequent death in any other game, yet I didn't see the game crash all that much. That's because Capstone just added more health to equalize the difficulty. Your character's healthbar is enormous, even while they are continuously being hit. Capstone adjusted player health until you had a fighting chance, instead than placing adversaries precisely to make a pleasant and difficult experience like a video game is supposed to accomplish. I guess that's a really original method of accomplishing things. It's a means to guarantee that the player can endure all the way to the finish line, even when it feels like hell to play.