Star Trek: Klingon is a novelization of the 1996 CD-Rom game from Simon and Schuster. It was adapted by Dean Wesley Smith and Kristine Kathryn Rusch and is based on the script by Hilary Bader (with a story by both Smith and Rusch). It was released in May of 1996.
This is one of the most fascinating books I’ve read in a while, purely because of the design of the book. Rather than be a novelization of a television episode or movie (like previous Star Trek novelizations), this book adapts a “click-and-move” CD game from the 90s, which was thin on story and yet had enormous potential. Dean Wesley Smith and Kristine Kathryn Rusch do an excellent job of adding to the story to make it much more exciting and compelling for the book audience.
The crux of the game is about Gowron developing a holodeck program around his time with Pok (who the audience plays as) in their attempt to avenge Pok’s father’s death. The story itself is very thin and unfortunately wouldn’t be anything to write home about on its own.
However, because the book is not limited to the characters it can use like a movie/show/game is, the authors were able to add in the crews of the Enterprise-D and Deep Space Nine which makes the story much more full and dynamic. Even other characters from Star Trek series show up, which makes the surprises that much more fun.
The present day story is focused on Gowron and the Klingons attending a summit on DS9 with Jellico, Picard, and a few others. As the talks appear to go nowhere, Gowron retells the story of him and Pok to try to get Jellico and others to understand Klingon culture and history. This plotline had some great action and had some interesting twists that I really enjoyed.
One thing that hurt the book was the constant cutting in the middle of chapters between the present day on DS9 and the flashback. This was done because rather than have an audience playing the game, they kept the story the same and had Lieutenant Barclay make the decisions in the story. Had the book simply flipped back and forth with each chapter, not focusing on intercutting in the middle of a chapter, the book would have flowed significantly better. I think this idea was better carried out by Michael Jan Friedman in “Kahless”.
That being said, I was really interested to find out what happened. Klingons are my favorite Star Trek species, and learning about their culture through this game was compelling. Smith and Rusch made a decision to tie the two storylines together, as well as to tie it to some episodes of the Next Generation, which actually raised the stakes and linked together other Star Trek stories, which I really appreciated.
The book also features a 20 page “behind-the-scenes” feature written by David Mack. This explains the process of writing the script, shooting the game, and producing it to become interactive in post-production. This behind the scenes featurette is really interesting to hardcore Trek readers or to people who want to know “how the sausage gets made”. However, if you aren’t that invested, you don’t need to read that featurette to enjoy the book. The story itself (which is really short at 195 pages) can stand alone.
Overall, I really enjoyed this book, and found the design of it fascinating and the present day story really fun. The flashbacks weren’t fantastic, and the intercutting between storylines needed a lot of rewrites, but overall this was a fun book to read and really adds a lot to the Star Trek mythos. I think it deserves a 7 out of 10.