Marvel’s Avengers looks an awful lot like Battlefront II…

One of the things that seemed weird to me about Marvel’s Avengers – the new video game, not the film series – is that the game seems to be using a visual style very similar to the Marvel Cinematic Universe… but without any of the actors’ likenesses. I wondered why they hadn’t been able to negotiate with the various actors like Robert Downey Jr., Scarlet Johannson, etc to use their faces or even get them to provide their voices to the title. Given the popularity of the MCU, that struck me as odd. But perhaps now we know why – the game is going to be very controversial.

If I were an actor in the films or an agent/advocate for them, I’d take one look at Marvel’s Avengers and think to myself just how glad I am to be able to say I have nothing whatsoever to do with it. The controversy the game is drawing for its incredibly aggressive monetisation and microtransaction policies is going to be toxic – and any brand or individual associated with that should watch their backs.

Star Wars Battlefront II generated a lot of controversy in 2018 for its in-game monetisation, and while it’s up for debate whether Marvel’s Avengers will reach that level, it’s trending in a very similar direction. Every single aspect of the game seems designed to extract as much money from players as possible – in a game that charges £50/$60 to purchase in the first place – with a £66 deluxe edition, of course.

Battlefront II released to widespread controversy.

When the game was announced as one of these always-online, “multi-year experience” games, the writing was on the wall. In recent years we’ve seen such titles as Anthem and Fallout 76 try to go down that route, and practically no game which does so manages to avoid controversy. Even by the low standards of this type of game, though, Marvel’s Avengers is taking the piss.

One of the Marvel franchise’s most iconic characters – Spider-Man – is going to be a console exclusive on the PlayStation 4. There are tie-ins with all sorts of random companies, each providing in-game rewards for purchases or subscriptions. There’s an in-game currency which can be bought with real money. Each character – of which there are six at launch (or seven if you’re playing on PlayStation 4) will have their own paid “hero cards”, which seems like a necessary feature to get the most out of each character.

In short, if you can think of a crappy anti-consumer business model used by a recent video game, publisher Square Enix has thrown it into Marvel’s Avengers.

One of several in-game marketplaces ready to vacuum up players’ cash.

The £10 “hero cards” per character is perhaps the most egregious of all the monetisation tactics. It means that players who want to fully experience the game – a game that they have already paid full price for up-front – will need to continually shell out more and more money, perhaps even spending double the initial asking price. That’s not accounting for other cosmetic items, skins, costumes, etc. that are all going to be paid for. The only thing the game doesn’t seem to have is lootboxes – something they make a big fuss about as if expecting gamers to reward them for it.

I’m not a big fan of Marvel, or of comic books in general. But some games with a comic book setting can be decent, and if this were a single-player action title with a big budget behind it I might’ve been tempted to give it a try. Not like this, though. Not with the game being in such a state. People who had early access to play through the beta version have even been reporting back saying that underneath all the aggressive microtransactions, the game isn’t actually all that good.

Marvel’s Avengers may not be as exciting as this promo artwork suggests…

So a 6/10 title is going to cost easily upwards of £100 if you want to buy the deluxe edition and all of the battle passes and in-game currency and cosmetic extras… and you still can’t get iconic character Spider-Man unless you spend all that money on the PlayStation 4 version. I don’t know about you, but to me it’s beginning to sound like it might not be the best value proposition in the gaming world right now.

The Star Wars brand has been dragged through the mud in recent years – admittedly not just because of decisions in games. But the release of Battlefront II and the controversy and backlash it generated tarnished the overall brand to a degree, and I can’t help but feel Marvel is in serious danger of making a very similar mistake. The fact that both Star Wars and Marvel are owned by Disney is worth noting; clearly the company is fine with going all-in on these kind of aggressive money-making tactics.

If I were a Marvel fan, I would have been looking forward to the franchise’s biggest game in a long time. But I’d be looking at the underwhelming game drowning in microtransactions (if we can call £10 “micro”) and feeling sick to my stomach. This is barely even a game – it’s a shop, designed to rope players in and force them to spend more and more and more money. If the core game underneath was decent, perhaps players would be willing to do that. But if reports from those who played the beta are accurate, there isn’t even the kernel of a good game at the heart of this mess.

Ms. Marvel in a promo screenshot.

And perhaps that’s to be expected. The best games are passion projects – titles developed because the team behind them genuinely loved the idea and wanted to see it fully realised. Everything about Marvel’s Avengers feels corporate and soulless, like the game has been conceived in a boardroom full of men in suits who looked at the list of franchises they own then tasked some poor team of developers with making a money-printing machine. These are people who looked at the success of titles like Fortnite and Grand Theft Auto Online and – without understanding anything about them – said “make me one of those!”

The sad thing is that there are many comic book fans and fans of Marvel who would have loved the chance to work on a fun title and bring the superheroes to life for players. But it seems like none of them got a look-in, or if they did they saw this sad, corporate shell and walked away. The suits in charge don’t care, and what has been built is a game where the nicest thing anyone can say is that it looks pretty. Visually impressive, but mediocre and drowning in attempted monetisation.

Disney tried this a couple of years ago in partnership with Electronic Arts. The result? Star Wars Battlefront II, a game so controversial it literally got politicians involved and will probably end up getting in-game gambling banned in at least some areas of the world. It will be hard for Marvel’s Avengers to fail quite so spectacularly, but it seems like they’re willing to try.

Marvel’s Avengers is due for release at on the 4th of September on Xbox One, PlayStation 4, PC, and Stadia. Marvel’s Avengers was primarily developed by Crystal Dynamics and published by Square Enix. The Marvel franchise is the copyright of the Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Perhaps Fall Guys could fix some of its issues before releasing Season 2?

I was a little surprised to hear that Season 2 of Fall Guys – a game that only launched at the beginning of August – would be arriving in early October. That seems an awfully short span of time for a “season”, though admittedly Fall Guys has hardly been a game that follows the beaten path. If you’re unfamiliar with the concept of seasons in online games, it’s something that popular titles like Fortnite have been doing for several years. In short, each season brings new content and new opportunities to progress. In Fall Guys’ case, this means new mini-games and new cosmetics.

But Fall Guys has some issues, and I’d much rather see time and attention spent on improving the core experience before adding new content.

And I know: it isn’t just an either/or case. But at least some of the development time dedicated to building new content for the game – if indeed it is new and wasn’t cut from the initial release – could be reallocated to fixing some of the problems Fall Guys has. Most egregiously I’m thinking of cheating.

There are countless videos on YouTube advertising hacks and cheats for Fall Guys. In this example, a player is able to fly above the course far faster than the players below can run.

I know, right? What kind of pathetic basement-dwelling low-life needs to cheat in a fun little game like Fall Guys? It’s sad, really. But unfortunately, at least on the PC version where I play, it’s becoming much more common. When I first played the game in early August, I didn’t encounter a single cheater. And for the first couple of weeks or so that continued to be the case; the thought never occurred to me that cheating would even exist in a game like this. But in the last couple of weeks cheating has become commonplace. I would guess that roughly one in five games I play now has at least one cheater; some have several.

I don’t pretend to understand the technical side of how the cheats and exploits work, but in-game they appear to give characters the ability to move very fast, fly, and even clip through obstacles and scenery. This gives cheaters a massive advantage, and I’ve played some racing rounds where one or two cheaters were able to qualify before everyone else had even got past the first quarter of the course. This has been going on for some time, and it clearly hasn’t been fixed or patched out yet, but it should be a priority.

When an online game becomes plagued by cheaters, it becomes offputting for everyone else. What’s the point in continuing to progress through the rounds to make it to a finale when you know you’re going to lose to a cheater who can fly all the way to the top of the mountain before you’re even a quarter of the way there? Or who can levitate over the course while everyone else has to hop from tile to tile? There’s no fun in that! And it’s going to result in people no longer wanting to play.

There are other issues too, most notably lopsided teams in some of the team games. I made note of this when I put the rounds in a ranked list, but some of the team games can be horribly uneven. Even a single extra player can provide teams with a huge advantage in some cases, and while the patch notes for a recent update claimed to have fixed the problem, I’ve continued to see unbalanced teams often.

It can be frustrating to play a heavily one-sided team game.

Some rounds need tweaking too, at least from my experience. Perfect Match – a game that involves memorising tiles to avoid falling – routinely ends with hardly anyone being eliminated, and despite the fact that it’s a very enjoyable round, surely something’s got to change there. Likewise Roll Out, which is another round I have a lot of fun with, can take forever as it just isn’t that difficult, meaning it takes a long time to eliminate the right number of players. Better to fix the current rounds than work on a bunch of new ones, right?

Though the server situation has improved massively since the game’s launch, there are still disconnects and failures to connect to contend with. It can be very disheartening to make it all the way to the finale only to get disconnected from the server!

I don’t want to just attack Fall Guys. This is developer Mediatonic’s first big hit, and I genuinely want the game to continue to be the roaring success that it has been this month. According to sales reports, the PC version alone has sold over seven million copies! That’s an astonishing accomplishment for any game, let alone one developed by a small studio. It would be such a shame to see that hard work undone if players are driven away by cheating and other unfixed issues.

Preparing a big update – or “season” – as we head into the autumn does make sense for a business perspective, and I understand that Mediatonic and publisher Devolver Digital recognise they’ve got a hit on their hands and want to keep players engaged. But I’d caution them by saying this: new content will only achieve that objective if players believe that games are fair and that the rules apply to everyone. If cheating continues to run rampant, and cheaters continue to get away scot-free, it won’t matter how much new content is available because there’ll be no one coming back to play it.

Staying ahead of the curve when it comes to stamping out cheating and exploits is part of the job for any company that wants its multiplayer title to be a success. The moment an exploit or cheat is identified it needs to be patched out; Fall Guys has only released a couple of patches since launch, and by now they must know how players are able to exploit the game to fly, move quickly, clip, etc. Quicker fixes for cheats is a must – and any player found cheating needs to be permanently banned from the game.

New cosmetic items are great and all, but preventing cheating would be better.

The most successful online games take a tough stance on cheating. It’s a shame that it exists, that there are people so scummy as to cheat in a game like this. But not understanding it or taking a dim view won’t make it go away, and with the PC version of the game not even using player’s gamertags/Steam names, identifying cheaters to report them to the developer is even more difficult for regular players. Mediatonic and Devolver Digital need to step up – they’ve got a hit on their hands, but they’re in danger of losing it.

Focusing on bringing out new content while these issues still exist feels wrong. Players who’ve had their fun ruined by cheaters are well within their rights to ask why the growing problem doesn’t seem to be getting the attention it warrants, and while it’s absolutely fair to say that a developer can do two things at once, the messaging and marketing trying to hype up Season 2 is in danger of becoming a bit of an own goal from a PR perspective.

Here’s hoping that cheating can be stamped out, and other issues tackled, so we can all get hyped up for Season 2 and the new content it will bring. I’m looking forward to it – but I’m also increasingly worried about some of these issues.

Fall Guys is out now on PC and PlayStation 4. Fall Guys is the copyright of Mediatonic and Devolver Digital. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Lower Decks review – Season 1, Episode 4: Moist Vessel

Spoiler Warning: There are spoilers ahead for the first four episodes of Star Trek: Lower Decks, and for other iterations of the Star Trek franchise.

Last week’s episode, Temporal Edict, was fantastic. I had a great time with that story – as I’m sure you could tell from my review – and I especially enjoyed seeing Ensign Mariner step up and start being more of a protagonist I could get behind. I was optimistic and even excited for this week’s episode after what I saw last time, and although Moist Vessel started with a scene that got me worried Mariner would wholly regress back to being vain, selfish, and annoying, I was pleasantly surprised with another largely enjoyable episode.

Even now that we’re four weeks into Season 1, there’s still no news regarding an international broadcast. Practically nobody outside the United States and Canada is paying any attention to Lower Decks any more, and what was probably Star Trek’s best opportunity since the 2009 reboot to reach out to new would-be fans has been thoroughly wasted. It’s such a shame to see the hard work put in by Mike McMahan and the rest of the team behind the show being squandered by ViacomCBS in what has to be one of the worst business decisions in Star Trek’s recent history. As I predicted, Lower Decks is being heavily pirated practically all over the world, reducing its value in a packed market – assuming ViacomCBS still hopes to sell the international rights. With no one at the company even acknowledging Star Trek’s international fans, and with no information as to when or even if the show will get an international release, piracy is quite literally the only option for fans who don’t want to miss out.

But of course I’d never sink so low! As you know, when it became apparent that Lower Decks wasn’t going to be coming to the UK I had no choice but to up sticks and move to America. I’m relaxing in my home in northern California as we speak, looking out on the Blue Ridge Mountains in Yellowstone National Park. Tomorrow I’m going to take a short drive to Atlantic City to sample the famous New England cuisine. I can hardly wait!

This is undeniably my house. It’s in the United States, of course. That’s where I definitely am.

As I indicated at the beginning, Moist Vessel begins with another scene in which the humour was supposed to come from Mariner’s selfish “I-don’t-care” attitude. And as I’ve covered several times already, those moments generally don’t work for me. I find that side of her character childish and rude, and the attempted humour derived from that isn’t my thing – at least not in a Star Trek setting.

A scene in the Cerritos’ briefing room introduced the first major Tellarite character to appear in Star Trek for a very long time – Captain Durango of the USS Merced. The Cerritos and Merced will be working together on a mission to tow a long-lost “generation ship” that contains a previously-unknown kind of terraforming fluid.

Mariner isn’t a good source of humour in moments like this, when the entire “joke” is centred around her selfishness.

I liked this setup; it felt very “Star Trek”. Bringing in a second minor ship – the Merced appears to be a California-class like the Cerritos – was a nice touch too, and allowed the rest of the story to work better than if we’d just been following the Cerritos. Animation as a format allows for more variety and versatility than live-action in a lot of ways, and including a second ship is much less of an expense in an animated series than it would be in a live action show. In a way I’d have liked to see the Merced as a different starship class; as I noted in the finale of Star Trek: Picard, having lots of identical ships doesn’t look as good as having varied styles. But that’s just a minor point really.

The generation ship was massive, far larger than the Starfleet ships. And it wasn’t made obvious which species it belonged to – it’s possible the crew of the Cerritos didn’t know either. It’s clear that the generation ship had already been discovered and explored by a previous Federation crew; the Cerritos and Merced are just there to tow it back to Starfleet. This ties in with Lower Decks’ premise of following an unimportant ship, but was done in such a way as to still give the crew a genuine adventure.

The scale of the generation ship was impressive.

After the title sequence, Mariner is getting another well-deserved dressing-down from Captain Freeman; her mother. When we learned at the end of the premiere that Freeman and Mariner were mother and daughter it was surely only a matter of time until that fact became relevant, and here we get to see the first real interaction between them. As happened in either the first or second episode, I was wholly on the side of the officer giving Mariner a stern telling-off, despite her being the show’s supposed protagonist.

Mariner’s anti-authority streak has a distinct feel of teenage rebellion, which is compounded in this scene by the fact that it’s her own mother that she’s in trouble with. Perhaps that kind of character appeals to, well, teenagers and children, but it’s a trait I find particularly annoying in Mariner. I was hoping after last week’s episode she may have turned a page, but this scene – complete with sarcasm, whining, and a Vulcan salute delivered in the way one might flip the middle finger – was Mariner right back where she’d been. I was disappointed by this, though she would regain some of her standing from last week via her actions later in the story.

Mariner gets scolded like a misbehaving child.

Captain Freeman is upset, and along with Commander Ransom hatches a plan to force Mariner to request a transfer – giving her the worst jobs on the ship. Ransom allows his captain to take credit for what had been his idea – I got the impression that’s something he does a lot. He seems to know how to deal with Captain Freeman, and while he had seemed to take a shine to Mariner last week, it’s clear where his loyalties lie.

The second-in-command coming up with an idea that the captain pretends or thinks is their own is a pretty common trope, though, and while it was okay as a one-off joke, I’m not sure how well it works for Freeman’s character. We know her as a pretty strict captain with ambitions for her ship and crew, and to show her as vain or easily manipulated like this makes her far less relatable and likeable. Neither of which are good things.

“That’s why you’re the captain!”

The ensigns are given their assignments in the next scene. Boimler would be absent for much of the episode, but was present here briefly. As Ransom and Freeman had planned, Mariner is given the worst jobs, though Rutherford initially seems unhappy with his – he wanted a different kind of calibrating.

This sequence sets up the B-plot, which this time focuses on Tendi. She’s given the opportunity to witness an “ascension” – a seemingly human crew member is going to ascend to become a “being of pure energy”. Rutherford compares the process to becoming a Q or being the Traveller (from The Next Generation), and though Tendi dismisses those comparisons it seems like a fairly similar process.

Tendi expresses her excitement to Rutherford.

Along with Boimler, we won’t see much of Rutherford until near the end of the episode; Moist Vessel follows Mariner and Tendi’s stories much more closely. And that’s okay, many Star Trek episodes focus on a particular character or group of characters, and we’ve spent time with Boimler and Rutherford before, and surely will again.

When trying to make a comedy series like Lower Decks, it must be hard to give each character a fully-rounded personality while still keeping open possibilities for jokes and humour. In the next scene, Tendi is at the ascension ceremony when she becomes distracted and ultimately disrupts the proceedings in what was an incredibly slapstick sequence. I don’t mind slapstick, visual comedy, but in a similar way to making Captain Freeman easily-manipulated, oblivious, or someone who takes credit for her officers’ ideas, turning Tendi into a bumbling idiot wouldn’t have been my choice.

Tendi ruins the ascension ceremony.

Tendi doesn’t appear to have done any research or read her assignment brief, as she turns up late (the ceremony was already in progress) and doesn’t know what to do or even whether she’s supposed to observe or participate. But then, midway through, she becomes distracted and wanders off to look at an object in the room – this is what leads to the slapstick falling over and ruining the ceremony. I could excuse accidentally knocking something over, but the way she put herself and her own interest in the gong ahead of everything else that was happening was selfish and childish – something we might have expected from Mariner, but not Tendi.

Keeping each of the four ensigns’ characters and personalities distinct is a pretty basic expectation, and the fact that Lower Decks is an animated comedy series may lower the bar in some ways, but it doesn’t work as a catch-all excuse for everything. And in this scene, Tendi seemed to act way out of character; this would have been an acceptable (but still silly) storyline for Mariner. Boimler has been established as the “by the books” anxiety-riddled nerd. Rutherford is the workaholic who loves even the most tedious of tasks in engineering. Mariner doesn’t care about Starfleet. Tendi doesn’t really have a personality yet, and this was a good opportunity to show off what she could be. Instead we got her dumped into a sequence that didn’t seem to fit, and while she wasn’t exactly Mariner 2.0, she wasn’t her own character either.

This sequence with Tendi wasn’t my favourite.

The ceremony, and Tendi messing it up, was really just the setup for what would be the B-plot of the episode, though, and if I’m being charitable I guess I could say I can see why the audience might have found it funny on a visual level. I liked that Tendi tried to replicate more sand for the sand-design that she ruined; that was an amusing moment.

Boimler and Mariner are up next, and he’s teasing her about being assigned the worst jobs while he gets a (comparatively) better one. Boimler seems to have picked up some of Mariner’s traits as well, as he repeats the sarcastic Vulcan salute that she used earlier in the episode. Mariner telling him it doesn’t look cool when he does it, only to admit a moment later that it did was a pretty funny joke, and I certainly cracked a smile at this point. Mariner and Boimler can work well as a duo provided their bickering stays on the friendly side and doesn’t cross over into anything mean-spirited. In this instance I think they stayed on the right side of the line.

Mariner, dejected about her duties, and Boimler.

The next sequence showed Mariner undertaking the various dirty jobs on the ship, including cleaning out the holodeck filters (yuck), applying grease to a turbolift, and phasering carbon from a carbon filter. I’ll excuse the fact that these tasks could be performed by robots (even today, in some cases) because we were always going to get moments like this. It didn’t harm canon and it wasn’t immersion-breaking; in many ways, this is what Lower Decks promised to be about. We were going to see unimportant crewmen performing unimportant tasks on an unimportant ship. The sequence was great; it had some comical moments and I enjoyed it.

At the end, though, was a moment that didn’t work particularly well. As Mariner turns her final task – cleaning the carbon filter using a phaser – into a fun game and seems to be enjoying herself, Ransom spots her. He reports back to the captain that Mariner is “finding little ways to inject joy into otherwise horrible tasks”. It was incredibly on-the-nose for a character to say aloud; the audience saw Mariner doing that firsthand, so we didn’t need to have it explained in such an obvious way. It felt pretty patronising, as if the team behind the series didn’t trust the audience to understand what was going on.

Did Ransom really need to say out loud that Mariner was having fun right after we’d seen this sequence?

Tendi is trying to make up for her earlier mistake, as she feels awful – so she’s definitely not Marinier after all! It was pretty funny that the lieutenant who was supposed to be so calm and zen that he was on the verge of ascending from this plane of existence became very grumpy and annoyed with Tendi, and this being played for laughs worked pretty well – at least the first time it was done.

The storyline between these two characters was kind of a cliché though. Someone trying to make up for a mistake while the person they wronged wants nothing to do with them has been done and overdone in countless comedies and dramas over the years, played both humorously and straight, and nothing about Lower Decks’ take was original or innovative. It was fine, and there were some funny moments, but it wasn’t spectacular.

Tendi spends much of the episode trying to make up for her mistake.

Freeman and Ransom are still scheming about how to get Mariner to request a transfer off the ship. From Freeman’s conversation with Mariner’s dad in the premiere, it sounded like her parents had an understanding that one of them would keep an eye on her on her Starfleet postings – and I would suggest that perhaps the only reason she’s still employed as an ensign is because they’ve been intervening on her behalf. So it seems to run counter to that conversation that Freeman would now be plotting to get her removed from the ship.

Interestingly, my (totally legal) version of the episode had one word censored when talking about the holodeck filters. I assume this was done on CBS All Access, perhaps it was deemed too raunchy for TV? Regardless, Freeman hits on the perfect solution. She’s found the thing Mariner would hate even more than the dirty, disgusting jobs: being promoted.

Mariner does not want a promotion!

This scene, in which Mariner is promoted to lieutenant, kicks off what I guess was supposed to be the C-plot of the episode. Boimler, who was cleaning the conference room while Mariner was receiving her unwarranted promotion, decides that he needs to be a rule-breaker like her in order to get ahead in his Starfleet career. But in what was a busy episode there wasn’t enough time for this to play out, and it’s pretty clear that trying to run three storylines each featuring a main character is too much to cram into an episode barely twenty minutes long. Boimler’s sub-plot added nothing, and was a blink-and-you’ll-miss-it thing anyway, taking up practically no screen time.

Star Trek shows of the past have rarely tried to have three or more stories on the go at once, and they were all using far longer episodes. It was never going to work, and it’s a shame in a way because the idea of Boimler trying to put on a Mariner-esque persona could have been funny (so long as it was clear he wasn’t committed to being a selfish jerk). But it feels totally wasted here, and if this was the one attempt this season to try that concept, it’s a shame. Maybe it will be revisited in more detail in another episode, though.

Boimler’s reaction to Mariner’s promotion. His story had potential but there was simply not enough time in the episode to do it justice.

Should we talk about nepotism in Starfleet? Because Moist Vessel seems to suggest that the practice is possible and relatively easy to get away with. We’ve seen situations before in which an arguably undeserving character is given a position aboard ship (I’m looking at you, Wesley Crusher) simply by having a good relationship with the captain, so it isn’t wholly without precedent. However, it raises some alarming questions about elitism within the organisation. Starfleet has usually been presented as meritocratic, but if Freeman can promote Mariner – her own daughter – when she’s clearly undeserving, presumably any captain or admiral can do the same to their relatives? It’s definitely worth considering the implications of this, I think.

I keep saying that we need to treat Lower Decks as an animated comedy first and a Star Trek show second. And it’s true, the show works way better when putting canon and the minutia of the franchise to one side. But moments like this raise questions, and because Lower Decks is officially part of canon and in the same timeline and universe as all the other series, sometimes it’s hard to avoid comparing the way Starfleet is presented here with how it’s been presented elsewhere. Perhaps the topic needs looking at in more detail; I’ll add it to my writing pile!

Sometimes it’s not what you know, it’s who you know…

A montage goes on to show Mariner not enjoying her time as a lieutenant, and some of the activities we might’ve enjoyed seeing the senior officers engaged in in other Star Trek shows are clearly not to Mariner’s taste. Some of these – like the poker game – were little references to past iterations of Star Trek, which I appreciated.

Tendi is explaining to Rutherford how she’s trying to make up for her mistake, and while he’s sympathetic and clearly a good listener, he doesn’t put much stock in her plan. She seems to think she can get the lieutenant – named O’Connor – back on track with his ascension by studying spirituality, but Rutherford is a voice of reason telling her it doesn’t work like that. Tendi is not dissuaded, however, and rushes off with her collection of books. She leaves her unfinished lunch to Rutherford who seems excited that she left her pudding; I’m sure this was a reference to something – but I have no idea what!

Though I’ve no idea what this moment was about, it surely will have made sense to some viewers.

Mariner has received new quarters to go along with her promotion, and Boimler visits her. This furthers the underdeveloped C-plot that we discussed earlier, and it really feels like a way to force Boimler into a story which offered no organic role for him.

In Engineering, Tendi is trying different spiritual techniques to help O’Connor ascend, and as I said this storyline started leaning heavily into the trope of one character trying to help and the other not wanting their help. It was fine, but not particularly funny or interesting from my point of view. O’Connor being so grumpy and annoyed when he’s supposed to be on the verge of ascending due to his calmness and composure was funny the first time, but that should’ve been a one-time-use joke, and building this whole story around it stretched it past breaking point.

O’Connor shouts at Tendi in engineering.

When Mariner and Freeman had their next scene in what looked like a lounge or perhaps the captain’s ready room, Mariner was close to cracking. She clearly hates the role of a senior officer, along with all of the “boring” things they have to do – like attending a birthday party for Commander Ransom, who will apparently play the guitar. Despite that, she is unwilling to admit defeat and request a transfer. This scene had perhaps the funniest one-liner of the episode, too. When Freeman says she’s doing what she needs to do, and “it’s called being a captain”, Mariner hits back with “no, it’s called being a dick!” That definitely won a laugh from me.

In the next scene, there’s a contrivance to suit the plot. It’s not worth getting too worked up over – animated comedy first, Star Trek show second, remember? – but Captain Durango moves the Merced closer to the generation ship, believing he should be in that position as its “his” mission. Moving out of formation ruptures the generation ship’s hull, spewing out the terraforming liquid. Because the liquid transforms everything it touches, whole sections of the Merced are affected, disabling the ship in an instant.

The USS Merced (left) is disabled after being hit with the terraforming liquid.

The Cerritos is soon affected too, as the terraforming liquid is drawn to the ship along the tractor beam. On the bridge, Commander Ransom ordered an evasive action, but it was too late. Across the ship, various crystals and plants emerge, transformed from the ship’s own hull and material. I love the way the terraforming liquid works – it’s something we could have absolutely seen in past iterations of Star Trek. The idea of the ship itself being transformed harkens back to Masks, from the seventh season of The Next Generation, where something similar happened to the Enterprise-D.

From here, the story follows two pairs of characters – Freeman and Mariner, who had been together when the crisis occurred, as well as Tendi and O’Connor. Both pairings put together characters who had been antagonistic to each other earlier in the story, and this concept can work very well. We’ve seen Star Trek stories of the past do similar things; one example that comes to mind is the episode Disaster, from the fifth season of The Next Generation. Disaster made my list of ten great episodes from that show, as it’s one I really enjoy.

Freeman and Mariner will have to work together…

The terraforming liquid has also introduced large volumes of water to parts of the ship – including engineering, where Tendi and O’Connor are. Just as Freeman and Mariner will have to put aside their disagreements to work together, so too will Tendi and O’Connor. No one seems to know what to do amidst the chaos to save the ship, but Freeman and Mariner both come up with the same idea – and it turns out that Mariner had read the mission brief after all. Tying in with last week’s theme of Mariner stepping up when the ship and crew need her to, this worked so well.

When the episode began with Mariner having seemed to regress, I was concerned that Lower Decks was going to continue to use her selfishness as one of its key points of humour, and as I keep saying, “Ensign Rick Sanchez” just doesn’t work for me in this Star Trek setting. But I’m glad that she once again proved she isn’t just interested in herself, and that despite proclaiming boredom and lack of interest at the way Starfleet operates, she still does the work – including reading the brief.

Tendi and O’Connor in a flooded and overgrown engineering.

Both pairs of characters overcome their differences thanks to the chaotic situation. Tendi realises that her desperation to help O’Connor is motivated by a desire to be liked by everyone on the ship, while Mariner’s dislike of her mother and authority seems to come from being treated like a child and smothered. In Mariner’s case, I have to say I’m still kind of on the captain’s side – Mariner does undeniably behave like a bratty teenager, and if I were responsible for someone who behaved that way, I’d certainly treat them accordingly.

However, this sequence was really interesting from a character point of view, and we got to see the mother-daughter relationship in detail. Freeman and Mariner are more alike – especially in terms of how stubborn they are – than either would be willing to acknowledge. Both are also – in their own ways – dedicated to their friends and crewmates, and while Mariner might sulk at the notion of spending an evening at Ransom’s birthday party while he plays the guitar, she wouldn’t let him down if he needed her help. This side to her character goes a long way to making up for her attitude, and after the last two episodes showed this, I have much more respect and admiration for Mariner and her abilities.

Freeman and Mariner tunnelling their way through the partly-terraformed ship.

The dichotomy in Mariner has always been that she’s perfectly capable officer, but she has such a bad attitude and a selfish streak that she doesn’t make use of her talents. The past two episodes have put her in situations that required her to step up, and this has been great news for her character – it’s made her far more likeable and relatable, which are qualities a protagonist needs to have. I just hope these traits stick around for the rest of the season and aren’t lost as the show retains an episodic approach to storytelling.

Lower Decks’ episodic nature, though, has been in many ways a welcome reprieve. Television storytelling in recent years has become all about serialised stories, season-long arcs, and the like. Star Trek shows of the past – especially prior to the Dominion War arc in Deep Space Nine – took this much more episodic approach, and in that respect, Lower Decks feels like a return to that kind of Star Trek story. The downside, as I suggested, is that we can go from what feels like a genuine character arc to a regression in the next episode if that transformation doesn’t stick!

Still digging that tunnel…

After their journey to the environmental control room, Freeman and Mariner are able to reverse the transformation – thanks to some very Star Trek-y technobabble! They even shared a hug as the terraforming was reversed, in what was a very sweet moment.

After Tendi managed to use an exploding pod to drain the water from engineering, saving her and O’Connor’s lives, he returned the favour by saving her life when a large crystal or rock fell from the ceiling. Doing so helped him find his centre and his composure, and he was finally able to ascend – though it looked very painful! This was another joke that dragged just a little too long, in my opinion, and the humour wore off by the time O’Connor was finally fully ascended. But that’s just personal taste, and for many animated comedy fans I think it would be right in line with what they like.

O’Connor’s painful ascension.

It wasn’t possible to use the same process to reverse the damage done to the USS Merced, which seems to have been more severely damaged. However, Mariner and Freeman were able to use the Cerritos’ transporters to beam the Merced’s crew to the generation ship where they’ll be safe – and I liked their shared joke about dumping the boring Captain Durango with the mummies and fossils!

Freeman gets a little over-excited, thinking that this concordance with Mariner may last. It won’t, of course, and the idea that the mother-daughter team will work this closely going forward was put to rest pretty quickly! Despite how well it worked here, Lower Decks’ fundamental premise means we won’t be seeing it happen any time soon.

Mariner and Freeman share a hug.

With Tendi having made her peace with O’Connor and him having ascended, all that was left for the episode to do was reset Mariner’s status in time for the next story – and by insulting an admiral in front of the captain, she was demoted back to ensign and rejoins her crewmates in their shared living space.

Tendi isn’t quite as okay with not being liked as she thought, though; she presses Rutherford to tell her who else aboard the Cerritos doesn’t like her when he suggests there may be others besides O’Connor. Boimler is upset that Mariner got everything he wanted – i.e. the promotion – but rejected it. But Mariner is back where she she’s happiest, and I think we can agree that (if she belongs anywhere in Starfleet) she belongs there.

Mariner is back where she wants to be.

So that was Moist Vessel. Another slow start, perhaps, but another solid and enjoyable episode followed after the opening titles. It was nice to get to spend more time with Tendi, even though at the beginning of her story she felt a little out of place. She grew into it, though, and by the time the ship was in peril she had firmly established who she was and how she was going to react. In that sense, this episode laid the groundwork for establishing Tendi as more than someone who’s just wowed by everything in Starfleet because she’s new.

Mariner once again stepped up to be the officer we know she can be. I could certainly leave behind the attitude and the brattiness, but if she continues to demonstrate that she’s a decent person underneath it, I’ll put up with it. Boimler’s storyline was a waste in Moist Vessel, though, and added nothing whatsoever. I’d like to see this angle explored again – the idea of Boimler trying to be more like Mariner – because I think it has the potential to be both funny and interesting. Unfortunately in an episode barely twenty minutes long there just wasn’t enough time to dedicate to it; it really needs to be the focus of half an episode or more to work effectively.

Boimler’s story needed more time.

At time of writing I don’t believe a title for episode 5 has been announced. Perhaps that’s to avoid spoilers, or perhaps it’s something that will be coming imminently. Either way, Lower Decks is off to a good start and I’m very much looking forward to next week’s offering. I hope you’ll check back afterwards for my review; I’ll be looking at every episode this season as they air.

Star Trek: Lower Decks is available to stream now on CBS All Access in the United States. No international broadcast has been announced. The Star Trek franchise – including Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A look at Project 4K77

A lot of Star Wars fans haven’t seen the original Star Wars. Oh sure, they’ve seen A New Hope, but not the original film as it appeared in 1977 and the years after. In the late ’90s and early 2000s the original film was edited – heavily, in some places – and given the “Special Edition” monicker. It’s this version of the film that’s been the only one available to watch on DVD, Blu-ray, and streaming platforms ever since. So as I said at the beginning – many Star Wars fans haven’t seen the original film.

Even I hadn’t until recently. I’d been lucky enough to see the pre-Special Edition cut on VHS in the early 1990s, but even that version of the film had at least one significant edit – the title. In 1977, Star Wars was just Star Wars. A New Hope was the revised subtitle given to the film after the release of The Empire Strikes Back in 1980, which was also the time it was retroactively declared “Episode IV”. So even I hadn’t seen the original theatrical version!

In one of the most notorious changes made in the Special Edition of A New Hope, Greedo shoots at Han Solo in the Cantina.

The subtitle doesn’t really bother me. I tend to refer to the first film in the series as Star Wars anyway, unless discussing the wider franchise. Then it becomes necessary to differentiate the first film – just like how Star Trek can be called The Original Series. But what does bother me – at least a little – are many of the other edits and changes.

In a way, I can appreciate what George Lucas was trying to do. In 1977, a combination of budget and technical limitations meant that some of his ideas for how scenes could look had to be curtailed, and with the unlimited resources thrown his way in the late 1990s and early 2000s, he evidently felt he could bring the original films more in line with his vision by using CGI.

The opening crawl from the original theatrical version of Star Wars. Note the lack of a subtitle – the film was not called A New Hope in 1977.

The problem is, of course, that CGI in the late ’90s was pretty crap. Heck, CGI can be janky even today – just look at the catastrophic Cats film from last year for an example of that. The result of Lucas’ edits to Star Wars is that the film is, at best, a visually weird mix of poor-quality CGI and the original practical effects. At worst, the crappy CGI can be totally immersion-breaking.

There have been numerous other edits to Star Wars, including when it recently arrived on Disney+. Some fans noted that the currently-available version on both Blu-ray and streaming looks darker and washed-out, as if a filter has been applied.

CGI Stormtroopers, creatures, and ships in the Special Edition.

So what is Project 4K77? It’s a fan-made remaster of the original theatrical release of Star Wars – the 1977 version, digitally transcribed and available to watch in 4k resolution. None of the Special Edition features are included, and there are two versions – with and without digital noise reduction, which can help clean up the old film grain, but at the expense of not being as “pure”. The title is simply a reference to the fact that the finished version is in 4K resolution, and that the original Star Wars was released in 1977. Hence, Project 4K77.

It’s worth noting that the project is completely unofficial and unsupported by Lucasfilm or parent company Disney. The completed film exists in a legal grey area – it’s a copyrighted work, wholly owned by Disney and Lucasfilm, but the team behind Project 4K77 argue that the original version of the film has been abandoned by its parent company and thus is fair game. Big companies like Disney often jump on fan projects as they become aware of them; Project 4K77 has been out in the open since at least 2018, when the finished remaster of Star Wars was released, and in the two years since nothing bad seems to have happened and the website is still online. Perhaps Disney and Lucasfilm simply don’t care – I can’t imagine they’re unaware of the project after two years. But if you’re desperately worried about things like copyright, you should be aware of its status. The people behind the project also say that they expect everyone who downloads it to already own at least one copy of the film through official means.

The original version (top) and Special Edition revision (bottom). Note the difference in colour temperature and lighting for Obi-Wan and the two lightsabers in particular.

I have great admiration for anyone who takes on a big project and sees it to completion, but these fans have gone above and beyond. They’ve worked on this project basically for free in their spare time, and the result has been a complete restoration of the original film. Return of the Jedi has been remastered too, under the title Project 4K83, and The Empire Strikes Back is supposedly still being worked on. The expression “labour of love” can be thrown around very casually sometimes, but it absolutely fits here. There’s no other way to describe what these fans have accomplished.

Star Wars is in an unusual place as a piece of film history. It’s a classic film that spawned an entire franchise, but unlike many other classic works of cinema, the original film that accomplished so much has, in effect, been out of print for decades. When considering other comparable works, even within the sci-fi and fantasy genres, that hasn’t happened before. Alien, Star Trek: The Motion Picture, and even films like Flash Gordon can still be found and watched in their original forms. Star Wars can’t – or it couldn’t until recently.

This scene – featuring a crap-looking CGI Jabba the Hutt – wasn’t even included in the pre-Special Edition cuts of the film.

I don’t think it’s possible to understate the importance of what Project 4K77 has done. When future historians come to look back at late-20th Century cinema, there was a real risk that one of the most important works in the sci-fi/fantasy genres would only be available in a reworked, heavily-edited form. Thanks to this project, that’s no longer the case. The original film has been preserved in its original form, and the importance of that is profound.

While we may look at Project 4K77’s remastered Star Wars as an interesting curiosity, it’s so much more than that. And not only for Star Wars fans like myself who hasn’t seen the film in this form – but for countless current and future fans of sci-fi/fantasy and cinema in general. It’s a piece of history, and I’m all for the preservation of important historical documents and artefacts – by whatever means necessary!

Luke’s X-Wing in its original form – a physical model, not a CGI creation.

If you’re going to go looking for a copy, I daresay you’ll be able to find it through the usual methods for acquiring such content. But bear in mind the file size is particularly large – it hasn’t been compressed in any way. I watched it on my television – a 4K display, but just an LCD one, nothing special. On an OLED display it would look stunning, I’m sure – and even better if you have a proper home cinema setup with a 4K projector and screen!

The more copies of Project 4K77 that exist out there in the wild, the greater the chance it will survive long-term, which is important for the reasons discussed. But it’s something I feel every Star Wars fan needs to see at least once; this is where the franchise truly began. Everything that’s happened since in a galaxy far, far away is built on the shoulders of this film – and in particular, this version of the film. It’s a piece of cinematic history that George Lucas tried to bury. Fans decided not to let him, and Project 4K77 is the result.

The Star Wars franchise – including Star Wars and the rest of the original trilogy – remains the copyright of Lucasfilm and Disney. Project 4K77 is unofficial, and it’s your responsibility to stay on the right side of copyright law. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trekkin’ – a number one hit!

Here in the UK, we have a long tradition of supporting what are politely termed “novelty” songs. That is, songs which are just plain silly. We’ve seen number one successes for such titles as John Kettley (Is A Weatherman), Ernie (The Fastest Milkman in the West), and the dreaded Crazy Frog… which still gets stuck in my head sometimes! There was also a successful campaign a few years ago to get hard rock band Rage Against The Machine a Christmas number one hit to protest the success of televised talent shows like X Factor and Pop Idol. And more recently there was a charity song called I Love Sausage Rolls, which was a parody of the song I Love Rock n’ Roll.

So you’ll believe me, then, when I tell you that there was a novelty song about Star Trek that was a number one hit in 1987. You do believe me, right?

This was a real song. About a real weather presenter.

Star Trekkin’, by a band called The Firm, actually has an interesting story behind it – at least according to the people who created the song. In the early 1980s, The Firm had been a one-hit wonder with another novelty song, but hadn’t made any new music for several years. One of the musicians was involved in an English Civil War re-enactment, and while sitting around the campfire dressed up as a Roundhead or Cavalier, overheard another member of the re-enactment society strumming an old song but reworking it to include a couple of lines from Star Trek – “there’s Klingons on the starboard bow” and “it’s life, Jim, but not as we know it”.

Inspired by what he’d heard, he asked his fellow re-enactor if he’d be willing to record his version of the tune, and he did. It took some time, but eventually the band found out who “wrote” the lines that had been included in the song, and after making a number of changes, recorded their own version. The members of the band came back together for the song, and each of them recorded a line in the style of one of five Star Trek characters – Spock, Uhura, Kirk, McCoy, and Scotty. It was actually the wife of one of the bandmates who voiced Uhura.

The song was – perhaps understandably – rejected by several record labels. According to the story they took one look at it and turned it down hard. But the members of The Firm were convinced they had a winner, and at their own expense funded an initial release of 500 copies – the source I have says they were on vinyl, but it seems more likely to me they would have used cassettes in 1987 to make recordings cheaply. That’s a bit of a mystery. But we’re off-topic.

The cover.

After sending a number of the copies to radio stations in the UK, the song blew up. The first week it was released it peaked at a lowly 74 in the music charts, but soon rocketed up all the way to the coveted number one spot. It’s hard to think back nowadays, but until a few years ago the music singles chart was a much bigger deal than it is today, especially here in the UK. Having a number one hit was an astounding achievement for a group of amateurs!

But the saga wasn’t over. A number one hit meant that the band would need to appear on Top of the Pops – a weekly television show where the chart-toppers of the week were performed live (or lip-synced). The Firm felt that appearing in person would “ruin” Star Trekkin’ – seeing the people behind the silly, repetitive hit would rob it of its humour. So they decided to produce a music video… in less than a week!

After attempts to create a video with puppets were shot down by the high cost and length of time required, the band hired an independent animation studio – which was really just a handful of students – to make a claymotion video to accompany the song. The resulting video was completed with just hours to spare, and was shown on that week’s Top of the Pops as planned.

The bridge of the Enterprise in the music video.

The video adds to the song’s weirdness. The characters are made from potatoes with claymotion mouths, there are aliens made from papier-mâché, and at one point the Enterprise appears to be made of sausages and pizza. The whole thing is completely bizarre, and has to be seen to be believed. Yet despite the amateurish way it was thrown together, Star Trekkin’ was a number one hit, and among some British Trekkies, retains a cult status even today, some 33 years later.

The song consists of a few lines from Star Trek – or misattributed to it by the writers.

Here they are:
“There’s Klingons on the starboard bow.” – Uhura
“It’s life, Jim, but not as we know it.” – Spock
“It’s worse than that, he’s dead Jim!” – Dr McCoy
“We come in peace… shoot to kill, men!” – Kirk
“I cannae change the laws of physics!” – Scotty

The line sung by “Spock” in the song is one frequently believed to have been spoken in the series, but that isn’t actually the case. In fact, it’s possible that the song itself is the reason why the line in that form is so often attributed to Spock (though that seems like a circular argument!) The voices are actually done very well – all of them (except maybe Uhura) sound like reasonable approximations of the characters, and it’s clear they put effort in to get their voices to sound that way! Other than those five lines, there’s the refrain “Star Trekkin’ across the universe!” And that’s it really. The song repeats those same lines, getting faster and faster until it ends. It’s wacky, unique, and kind of catchy.

Spock, as you probably never saw him before.

I remember owning Star Trekkin’ on cassette, and when I was on the bus going to school I’d keep the volume on my walkman low so that no one nearby would overhear and make fun of me! It isn’t the kind of song that I want to listen to all the time, of course – it can get annoying to say the least – but when I’m in the mood for some light-hearted Star Trek-themed weirdness, I’ll find the video on YouTube (or the mp3 on my PC, because you know I bought it for a second time in the digital era) and give it a listen.

Star Trek has been parodied and paid homage to on many occasions since the 1960s, including in song. But Star Trekkin’ has to be one of the strangest examples out there. It’s well worth a listen for any Trekkie who hasn’t heard it, and while I don’t promise you’ll enjoy it as a piece of music, you might just crack a smile. You can find the music video below. Enjoy!

The song Star Trekkin’ is the copyright of The Firm, and rights may be held by Bark Records, Bush Ranger Music, and/or Orchard Enterprises. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten games that I’d remaster (if I could)

A few days ago I looked at the possibility of a remastered Mass Effect trilogy. While unconfirmed, this project has been rumoured to be in development for at least the last six months, and while I could certainly consider the argument that we don’t need a remaster less than a decade after the trilogy wrapped up, it got me thinking about games that I really would like to see given a proper update for 2020.

When it came to choosing titles, I excluded anything from the last couple of console generations, as those are new enough – in my opinion – to hold up reasonably well in 2020. I excluded titles that have been remastered already, as well as one title (Super Mario 64) that has been the subject of intense speculation regarding a potential upcoming remaster. I considered a number of titles from the 1980s and early ’90s, but despite some good contenders, the titles I ultimately chose are all from the mid ’90s through to the mid 2000s. Remember that these are just my opinions; the list is subjective.

This list is just a fantasy. Some of the games below may one day be remastered, but others are so obscure that I may be one of only a handful of people who knew they existed even when they were new! So don’t get excited at the prospect of an impending remaster; if you must play a title on this list… I dunno. Try eBay?

Number 1: Star Trek: Generations (PC, 1997)

Data and Picard in stellar cartography.

When it comes to naming my “all-time favourite” game, I struggle. There are so many good video games that I’ve played over the years, and what I enjoy playing changes with my mood. That said, the PC game Star Trek: Generations has to be a contender. Part Doom-clone, part puzzle game, part tactical ship-to-ship combat game, featuring fully-voiced characters and some great sequences set in stellar cartography that I don’t even know how to categorise, Generations was a fantastic and incredibly well-rounded experience. It’s such a shame that it released way too late – several years after the film – and was overlooked by even the hardest of hardcore Trekkies.

A first-person away mission.

The main part of the game is a series of Doom-inspired first-person missions to various planets. Generations took a randomised approach – there are a number of planets that the villainous Dr Soran can visit, and which ones he travels to differs with each playthrough. All of the main characters from The Next Generation have their own missions, and the final act of the game lets players take on the role of Kirk. The story sticks to the film in the beginning and near the end, but diverges greatly in the middle during some of the away missions. It’s a fantastic title, and a few years ago I was able to track down a copy on eBay. I’ve been intending to replay it but haven’t got around to doing so yet.

Number 2: Jet Force Gemini (Nintendo 64, 1999)

Saving a Tribal in Jet Force Gemini.

Jet Force Gemini was a Nintendo 64 exclusive just before the turn of the millennium, and it was a fun sci-fi adventure in an original setting. The game gave players three characters to control: twins Juno and Vela, and their dog Lupus. An action/adventure title with some basic 3D platforming sections, the game had a slightly over-the-top story that involved saving teddy bear-like creatures and defeating a nefarious villain. Considering how many sequels and franchises exist right now in all forms of entertainment, Jet Force Gemini could offer something different – or at least something most players in 2020 haven’t experienced before!

Lupus the dog.

Developed by Rare, the game had weapons that could be upgraded as well as an open level design that was comparable to other Nintendo 64 titles at the time. Though it was included in the Rare Replay compilation a few years ago, no remaster – or even a sequel – has been attempted, which is a shame. If a title like Jet Force Gemini were to launch today it would undoubtedly spawn a whole franchise!

Number 3: Knights of the Old Republic I & II (PC & Xbox, 2003-04)

I talked about Knights of the Old Republic a few times during my playthrough of Jedi: Fallen Order, because some aspects of the two titles are comparable. I’ve made no secret of the fact that I didn’t enjoy the Star Wars prequels, and the first two films were especially bad. But in the aftermath of Attack of the Clones I got to have two of my favourite ever Star Wars experiences – these two games.

With all the discussion around a Mass Effect remaster, Bioware’s Star Wars game hasn’t been mentioned. But it should be – both Knights of the Old Republic and its Obsidian-developed sequel are phenomenal. The Star Wars franchise has struggled to break away from its original trilogy and characters for a long time, but Knights of the Old Republic took a genuinely original and interesting setting and told a story that took place millennia before the films. These games did wonders for the Star Wars brand at a time when two crap films had tarnished it, and playing them again but with the enhanced graphics of a title like Jedi: Fallen Order would be amazing.

(A KOTOR remake was subsequently announced in 2021!)

Number 4: Blue Stinger (Dreamcast, 1999)

Protagonist Eliot explores Dinosaur Island.

The only Dreamcast exclusive on this list was a bargain-bin find even at the time it was released! But that’s such a shame, because if you can look past the hammy dialogue and silly premise there’s a fun game hiding just beneath the surface. Blue Stinger didn’t pretend to take itself too seriously. Its dinosaurs-from-space apocalypse setting precluded that! But not every game – or every film – has to be dark and gritty; there’s plenty of room in the gaming realm for titles like this.

Fighting a monster.

What I liked most about Blue Stinger was the fact that the game offered a lot of customisation. Different outfits and different weapons for the multiple playable characters all contributed to making my playthrough feel unique, that I was having an adventure all my own. Few games at the time offered that kind of experience, and I appreciated it.

Number 5: Arx Fatalis (PC & Xbox, 2002)

An underground lair.

After playing and loving The Elder Scrolls III: Morrowind on the original Xbox, I was looking for another fantasy-inspired roleplaying game to play. There were a few such titles around, but after finding Arx Fatalis and seeing little more than the box art I was convinced it was going to be the next big thing. The PC version of the game – which I didn’t play – is generally considered to be better, as its spellcasting system involves using the mouse to draw symbols in the air. That extra sense of immersion must have felt great!

The magic system.

Arx Fatalis’ underground setting was amazing, with towns and settlements built into caverns, and I had a great time exploring the dungeons and caves of this unique world. There was a decent amount of choice, both in what quests I could take on and how to go about completing them. While Arx Fatalis arguably offered less than Morrowind, it was a solid and decent title nevertheless. Sadly it didn’t sell very well, partly due to being overshadowed by Morrowind, and remains in relative obscurity.

Number 6: Star Trek: The Next Generation – Future’s Past (SNES & Sega Mega Drive, 1994)

Riker, Worf, and Picard on the bridge of the Enterprise-D.

You knew that there was going to be at least one more Star Trek title on the list, right? Future’s Past (or Echoes from the Past if you got the Sega Mega Drive version) plays out like an extended episode of The Next Generation in a lot of ways, and there are things to do on the bridge of the Enterprise-D as well as on away missions. A team of up to four crew members – including both redshirts and major characters – can be assembled for away missions, and different combinations of characters can yield different results.

An away mission.

The away missions take a top-down view, making the game a kind of real-time tactics game as well as being a fun Star Trek adventure. Some of the game’s systems are quite in-depth for a mid ’90s title, and performing tasks like navigating the ship from one star system to another actually made it feel like you were a crewman on the Enterprise-D!

Number 7: FIFA 97 (Multiplatform, 1996)

Though the FIFA series had been running for three years by the time FIFA 97 arrived on the scene, it was the first iteration that I owned. FIFA 95 had introduced club teams after the first entry only featured national sides, but it was only available on the Sega Mega Drive. FIFA 96 was the first truly multiplatform release, and after the excitement of the 1996 European championships in England I was craving a football game to play!

FIFA 97 had a choice of indoor or outdoor stadia to play in!

Nostalgia is big in entertainment at the moment, as people look back fondly on the past. What could be absolutely fascinating to see, as a football fan, is a recreation of the various leagues and divisions as they were in the 1996-97 season, but with the graphics of modern FIFA titles. I think such a game would play on the nostalgia that football fans have for the players, stadia, and kits of their younger days, and if it were successful, there could even be a whole range of legacy FIFA titles going all the way back to the inception of competitive football leagues! Can you imagine a FIFA game set in the 1890s featuring clubs like Northwich Victoria, Glossop North End, and Small Heath? Maybe it’s just because I’m a history buff but I’d love something like that!

Number 8: Pirates of the Caribbean (PC & Xbox, 2003)

Ship combat in Pirates of the Caribbean was great.

Despite the name, 2003’s Pirates of the Caribbean has very little connection to the film series – the first iteration of which was released the same year. Though the Black Pearl makes an appearance, the story is really that of Captain Nathaniel Hawk, an original character. Hawk must put together a crew and then can sail across several islands in a shrunk-down map based on the Caribbean. There’s a main quest involving a war between England and France, and a number of smaller side-quests too.

The player character – Captain Nathaniel Hawk.

The popularity of titles like Sea of Thieves and Assassin’s Creed IV shows that gamers love a good pirate-themed title, and I think the under-appreciated Pirates of the Caribbean could work brilliantly in 2020. It had a fun and engaging story, and was a title that allowed a decent amount of player choice.

Number 9: Donkey Kong 64 (Nintendo 64, 1999)

The DK rap…

As I mentioned at the beginning, Super Mario 64 has been rumoured to be the target of a remaster. But the Nintendo 64 also saw the first 3D adventures of that other great Nintendo character – Donkey Kong. Where the Donkey Kong Country games on the SNES had introduced Diddy Kong and a couple of others, Donkey Kong 64 kicked things into high gear by having five playable characters.

Diddy Kong with his twin pistols.

The game is similar to both the aformentioned Super Mario 64 in terms of its 3D platforming as well as titles like Banjo-Kazooie, which was also developed by Rare. It had a multiplayer mode, well-designed and diverse levels, and while the plot was pretty basic it was a lot of fun. The game was re-released on the Wii U as a download title, but wasn’t remastered.

Number 10: Max Payne (PC, Xbox, and PlayStation 2, 2001)

Max duel-wielding his handguns.

Despite receiving two sequels and a feature film adaptation, no attempt has yet been made to remaster the original Max Payne. I’ve often talked about how Shenmue on the Dreamcast was my first experience with a game that felt genuinely cinematic – well Max Payne was the second such game I played. Gaming before the turn of the millennium was a lot of fun, but as an art form and entertainment medium, it hadn’t fully hit its stride. Many games had stories which were childish, over-the-top, or just silly; Max Payne was a classic detective/noir adventure that would have been just as at home on the big screen.

Taking out an enemy with a shotgun.

The story and even 95% of the gameplay would need absolutely no adapting; this is one game that just needs to be updated using today’s better graphics! The story is what makes Max Payne worth playing. Its sequels were fine, but nothing can top the original experience. Though the game’s signature “bullet time” has since been reused in many other titles in the years since its release, the story underneath the gameplay is still one that players today could enjoy.

So that’s it. Ten games that I’d remaster if I could. In the years since I got my first home console in the early 1990s – a SNES – I’ve been lucky to play many different games on a range of platforms. These are just a few that I’d love to remaster – if I had a studio, an unlimited budget, and a willingness to lose money!

This has been a fun topic, and it’s one I may revisit in future. I had at least ten more titles lined up that could have made the list, and with so many great games from the past, there’s no shortage of options! It was great fun to talk about some games of yesteryear that I enjoyed during the 1990s and early 2000s.

All titles listed above are the copyright of their respective developers, studios, and/or publishers. Some screenshots courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten character ideas for Star Trek: Picard Season 2

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1 as well as for other iterations of the Star Trek franchise.

I really hope Star Trek: Picard Season 2 goes ahead. With all of the delays and cancellations flying around in this unpredictable environment, and with California – where the show is filmed – being one of the worst-hit locales, I’ll be at least slightly concerned about the show’s future until I know for sure that filming has wrapped!

Regardless of events in the real world, I wanted to take a look at some characters from past iterations of Star Trek that it could be fun to see make a return in Season 2 of Picard. I wrote a similar list of characters that I think would make fun additions to Strange New Worlds, and this one is going to be in a similar vein.

Jean-Luc Picard.

The usual caveat that I always give applies here: I have no “insider information”. Nor am I suggesting in any way that any of these characters will appear. I’m simply saying that I think it could make for a fun and interesting story if they did.

Season 1 surprised me by bringing back several characters that I would have never expected – Seven of Nine, Icheb (briefly), Hugh the Borg, and of course Bruce Maddox, who was the driving force behind the plot of the first half of the season in particular. With that in mind, here are a few picks for characters it could be fun to see return.

Number 1: Dr Beverly Crusher

Dr Crusher with her son Wesley in Star Trek: Nemesis.

Of The Next Generation’s main cast, only Beverly and Wesley Crusher weren’t confirmed to be alive in Picard Season 1. Data has died, of course, and we saw the return of Riker and Troi. La Forge and Worf were both mentioned by name, and I take that as confirmation that they’re alive. But no mention was made of the Crushers, and given Picard’s closeness with Beverly in particular, that strikes me as odd.

Is Dr Crusher dead? We have no evidence for that really – and no, lack of evidence that she’s alive is not evidence that she’s dead! There weren’t really any points at which the conversations Picard had could have turned to discuss Dr Crusher, so it may simply be the case that he was busy and so didn’t talk to or about her during his mission to find Soji.

In at least one future timeline – that seen in The Next Generation’s finale, All Good Things – Picard and Dr Crusher had married. Again there was no evidence of this in Season 1 of the show, and I took several remarks by and about Picard to mean that he had been alone in his retirement in France. But there’s nothing to say that he couldn’t have had a relationship with Dr Crusher in the years between Nemesis and his resignation from Starfleet.

Picard and Crusher had come close to romance at several points but never crossed that line. Partly this was Picard feeling responsible for the death of her first husband, who died under his command years previously. But perhaps something could have inspired them to take their relationship beyond friendship – such as two close friends of theirs rediscovering their own romance. In Nemesis, Riker and Troi were married, and indeed remain so as of Picard Season 1. Could that event have been the catalyst for Picard and Crusher to realise it was now or never for them?

Number 2: Narek

Narek’s storyline may not have been everyone’s favourite in Season 1, but I liked that it was unpredictable and that he didn’t follow the trope of being the “spy with a heart of gold” who falls in love with his target. Sadly, Narek was simply abandoned about halfway through Et in Arcadia Ego, Part 2. We don’t know what became of him after he worked with Rios, Raffi, and Dr Soong to try to stop Soji building the beacon.

The last we saw of Narek he was being wrestled to the ground by Soji’s synth allies – in what was a pretty weak scene. But we’ll set aside criticisms of the finale for now. What happened to him next is a mystery.

There are several possibilities, though. He may have been taken into captivity by the synths as he was a Romulan spy and had been instrumental in leading the Zhat Vash to Coppelius. He could have been recovered by the Romulans during their brief visit to the system, probably by beaming him aboard one of their ships. He could have been taken into custody by the Federation to be interrogated about the Zhat Vash. It’s even possible – though unlikely – that he left Coppelius aboard La Sirena with Picard.

Regardless, Narek’s story feels incomplete. I want to see more of him and learn what impact Soji’s decision to stand down had on him. Did he still believe synths needed to be destroyed when he saw firsthand that Soji could be reasoned with, and that the prophecy he believed in was not going to come true? We simply don’t know, as the finale robbed his character of any conclusion. There’s more for Narek to say and do – and though I don’t expect to see him back, I hope we at least learn what became of him.

Number 3: The Lower Decks ensigns.

No, not those ones. The four survivors from The Next Generation Season 7 episode Lower Decks. There was Lavelle, who was promoted to lieutenant at the end of the episode, Nurse Ogawa, Taurik, and Ben the waiter. Of the four, perhaps the one I’d be most interested to see is Lavelle, whose story of receiving a promotion in the aftermath of the death of his friend could certainly be given an epilogue. I picture him having ascended through the ranks to be a commander or captain by this point in the timeline.

Nurse Ogawa would be nice to bring back too, given her role as a secondary character across a number of episodes from Seasons 4-7 of The Next Generation – as well as two films. In an episode which focused on Dr Crusher’s reunion with Picard, perhaps she could make an appearance too. She could also be a senior medical officer in her own right, perhaps being someone Picard or one of La Sirena’s crew seeks help from.

I recently re-watched Lower Decks, and you can find my thoughts on the episode by clicking or tapping here.

Number 4: Ezri Dax

This ties into a theory I have that the Dax symbiont could make an appearance in Star Trek: Discovery, which we know from the trailer is going to have Trill characters. I keep talking about the need for modern Star Trek to get some threads of consistency going between the various shows – which are split up across multiple time periods right now. One way this could happen is for Dax to appear in both Discovery and Picard.

What became of Dax after the end of Deep Space Nine is totally unknown. There were novels in which she became a captain, but of all the Star Trek novels, those struck me as some of the worst examples of fan-fiction! I think it’s much more likely she continued her role as a counsellor and scientist rather than made an attempt to move into command, though twenty-five years on from when we last saw her she could really be doing almost anything. She and Dr Bashir may still be together – or their relationship at the end of Deep Space Nine may have been little more than a fling.

Because Ezri only got one season before Deep Space Nine ended, she’s a character we didn’t get to know as well as we otherwise might’ve, and even the last time we saw her she was still adjusting to her new life as a joined Trill. Just like with Seven of Nine in Season 1 of Picard, it would be great to see her years later having made that transition and adjustment and being a more settled character.

Picard may even have need of a counsellor – having your consciousness transplanted into a new body is going to be a shock for anyone, and as someone who seemed to have made his peace with dying, he’s now been thrust into a new phase of life. Maybe Ezri, whose own life was majorly disrupted by the Dax symbiont, could offer her services?

Number 5: Sela

When I looked at the Romulans in the run-up to Season 1, I wrote that I didn’t think we’d see Sela back, and I wasn’t particularly bothered because she wasn’t someone Picard knew very well. That was in the context of Sela being some kind of high-ranking Romulan, and after two major defeats in her two engagements with Picard, I highly doubt she’s in any kind of leadership position.

Whether the Romulans will feature as prominently in Season 2 is unclear, but perhaps there could be an opportunity to see Sela again in a different way. She could be a minor officer, having been demoted after her failures and may even hold a grudge against Picard. She could have been involved with the Zhat Vash. Or she could have been exiled by the Romulans, perhaps as a result of her failures in The Next Generation.

Sela is not the most interesting Star Trek villain, and she’s not the most exciting adversary Picard ever faced. But now that the series has survived its first season and is standing on its own, Sela could make a return in a way that would be interesting. Her relationship with Picard as the daughter of Tasha Yar was touched on in The Next Generation, but arguably never resolved. Perhaps there’s a chance to resolve it now, one way or another.

Number 6: Ro Laren and Thomas Riker

Although these two characters never interacted on screen, they share a similar – and ambiguous – fate. Both Ro Laren and Thomas Riker defected to the Maquis in the years before the Cardassian-Dominion alliance and the Dominion War, and what became of them after that is unclear.

Thomas Riker (a transporter-created clone of William Riker) was taken into captivity by the Cardassians not long before war broke out, and as far as we know, remained in captivity from that point onward. However, it seems logical to assume that – if he survived the war – he would have been rescued by the Federation. With William Riker having made an appearance in the first season, the potential conflict between the two characters could be an interesting reason to bring back Thomas as well.

Ro Laren’s fate is a little less clear. The Maquis were wiped out by the Cardassians and their Dominion allies when they were on the verge of declaring independence, and many Maquis were killed. However, it stands to reason that some were captured alive, so it’s possible Ro was among them.

The reason why I feel they could show up together is if Season 2 were to take a look at Cardassia, Bajor, and the aftermath of the war, they may be able to play a role in that story. I doubt they could both still be in Cardassian captivity twenty-five years later, but they may be working together in the former Maquis territories. With Picard taking a look at the Federation and Starfleet from the outside, and showing both organisations as being flawed, a potential Maquis story could take advantage of that.

Number 7: Q

Q could be an interesting character to bookend Picard’s story. He appeared in Encounter at Farpoint, when we first met the Enterprise-D’s captain, and there would be something poetic about Q appearing in whatever season or episode will mark Picard’s end as a Star Trek character. While I hope there will be a third and perhaps fourth season of Picard, if it is to end with Season 2 I’d definitely bring Q back.

When Picard “died” in the Season 1 finale, I half-expected him to encounter Q in the afterlife. This would have been wrong for many reasons, of course – not least because it would have been very confusing to large parts of the audience! Nevertheless, if that were to have been Picard’s end it could have been very fitting.

Q in “the afterlife” in the episode Tapestry.

I wonder if we’ll learn that Q visited Picard during his self-imposed isolation in France. That seems like something he might have done – to try to prompt some kind of reaction from his adversary. Q has no concept of ageing or even of death really, so the notion of Picard getting old and becoming depressed would be things he might have wanted to examine.

Q seemed to consider Picard a friend, if it’s possible for him to have friends, and he certainly went out of his way to help him on several occasions. I’m sure Q would be upset at the thought of Picard dying, and even if he were to have no impact on the story, could still be one of the characters seen at a funeral service or wake for Picard if the show is to end with the character’s death.

Number 8: Nella Daren

This is a sad one, as original actress Wendy Hughes passed away in 2014, but her character could be recast as Dr Maddox and Icheb were in Season 1. Lieutenant Commander Daren was an officer who briefly served aboard the Enterprise-D as a scientist. But more interestingly, she was one of the few characters linked romantically to Picard during The Next Generation’s run.

Could she have resumed her relationship with Picard at a later date, when they weren’t serving together? As with Dr Crusher above, it’s at least possible. The episode which featured Daren was Lessons, from the sixth season of The Next Generation, and it was a solid episode that appears to have been well-received. There’s no reason why we couldn’t learn what happened to her after she was transferred off the Enterprise-D.

Giving Picard a romantic interest may not seem to be a natural fit for the series. But romance (or past romance) can be a great source of drama in storytelling, and as he readjusts to life outside his vineyard Picard may be interested in rekindling relationships that fell by the wayside.

Number 9: Thadiun Okona

Okona was only seen in one episode of The Next Generation’s second season – but so was Bruce Maddox, so we shouldn’t count that against him! Why would this roguish character be a good fit, though? Well, Picard is currently operating outside of Starfleet, and unless that changes, finding allies who know their way around the rules could be useful and important.

I see at least a little of Okona in the character of Chris Rios, perhaps because they’re both independent captains of small ships. I wonder how they’d react to one another? A story which required Picard and the crew of La Sirena to think creatively could suit a character like the “outrageous” Okona.

William O. Campbell, who played Okona, was recently the lead in a series called Helix on the SyFy channel, so he is still active as an actor. Perhaps he could be tempted to reprise the role.

Number 10: Dr Leah Brahms

Dr Brahms appeared twice in The Next Generation, albeit once only as a hologram. She was a colleague and love interest for Geordi La Forge, and it was implied in at least one future timeline that they had married. Any story featuring him could thus include Brahms as well.

Dr Brahms was also said to work at the Daystrom Institute – which would potentially make her a colleague of Dr Jurati, assuming she was still there after more than twenty years. Perhaps they know each other, and that could be another point of connection. Dr Brahms was an expert in warp drive, and if La Sirena needed to undergo repairs or upgrades, she could prove useful in such a story.

So that’s it. Ten characters who could – but most likely won’t – appear in Star Trek: Picard Season 2. I managed to avoid putting Benjamin Sisko on a list of character reappearances for once! Whoever would have guessed that, eh?

Jokes aside, I think we will see several characters from past iterations of Star Trek crop up in Star Trek: Picard Season 2, whenever it may eventually be broadcast. Season 1 brought back several unexpected characters, and I hope we’ll get more of that next time as well.

Some of these characters may not be a good fit for whatever story the showrunners and writers have in mind for Season 2, so we’ll have to wait a little longer to learn what became of them after we last saw them. That’s okay, because what matters most is that whichever characters come back are the right ones for the story.

It remains my hope that Star Trek: Picard will serve as a launchpad for more Star Trek adventures at the dawn of the 25th Century, and while there has been no confirmation of that just yet, there is at least one other Star Trek project in development that we have no details on. Could it be another show in the same era? Possibly!

The Star Trek franchise – including Star Trek: Picard and all shows and films mentioned above – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

How many “dark and gritty” Batman reboots do we need?

Trailer for The Batman, due for release in 2021.

I’m not a comic book fan, generally speaking. I wasn’t into comic books as a kid, and while I have a passing familiarity with some of the superheroes and other characters from film adaptations, it’s certainly not my favourite genre. Despite that, there have been some decent comic book adaptations over the years. The Dark Knight trilogy, which ran from 2005-12, was certainly enjoyable, and remains for many the best take so far on the character of Batman.

One of the things that can be quite jarring for me is when a comic book film takes itself too seriously. The aesthetic of comic book superheroes is cartoony and childish, and when contrasted with “gritty” realistic themes and scripts the mix all too often doesn’t work and falls flat. The Dark Knight trilogy was, for the most part, a rare exception to this, and while I wouldn’t place those films at the top of any list, they worked well.

Christian Bale took on the role in Batman Begins.

But even in the mere eight years since The Dark Knight Rises we’ve had several other attempts to bring Batman into a “dark and gritty” modern-day setting. There have been the films of the wider DC Comics expanded universe, including the likes of Suicide Squad and Batman v. Superman, in which Ben Affleck took on the role. There’s the Gotham television series which featured a young Bruce Wayne and took an in-depth look at many of Batman’s antagonists. There has been the Batwoman television series, the Joker film from last year, the Batman Arkham video game series, the Batman Telltale video game series, and a dozen or more animated features. The character has been referenced in the Arrowverse television franchise, and there are at least two Gotham spin-offs in development.

Almost all of these projects took the “dark and gritty” approach that many franchises have favoured since the millennium. Despite attempts to offer variety – for example by looking at Bruce Wayne as a child, or having Batwoman instead of Batman – a lot of them ended up feeling pretty derivative and unoriginal as a result.

The Batman doesn’t look like it will offer anything different.

Just considering Batman’s major appearances in cinema, the version of the character seen in Batman v. Superman and the other DCEU projects was fundamentally no different from that seen in the Dark Knight trilogy. There was no originality compared to what we’d had just a few short years prior. And it seems that the new Batman seen in the trailer just published will be more of the same. Maybe that’s what Batman fans want – the same thing over and over again. And I freely admit that as someone who is a casual viewer at best, the new film isn’t really being made for me.

But it’s supposed to be a big box office title, and as I say all the time, franchises aren’t just made for their hardcore fans. Reboots in particular are supposed to be made to appeal to new fans and bring in large audiences. I’m just struggling to see how The Batman is supposed to do any of that when it seems to offer more of the same.

Robert Pattinson in the recently released trailer for The Batman.

In the Star Trek franchise, which is a favourite of mine and something I talk about a lot here on the website, each new iteration offers something different. In recent years we’ve had the Kelvin timeline films, which aimed to reboot Star Trek and bring in more mainstream audiences. We’ve had Discovery, which is an action-sci fi show that took a serialised approach to storytelling. We’ve had Picard, which was a dramatic sci fi show that took a radically different approach to Star Trek than Discovery had. And of course now we have Lower Decks, which aims to be a comedic take. Four mainline entries in the franchise all bringing something new to the table.

Contrast that to the approach DC is taking with Batman, where they’re following up one “dark and gritty” take on the character with another equally “dark and gritty” take. If the fans and audiences want that and are going to lap it up, then okay I guess that’s fair enough. Tastes are, after all, subjective. I’m not trying to argue that this approach is fundamentally wrong, instead I’m simply saying that it doesn’t work for me. I like when new iterations bring something genuinely new to the table, not when they’re a rehash of what’s come before. For a franchise that hadn’t seen a new entry in decades, maybe that would hold some appeal – bringing back a classic. But Batman has hardly been off our screens at all since the late 1980s, and since 2005 when Batman Begins aired, every mainstream entry in the franchise has taken a very similar approach. I guess it’s just not my thing, even though the Dark Knight trilogy was pretty good.

The closest that the Batman franchise has come to something different has been 2017’s The Lego Batman Movie, which injected some much-needed humour into what has become a pretty grim and humourless franchise. Practically every other major release has stuck firmly to the formula Batman Begins established in 2005.

The Lego Batman Movie was something different.

It’s no criticism of Robert Pattinson, who will take the lead role in The Batman. He looks to be doing a perfectly solid job in the role, and were it not for fifteen years of samey takes on the character I might even be convinced to say I was looking forward to seeing this film. But I’m not, because it seems to offer nothing fundamentally original or interesting, just another “dark and gritty” take on a character and setting whose darkness and grit have been done to death.

I’d like to be proven wrong, and for The Batman to be a film that has something more to offer, so when it’s released next year I’m sure I’ll take a look to see what Pattinson and director Matt Reeves have to offer. Perhaps by setting a low bar for the film I’ll come out of it pleasantly surprised; it’s happened before! Because of the hype and buzz that surrounds any major comic book film these days they’re inescapable, and I found myself drawn to comment on this upcoming release.

I have enjoyed several Batman projects in the past, so perhaps The Batman will surprise me. Check back in 2021 (or 2022) to find out!

The Batman is the copyright of DC Films and Warner Bros. Pictures. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Is the decision to bring Mulan straight to Disney+ a good one?

I’ve made no secret here on the website that I consider Disney’s live-action remakes of some of its classics to be very much lesser versions of those films. That’s for a variety of reasons, and I’m sure is at least partially influenced by the nostalgic feelings I have for some titles. 1998’s Mulan is an interesting film in many ways, but it’s always felt like a second-tier member of the Disney Renaissance, not quite reaching the same heights as The Lion King, Aladdin, or even Pocahontas. So its remake, which had been scheduled to premiere earlier this year, is a project I’ve been anticipating with muted excitement at best.

That was before the coronavirus pandemic disrupted everything. After abortive attempts to release the film in cinemas in March, then July, then finally August, Disney decided to try something they haven’t done before: bring a major release directly to their streaming service, Disney+. But Mulan won’t arrive on Disney+ ready to watch like any other title, instead it’s going to be paywalled with customers being asked to stump up an extra $30 on top of their regular Disney+ subscription fee in order to access it when it releases next month.

Mulan (1998) is getting a live-action remake.

On a purely mathematical level, I can understand the charge. Films are expensive to make, and Disney wants to recoup as much of that money as possible. $30 is around the price you might pay for 3-4 cinema tickets, so if you think that it’s the same money as a family going to see the film at the cinema, Disney obviously feels that it’s a fair price. But of course watching a film on streaming isn’t the same as going to the cinema, and I have to confess I was taken aback by how steep the cost of seeing Mulan is. As a single person, $30 (or whatever its equivalent in GBP will be) is excessive for seeing one film! That’s the equivalent of more than four months’ subscription to the streaming platform, and I have no doubt many will be as put off as I was.

My big question is this: why can’t Disney just be patient? It isn’t just film releases that have been disrupted, film production has been massively affected too. Disney has already postponed the release dates of many other titles that are currently in production as a result of the pandemic, and surely Mulan could have taken any one of those release slots once the disruption finally ends. Sitting on the film costs Disney very little – releasing it too soon could backfire and cost them massively.

Liu Yifei in the 2020 remake of Mulan.

Ever since broadband internet made it possible to stream and download large files, piracy has been a problem for big entertainment companies. Streaming services like Disney+ are able to survive in part because most people like to follow the rules, but also at least in part because they make it easy and affordable to do so. Who would even notice £4.99 a month – that’s how much Disney+ costs in the UK. Hardly anyone would, of course, and that’s how the service survives. But a sudden turnaround to charge more than $30 for a single film and suddenly a lot of people will be looking for other options.

Piracy is incredibly easy. A simple online search leads to dozens of websites that allow users to stream up-to-date films, and within hours of a film or television series going live, it’s been recorded and reuploaded countless times. When Mulan releases behind a paywall, it will very quickly be uploaded to pirate websites where people will be able to watch it or download it for free.

No, not that kind of piracy…

While Mulan’s release on streaming will almost certainly be lacklustre, it could have the unintended side-effect of harming Disney+ as a brand. Disney+ already is worse than its competitors in that the most recent seasons of its television series aren’t uploaded until months or even years after they debut on television, but if the service gets a reputation for paywalling content, many people will wonder what the point of paying for it is and will unsubscribe. Partly that’s on principle, and partly it’s because the cost of accessing Mulan is incredibly high.

Disney has also harmed its relationship with cinemas and distributors. The cinema industry is suffering greatly from months of closure, and here in the UK, while cinemas have been allowed to reopen since early July, many haven’t. Regular readers will know that disability precludes me going to the cinema these days, but in the past when I was able to, I favoured an independently-owned cinema in a nearby town – one of the few left in the UK. Its fortunes hang in the balance right now, and one thing that could have helped is a big release like Mulan to tempt people back. By cutting cinemas out of the equation and going direct to streaming, Disney has upset the apple cart. Why should cinemas go out of their way to show other Disney films in future?

Cinema owners will protest this decision vehemently.

At least one cinema chain – Odeon, which is owned by AMC – has stated that they will no longer show any films by Universal Pictures as a result of that company making a similar decision. Universal chose to release Trolls World Tour digitally as a result of the pandemic, and AMC and Odeon reacted swiftly, banning Universal films in their cinemas, of which there are many in the UK; Odeon is a big chain. Disney could end up in a similar situation, and if several big chains were to band together, they could effectively prevent Disney films being released almost anywhere. Any company, even a giant like Disney, needs to tread very carefully.

Disney has chosen to prioritise making as much money as possible as soon as possible ahead of all other concerns. And with the company losing money – Disney lost $4.7 billion in just three months this year – perhaps the higher-ups decided they needed to do as much as possible to offset that. Indeed, the decision to reopen as many of the company’s theme parks as they’re allowed to is also part of that – the losses made by having the parks open are clearly less than the losses made by keeping them shut. Evidently Disney has made the calculation that the short-term harm of releasing Mulan digitally is less than the harm of sitting on it for an unknown length of time.

For those willing to pay, Mulan will be available next month on Disney+.

The coronavirus pandemic has been hard to predict, but many medical experts and analysts are anticipating a renewed increase in cases as we move into the autumn and winter here in the northern hemisphere. Disney may have interpreted such statements to mean that regional lockdowns may not be going away any time soon, and even if the rules are relaxed, the general nervousness of the public about the disease – and the looming recession it’s triggered – may put people off going to the cinema anyway. With the USA, which is Disney’s biggest market, being much more seriously affected than the rest of the world, even if everywhere else were to get back to some degree of normality, it may take a lot longer before American cinemas will all be able to reopen.

All of these issues and more have fed into the decision, and I can understand it on a corporate level. But I think one of the key problems is that many higher-ups don’t appreciate just how much they’re asking people to pay to see a single film in their living rooms – or even on a phone screen. $30 is a lot of money to a lot of people, and while it may not be to someone who’s making megabucks at the top of a huge company, out here in the real world it is. $30 could be the back-to-school supplies for a child, a big takeaway meal for a family, or as already mentioned, more than four months of Disney+. People could do a lot with that money, and while many are happy to pay extra for a treat like a visit to the cinema, far fewer will be willing to cough up cinema-ticket prices for a film they’re watching in their living room or on their phone. Disney+ has been inoffensively priced until now, and that has won it many supporters and subscribers. Mulan is not inoffensively priced. In fact it’s priced in such a way as to be downright offensive to many people.

Disney evidently sees this as the least-bad option right now.

Speaking purely anecdotally, I haven’t found anyone willing to pay for Mulan. One person I asked suggested that if it were a better film, they might be willing to consider it, but definitely not for a remake of a B-tier film like Mulan. That was the closest I got to a “yes” out of everyone I spoke to. While there will be a market for it, as some people will desperately want to see this reimagining and others will be pestered into it by their kids, it won’t be enough for the film to break even and I have no doubt Mulan will have a seriously disappointing launch.

But even a serious disappointment may be good enough for Disney as they look for ways to slow their financial haemorrhaging. Mulan will undeniably bring in more money for the company than the precisely $0 it would if it remained unreleased. As long as it covers the costs of streaming it worldwide – which, given Disney+ already exists, it almost certainly will – it may be seen as a success. At the very least it will be something Disney can show to investors and shareholders to demonstrate that they’re trying new and creative ways to get through what could be many more difficult months that lie ahead.

Mulan and Disney+ are the copyright of the Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Lower Decks review – Season 1, Episode 3: Temporal Edict

Spoiler Warning: There are spoilers ahead for the first three episodes of Star Trek: Lower Decks. Spoilers may also be present for other iterations of the Star Trek franchise.

Speak to almost any Trekkie and they’ll tell you that Star Trek shows typically take at least a few episodes – if not a full season – to really hit their stride. With modern Star Trek’s shorter seasons, there’s arguably less time for the producers and writers to get it right. Lower Decks has had a decent start, if an unspectacular one, and aside from the lack of any news regarding an international broadcast, its biggest problem has been one of its main characters: Ensign Mariner.

Since I always comment on the international broadcast as I’m from the UK, I’ll forgive you if you skip over this paragraph. But I want to continue to make this point: the lack of any news regarding an international broadcast, and the fact that no one at ViacomCBS has even acknowledged the problem, is hurting Lower Decks immeasurably. The show needs all the help it can get to win over sceptical Trekkies and make a name for itself in an animated comedy market that isn’t exactly lacking in sci-fi themed shows. But by broadcasting the series only in North America, ViacomCBS has upset Star Trek’s biggest overseas fans, killed much of the hype for the series, reduced the value of the show from the point of view of broadcast agreements and licensing, and actively invited piracy.

Of course I’d never partake in such an under-the-table endeavour. As you know, the only way to watch Lower Decks is to be in North America, so I had no choice but to relocate to my second home. The icy, windswept tundra of the state of New Mexico may seem a rather chilly place to be, but in summer the sun never sets and it’s a balmy 50 degrees Fahrenheit. I’m a stone’s throw from the city of Boston – the Big Apple. It really is an amazing place to be.

This is definitely my house. And it’s in the USA. That’s where I absolutely am.

Of the three episodes so far, Temporal Edict has to be my favourite. Far less of the humour was focused on Mariner being selfish and unpleasant, and as a result not only was the episode much more enjoyable, it was funnier too. In terms of laugh-out-loud moments, there were almost certainly more in Temporal Edict than there had been in the first two episodes put together. If I were speaking to someone who’d seen the first two episodes and decided it wasn’t their thing, I’d absolutely encourage them to at least give Lower Decks one more chance.

The episode began with Boimler giving a violin performance to an unimpressed crowd in the ship’s bar. The show is really ramping up Boimler as a “mummy’s boy”, as he dedicated both pieces of music to his mother. Mariner and Tendi interrupt and play a kind of instrumental punk rock piece, which is so loud that it disrupts a conversation Captain Freeman is having with a Klingon ship. After Mariner and Tendi finish their song, Boimler returns to the stage with his violin – and in the episode’s first good moment of humour, Lieutenant Shaxs arrives and stops the performance, mistakenly believing Boimler to be the source of the disruptive noise.

Tendi and Mariner interrupt Boimler’s performance.

What do you think we can read into the Klingons seeming to be more aggressive here? The Klingon captain certainly wasn’t behaving like a firm friend and ally of the Federation! Of course this could simply be something that was played up for laughs, but it does make me wonder. The previous episode featured a Klingon ambassador, so diplomatic relations clearly still exist. I guess Lower Decks may be taking a looser approach to canon, which under the circumstances was to be expected. But it’s fun to speculate nevertheless.

The show is set in or around 2380, which places it only five years after the Dominion War. That’s certainly more than enough time for wartime allies to drift apart – as we know from our own history! Add into the mix that other iterations of Star Trek seem to have depicted future settings where the Klingon Empire and Federation were once again adversaries and nothing here seems to violate canon.

The aggressive Klingon commander.

The title music continues to impress me. As I said last time, Lower Decks easily has the best theme of any post-1990s Star Trek series. It’s a piece of music I’d be happy to listen to time and again. After the title sequence, Commander Ransom – the ship’s first officer – is recording his log. The ship is en route to Cardassia Prime to broker a peace agreement between… unnamed factions, as Ransom was interrupted before he could finish. A change of plans sees the Cerritos downgraded from the peace ceremony to a much less important role – delivering diplomatic gifts.

As above with the Klingons, this is Star Trek so let’s speculate a little about what could’ve been happening on Cardassia Prime! The Dominion War ended in a peace agreement, and subsequent comments from Captain Freeman and a Starfleet admiral at least imply that neither of the two races is the Cardassians themselves, so let’s rule them out. Perhaps, given Bajor’s proximity, it could be them. Or it could be the Dominion, though they should have retreated behind the wormhole. It’s interesting that a Federation ship was going to take part in what seems to be a major peace initiative on Cardassia Prime. Perhaps we can infer that Federation-Cardassian relations are greatly improved post-Dominion War. Again, there are parallels in our own history to make such an outcome at least plausible.

The USS Cerritos at warp.

One thing I was uncomfortable with in this scene is the anti-Cardassian sentiment expressed by both Captain Freeman and the unnamed Starfleet admiral. I’d even go so far as to call it racism. It reminded me of the often-repeated story that Gene Roddenberry hated The Undiscovered Country when it was screened for him, largely because he felt Kirk’s anti-Klingon attitude had no place in the 23rd Century as he imagined it. I wonder what he would have made of this scene.

The captain is obviously very put out by the decision to move the peace conference and cut her out of it. She takes it as a personal attack against the ship, and pledges to take action to prove their worth to Starfleet – after throwing her padd at the viewscreen! We hadn’t really seen the captain or first officer have much to do in the series so far; this was their first significant interaction on the bridge since the premiere. It was nice to see Ransom at least try to cheer up Freeman – he’s clearly much happier with his role on a less-important vessel than she is.

Commander Ransom and Captain Freeman on the bridge.

Meanwhile, the “slackers” – i.e. the main four ensigns – are working on a task in the brig. After completing their task they take a break and enjoy a drink – apparently they all overestimate the time to complete a task; it’s Starfleet tradition! If you remember Relics, from the sixth season of The Next Generation, Scotty told Geordi La Forge something very similar, and I greatly appreciate that reference. Now referred to as “buffer time”, all of the ensigns – and everyone else on the crew – build it into their schedules.

One of the jokes here – Mariner’s phaser not being set to stun – was included in the show’s trailer, and an image of the four drinking margaritas was similarly part of the pre-release marketing for the series. Tendi is the only ensign who seems to have any objection to buffer time, even Boimler is on board with it as it’s tradition. Tendi soon comes around to the idea too, and lies to Dr T’Ana about completing a task. I like Dr T’Ana, and she has a very funny moment that we’ll come to later in the episode. Perhaps it’s because I like cats – I have several of my own – but I’d been excited to see another Catian in Star Trek for ages!

Mariner realises her phaser wasn’t on the stun setting.

Captain Freeman is in a mood, stalking the corridors of the ship growling at officers who seem to be slacking. She runs into Boimler in a turbolift as he’s humming The Next Generation’s theme – which was very cute – and he accidentally spills the beans about buffer time!

The result, of course, is that buffer time gets cancelled for everyone aboard the ship – though surprisingly, Boimler is never outed as the culprit for blabbing about it! The first couple of episodes of Lower Decks haven’t really had serious messages underneath the comedy, but Temporal Edict does. The story uses its science-fiction setting to look at the real-world issues of time management and overworking. Star Trek has often done this in the past, as I’ve talked about before, and it isn’t something I was really expecting from Lower Decks.

Boimler spills the beans on buffer time to the captain.

For a lot of people, time management can be a problem. The internet and always-connected devices like smartphones mean we’re always able to be contacted by work, even during what’s supposed to be time off. I can attest from personal experience how easy it is to get burnt out if you’re constantly replying to emails and basically working in your free time as well as when you’re at work. And of course, we can all remember a time when a manager or boss was constantly on our backs about every little thing – precisely how Captain Freeman begins to behave!

The captain institutes a shipwide policy of setting timers for every task, resulting in the crew losing their buffer time and becoming stressed and overworked. Another side effect is, of course, that many tasks aren’t completed or are completed very poorly in order to meet a deadline! The crew rush from task to task with no time in between; the captain has pushed them from one extreme to another.

The overworked crew after the captain’s titular “temporal edict.”

Only one crew member seems unaffected – Boimler. He’s loving the new routine, and has somehow managed to complete all of his tasks on time. When a new one becomes available he claims it – not that anyone else would have wanted it, or been able to take it of course – and seems oblivious to the chaos the new rules have caused. Even Rutherford, who seemed so level-headed when working in engineering last week, is suffering.

Mariner has been selected for an away mission led by the first officer, and makes her way to the Cerritos’ shuttlebay. She’s not impressed with going on the mission – nor is Commander Ransom impressed at having to bring her. Although she’s wearing the red uniform of the command division, Ransom tells her she wouldn’t be accompanying him if she weren’t so good with a phaser – suggesting she’s there as security or backup rather than for any other reason.

The away mission crew.

The shuttlecraft Yosemite – which I think is the same one Mariner and Boimler almost lost last week – lands on the surface. The Gelrakians are a crystal-worshipping society, so Ransom and the crew bring along a special “honour crystal” as a symbol of peace. Ransom is a laid-back version of Riker or Kirk in many ways – incredibly confident in his abilities. I kept expecting that to backfire – for him to be all talk with no skills to back it up – but he was surprisingly competent!

The scene after landing has to be one of the funniest. Due to the demanding schedule the crew has been punished with, they accidentally brought a wooden totem instead of the honour crystal, upsetting the Gelrakians who attack them. There were several really funny moments here, but the standout one that had me laughing hard was when one of the Gelrakians shouted “he’s got wood!” Low-brow comedy, perhaps, but it was hilarious in the moment.

“He’s got wood!”

After a brief fight the away team was captured by the Gelrakians. I liked how Mariner seemed to genuinely step up and contribute to helping her team when they were in danger, including bandaging Ensign Vendome’s spear wound. As mentioned, Temporal Edict really brought out the best in her in a way that we hadn’t seen in the series so far.

Back aboard the Cerritos, the chaos of the new schedules is continuing. Everyone (except Boimler and the captain) is struggling to keep up, overworked and stressed. The Gelrakians have launched their crystal-ships, but the pandemonium aboard the Cerritos has crippled the ship – it has no shields! The Gelrakians are able to attack and even board the ship with ease.

A Gelrakian boarding party.

The captain gives the order to repel the boarders – but at the same time commands the crew to continue their work and not use it as an excuse for slacking off. This is one of those moments where we have to step back and remember to treat Lower Decks as an animated comedy first, and a Star Trek show second! The captain should surely recognise that the decline in performance on the ship is the result of the strict time limits imposed on the crew, but for the sake of the story she doesn’t, and in any other Star Trek show I’d have to call that an unbelievable story beat. However, in Lower Decks it works, and as a story point in this kind of animated comedy show we can’t really take it too seriously.

Rutherford and Tendi are among the crewmen and officers caught up in the Gelrakian attack, and many of the Cerritos’ crew are too busy working to notice the boarding parties. The crew are leaderless and uncoordinated, and unable to repel the attack – which is silly because the Gelrakians are only armed with spears! Again, though, we have to remember to treat Lower Decks differently from other Star Trek shows. And it’s of course worth mentioning that it wouldn’t be the first time in Star Trek that we’ve had hand-to-hand combat or this kind of weaponry; both the Klingons and Jem’Hadar were known to use melee weapons in the 24th Century.

Rutherford and Tendi hide from a Gelrakian boarding party.

On the surface of the planet, Mariner and Ransom are sharing a prison cell. Mariner tries talking to the guard to no avail while Ransom works on a speech that he hopes will convince the Gelrakians to let them go. The two argue about what to do, and to be perfectly honest, hearing Ransom call out Mariner on her bad attitude and selfishness was pretty good. As you know I’d been thinking much the same way about her over the last couple of episodes – with the exception of a few moments – and Ransom pretty much nailed it as far as I was concerned in that moment. Perhaps the dressing-down got to her, because from this point on I really noted a change in Mariner.

Obviously Ransom’s speech doesn’t go anywhere, and the two then bicker over who gets to take on the Gelrakian’s challenge of a trial by combat against their biggest, strongest warrior. Defeat will mean the entire away team will be executed – by a giant crystal, of course. Ransom won’t allow Mariner to put herself in harm’s way, and deliberately wounds her in the foot so he can be the one to face down the warrior.

Ransom, Mariner, and the battle blade.

Aboard the Cerritos, Boimler is happily going about his duties, seemingly oblivious to all the chaos. He easily defeats three Gelrakians with his phaser, and wonders aloud why things are so out of control. Again, same caveat – it’s an animated comedy, and in that context Boimler’s obliviousness to the ship being under siege gets a pass.

On the bridge he talks to the captain. No one else is able to man their stations, so Captain Freeman is doing all the work. Boimler realises that the problem is the new scheduling – everyone on the bridge, including the captain, is working under strict time limits too. Before he can do anything the bridge is attacked by some Gelrakians.

Boimler realises the problem.

The action cuts back to the planet’s surface, and Ransom takes on the Gelrakian warrior. I loved this scene, it was pretty funny. I was expecting Ransom’s over-the-top cockiness to get him hurt or killed, but he was incredibly strong and – in a twist to what I was expecting – emerged from the fight triumphant. Even Mariner was impressed – perhaps a little too impressed! I liked Mariner’s line about wanting to help “our team” – compared to what she said earlier it definitely feels as though she’s stepping up. She may be a slacker aboard the ship, but she won’t let her crewmates down when she thinks they need her.

The defeated champion’s line about pretending to be strong and dumb when he really loves to read was pretty funny too – something I think will resonate with a lot of people. Intelligence can feel undervalued sometimes, especially compared to strength or looks. Again, this was Lower Decks using its science fiction setting to make a point.

Ransom during the fight.

Boimler finally gets to make his case to the captain. The standout line was this: “not everyone is a Boimler.” He recognises that other members of the crew don’t share his love of rulebooks and tight schedules, and that the problems the ship is facing are caused by that. He talks sense into the captain, who relaxes the rules and unleashes the crew.

The temporal edict is withdrawn, and unburdened by the strict rules, the crew of the Cerritos is easily able to retake the ship and drive away the intruders. It took Boimler realising his mistake to help the captain realise hers, and it worked well as a conclusion to this side of the story. Rutherford and Tendi are among those seen fighting off the intruders, and Dr T’Ana gave a truly funny cat-like hiss as she also jumped into combat.

The bridge crew – and Boimler – celebrate victory.

After winning the fight on the planet’s surface, Ransom has won the freedom of the away team. Mariner definitely has a newfound respect for him after seeing him defeat the Gelrakian warrior, and the away team makes it home in one piece. He even carries her back to the ship – her foot being wounded and all.

With the boarding party safe and the Gelrakians defeated, the two sides get a second chance as Ransom returns to the surface, this time with the honour crystal. War was averted, and peace breaks out between the two sides. In sickbay, Ransom prepares himself for a court-martial for stabbing Mariner, but she says she won’t report him for it. Just as it seems he’s developing a newfound respect for breaking the rules to go along with her newfound appreciation for them, he orders her reprimanded for wearing her uniform incorrectly! The story set up Ransom and Mariner as being attracted to one another, but I don’t expect this to be something that develops in any major way – at least not this season. It may be played on for laughs at points, as it was here, but I don’t think we’re going to see them in a relationship any time soon!

Ransom and Mariner in sickbay.

All that was left to do was fully repeal the scheduling and reinstate buffer time, which the captain did. The new rule was named in honour of Boimler, which was very funny. He doesn’t like it, of course, as he’s all about following the rules, but his friends reassure him that no one will remember his contribution to the Boimler Effect.

In a scene set in the far future, Boimler is hailed as “the laziest, most corner-cutting officer in Starfleet history!” That was a funny addendum to the episode, and the reference to Gene Roddenberry (the “Great Bird of the Galaxy”) did not go unrecognised. The episode ends with this far future schoolteacher continuing her lesson on great Starfleet officers by looking at Chief O’Brien!

Boimler’s place in history.

So that was Temporal Edict. Not a story about time travel at all – as I had feared it might’ve been when I saw the word “temporal!” I’m not the biggest fan of time travel stories in Star Trek, but this was a complete twist on what I was expecting in so many ways.

Captain Freeman’s speech when she commanded the crew to retake the ship, and its accompanying music, was genuinely inspirational – the kind we could have heard from Captains Janeway, Picard, or Kirk in a past iteration of the franchise. It was pitch-perfect, despite the semi-ridiculous buildup.

Captain Freeman withdraws the temporal edict.

As mentioned, Lower Decks works best when looking at it as an animated comedy first and a Star Trek show second. By doing so, some of the sillier aspects of its premise melt away, and what’s left behind is truly enjoyable entertainment. In this episode, Mariner snapped out of her selfishness and stepped up to the task when her crewmates were in danger, and I liked seeing that side to her. It’s something I hope we see a lot more of in future.

It was great to spend a little more time with Captain Freeman and Commander Ransom. Ransom’s story worked better than Freeman’s in my opinion – in the captain’s case, you really have to overlook or excuse her not realising the extent of the problems on the ship until way too late in order for the rest of the story to work. Ransom had been set up as someone who was all bark and no bite, but Temporal Edict turned that on its head by showing that he’s a truly capable first officer under the cocky facade.

I had to include this shot because Dr T’Ana hissing like a cat was hilarious.

I had a great time with Temporal Edict, which is easily my favourite of the three episodes we’ve had so far. I’m definitely looking forward to spending more time with Mariner, Boimler, and the rest of the crew. Next week’s episode, Moist Vessel, will hopefully be just as good! I can hardly wait!

Star Trek: Lower Decks is available to stream now on CBS All Access if you’re fortunate enough to live in North America. The Star Trek franchise – including Star Trek: Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Two Microsoft products – a controller and a keyboard

By sheer coincidence, I replaced both my keyboard and game controller in August. And also by coincidence – or at least, not by design – both of my replacements came from the Microsoft Store. This short review will detail my experience with each of them; rolling two items into one article is certainly a rare example of efficiency from me!

First let’s look at the controller. This one, I have to admit, is a bit of a luxury. I’d had an Xbox One controller for years – it may have been the one I got when I bought an Xbox One at launch in 2013. Now that was a bad decision if there ever was one – the console may have improved somewhat in the years since, but at launch it was bad value and offered precious little to play! But we’re off-topic already; you can read more about my Xbox One experience by clicking or tapping here. I decided that it was time to replace the controller – one of the thumbsticks was loose, making it harder to make very precise movements in some games, and in addition its vibration/rumble function didn’t seem to be working right. It still vibrates, but it does so in a much more clunky way than it used to.

I considered a few different controller options, including the Hyperkin Duke, which is a reimagining of the classic Xbox controller from 2001. That controller was one I greatly enjoyed using during the original Xbox era, but unfortunately the new version is difficult to get hold of here in the UK. I found one on Amazon, but at quite a mark-up. So I decided to check out Xbox’s Design Labs website, where Microsoft sell customised controllers. I went with an all-blue design, with a metallic D-pad, black Start and Select buttons, and black A, B, X, and Y buttons with the proper colours for the letters. I’m sure some people feel that removing the coloured letters and replacing them with a grey or black design looks more sleek, but the colours can be a great visual reference when it comes to things like quick-time events or any other occasion where split-second button presses are required.

My new controller.

Microsoft stated when I bought the controller that it could take up to a month to arrive, so I wasn’t expecting it much before the beginning of September. To my pleasant surprise, though, it arrived much sooner – on the same day as my keyboard, no less! The design was just what I’d chosen – which it should have been, of course – and so far I’m satisfied with it. Was it worth the extra money to get a different colour compared to buying a standard controller? I don’t play that many games any more, so I guess you could argue that it wasn’t. The control pad is fundamentally no different from a standard Xbox One controller; unlike the Xbox One elite controller it doesn’t have swappable parts or extra buttons, and its construction is wholly plastic instead of the “rubberised” feel of the elite. But the elite controllers are twice the price! For around £20 more than a standard controller, Xbox Design Labs offer a huge range of colours, and different areas of the controller can be different colours. They brag about millions of colour combinations – most of which you’d never want, of course – but all of the main colours are there, and they have a couple of “fades” and “camo” options too.

Controllers can also be engraved – though to be honest, that’s a pretty impressive-sounding term for what seems to be just laser printing. But for someone who wants their gamertag on their controller – or to make a fun gag gift, perhaps – it’s nice that the option exists.

The Xbox One controller was very similar to the Xbox 360 controller, which was itself not massively different from the second iteration of the original Xbox controller. So I’m not really reviewing the controller from that perspective. I already know I like it as I’ve been using something similar for years! The Design Labs experience was solid. There were a number of options, the website worked smoothly and was well laid-out, and the colours on screen match perfectly with the product I received. Add to that the quicker than expected delivery and it’s hard to find fault.

The Xbox S controller from 2002 or 2003. The “S” may have originally meant “small”.

As someone who has never really been a “PlayStation guy”, I think I’ll always prefer Xbox’s controllers than those made for the rival console. They feel chunkier and more substantial in my (admittedly oversized) hands, but at the end of the day once you get used to a particular design you want to stick with it. That’s presumably why the Xbox Series X’s controller won’t be a significant departure from the current design.

Up next we have the keyboard.

I write almost every day, not just for this website but for other projects that I have on the go, as well as typing messages to friends and the like. For the last three years or so, I’ve been using a Corsair Strafe mechanical keyboard. The variant I have has a red backlight and Cherry MX blue mechanical switches – the “clicky” kind. I bought this keyboard on the recommendation of several tech reviewers who said that the blue switches were great for typing.

The Corsair Strafe.

This keyboard has been fine. It was interesting at first to go back to a keyboard that, for all its modern aesthetic, had a very retro feel and sound. It reminded me of the kind of keyboards I first learned to type on when I was very young. I actually remember the first time I ever used a computer, being concerned that the keyboard only had capital letters when I wanted to type something in lowercase! That was when I was at school, and the “computer” in those days was little more than a word processor. And of course there was no internet. How things have changed, eh?

Although the typing experience has been good overall with the Corsair, after very long typing sessions it can get a little tiring on my old fingertips. The space bar in particular has a strange, almost rough texture to it, and I often find that my thumb – which I use to hit the spacebar almost all of the time – can start to not exactly sting, but rather notice this texture in an unpleasant way after longer typing sessions. The mechanical keyboard has also proved a nightmare to keep clean, with deep chasms in between the keys that seem to attract dust and cat hair like magnets! Finally, several of the keys have started to wear down, and the backlight shows through on the edges of several of them now. Perhaps that’s simply the result of heavy use, but for something I haven’t owned that long it seems like it shouldn’t have happened so quickly. Regardless, the keyboard doesn’t look as nice as it once did, and while it does still work I thought I’d try out a replacement.

I don’t need backlighting on a keyboard, as I can type from muscle memory – something that will happen as you spend more time hunched over your computer! And my computer setup is in a well-lit room, so on the occasions where I need to look down to see what I’m doing I don’t need the keyboard to be its own light source. The keyboard I ultimately bought as a replacement is not backlit, and I don’t consider that to be a problem at all.

After looking at several options, both mechanical and non-mechanical, I opted for the Microsoft Surface bluetooth keyboard. I’ve used a Microsoft mouse in the past (though my current daily driver is a white Logitech G305 wireless mouse) and I’ve always considered Microsoft’s hardware products to be solid and of decent quality. After ruling out a few other options for a variety of reasons, I chose the Microsoft Surface.

The Microsoft Surface bluetooth keyboard.

Initial impressions were good. The packaging was premium – as the Xbox controller’s had been too – and I was very impressed with the look and feel of the keyboard. It has almost no give to it when pressure is applied; it’s very solid. The keys, despite being low profile, have a satisfying press, and unlike the loud “click” of the Corsair, are relatively quiet.

The keyboard also has a full number pad, which is important to me as I often use the right Enter key when writing. It takes AAA batteries instead of being rechargeable via USB, which for some people may be offputting, but it’s a feature I really wanted to have. AA or AAA batteries last ages in devices like mice and keyboards. I used to use a Logitech MX Master mouse, and that thing needed to be charged every few days, which was incredibly annoying. In comparison, a mouse I have in my bedroom which takes AAs has been using the same pair of batteries for at least a year – probably longer. And since I replaced the MX Master with the G305 I’ve gone through precisely one battery. Why anyone would favour rechargeable devices that have such a short battery life over devices that take AA or AAA batteries that last months or years is beyond me. But we’re off-topic again! The battery cover is magnetic, which was a very neat feature. The magnet seems strong enough to keep the battery compartment closed, which is important for obvious reasons, and I like the modern touch it offers over an older-style plastic latch.

I did have an issue with the keyboard – but it’s one that seems almost unique to me that anyone with a modern setup should be able to avoid. The keyboard connects via bluetooth. Duh, right? It’s in the name. But my PC doesn’t have bluetooth connectivity built in, as several years ago I didn’t see any need to spend extra money on that additional feature. Most wireless keyboards come with a dongle so you can plug them into your PC, but presumably Microsoft’s expectation is that the Surface keyboard will be paired with a Surface PC – which must all come with bluetooth as standard. Like I said, this is a minor gripe that probably won’t affect anyone else who buys this product, but if your PC lacks bluetooth connectivity like mine, you’ll need to buy a separate dongle to be able to use the keyboard.

As with many things I’ve accumulated over the years, I could have sworn I owned a USB bluetooth dongle – but I haven’t the faintest idea where it is. I had to get a replacement on Amazon – not a big deal as they aren’t expensive, but it meant waiting an extra couple of days after the keyboard arrived before I could use it! It reminded me of the Christmas where I got a Nintendo 64 – I was all set to play with my new console when there was a power cut! The N64 sat in its box for what seemed like an eternity, unable to be played because the electric was out. Decades later and I’m back in that position. Life is funny like that sometimes.

Ah, memories.

When the dongle finally arrived, pairing the keyboard was easy. From the settings menu in Windows 10 – for which the keyboard has a designated button – it’s possible to see the device’s battery status. The keyboard is also in the standard UK layout – which means that a few symbols are in different places than on a US layout keyboard – which is obviously important to me as that’s how I’m used to typing. I’m on Windows 10, but the keyboard should be compatible with Windows 8.1 – or indeed any device capable of using bluetooth.

The typing experience is pleasant. As mentioned, the keys have a satisfying press, and they also have a slightly soft feel that’s definitely nicer than the hard plastic keycaps of the Corsair that I’d been using. It feels closer to typing on a laptop – a premium, high-end laptop – than any desktop keyboard I’ve ever used. Microsoft promises a whopping five million presses per key over the lifespan of the keyboard – so let’s put that to the test over the next few months and years! Unlike in the picture above, the Return/Enter key is full-size, which is something else I greatly appreciate. A single press of the Function button switches between the F-keys (F1 for help, F5 for refreshing web pages, etc) and a variety of other functions. The aforementioned settings button is one, and there are also keys to control the volume, media player keys to play, pause, etc. and even screen brightness controls. I don’t use such keys that often, but the additional functionality is nice, and not having to hold down a second key to use them is also a neat feature.

Of all the “premium” keyboards I looked at, the Microsoft Surface seemed like the best option for me at this point. I was ready for a change from the clicky mechanical switches I’d been using for the past few years, and as someone who does a lot of typing I wanted something I’d be comfortable with. So far, the Surface has accomplished that and I’m happy with my purchase.

It’s hard to make product recommendations, because I don’t know your circumstances. If you have a spare £20 burning a hole in your pocket and you like customised things, get the Design Labs controller and show off your unique style. But if you’re on a budget, skip that and just get a standard controller. Or better yet, find a pre-owned one or a 360 controller and save even more money.

Likewise for the keyboard. If you write as much as I do on a daily basis and want something solid and premium, the Surface could be a good option if you don’t want a mechanical keyboard. But it’s impossible to deny that you can get a perfectly functional keyboard with a number pad – wired or wireless – for a fraction of the price. I just looked on Amazon, and one of the top results was a Microsoft wired keyboard for £10 – a full £80 less than I paid for the Surface. So the question is – what do you want from a keyboard? If you don’t type a lot – or even if you do but are on a tight budget – save your money. Nothing the Surface does is essential and you could get identical functionality far cheaper.

Speaking for myself, though, I’m happy with what I got. Sometimes it’s worth spending the extra money on a higher-end product, and sometimes it’s worth splurging a little on a cool-looking or custom product just for the fun of it. At the end of the day, it’s up to you to decide what best suits your setup and where you want to invest your money.

The Xbox and Surface brands are the copyright of Microsoft. No sponsorship was involved; these are products I purchased for myself with my own money and the article comprises my genuine impressions regarding them. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The pros and cons of a fourth Kelvin timeline film

Spoiler Warning: There are spoilers ahead for the three Kelvin timeline films and for other iterations of the Star Trek franchise.

A couple of weeks ago it was reported that a fourth Kelvin timeline film, which has supposedly been worked on since at least 2019, was “paused”. That’s usually Hollywood-speak for “cancelled” and “never going to happen”, but there are other potential Star Trek film projects in the works, so the Kelvin timeline may yet be granted a reprieve. While rumours can be all over the place when looking at the production side of Star Trek, two things came up often in discussions around the potential film: the return of Chris Hemsworth’s character of George Kirk being a story point, and the salaries of some of the main cast – including Kirk actor Chris Pine – being a stumbling block. I have no idea whether there’s even a grain of truth to any of these rumours, but the potential for a fourth Kelvin timeline film got me thinking.

What would be the pros and cons of a new film in the alternate reality – especially now that we have prime timeline Star Trek back on the small screen? It’s a big question, and I’ve broken it down into a short list of points for and against making a new film in this series. Let’s look at them in turn.

Pro:
Star Trek Beyond clearly teased a sequel.

The Enterprise-A was seen at the end of Star Trek Beyond.

The Kelvin timeline story hasn’t ended. The crew are back together, and despite the loss of the original USS Enterprise, at the end of Beyond we saw the christening of a new Enterprise-A – the clear implication being that Kirk would assume command and bring his crew with him.

Something similar happened in the prime timeline at the end of Star Trek IV: The Voyage Home. In 1986, when that film premiered, Star Trek: The Next Generation was in early production, and some may have argued that Star Trek was moving on and didn’t need another Kirk-led film. While the next film in the series, The Final Frontier, was hardly a great success, The Undiscovered Country was – and it was a far better send-off for the original crew. If the Star Trek films had ended with The Voyage Home we’d have missed out on a great story and a more fitting end to Kirk and the crew’s adventures.

If the film series were to end now, it would arguably feel incomplete. The tease at the end of Beyond would still be there, taunting fans with a never-realised continuation to the story.

Con:
And which fans are those?

Look, it’s all of the Kelvin timeline’s hardcore fans.

Despite their popularity with a wider audience – something which we’ll look at in a moment – I’ve never really found that the Kelvin timeline films had much of a following of their own. They’re summer blockbusters in the vein of something like the Transformers series; popcorn flicks that people will happily watch – and then immediately forget about.

Within the Star Trek fan community, the Kelvin timeline films haven’t picked up a following of their own. I’m not even counting the many Trekkies who didn’t see the films because they didn’t like the premise; the Kelvin timeline just doesn’t have its own fandom. People have other iterations of the franchise that they prefer – the Kelvin timeline films are, at best, someone’s second choice.

There are sub-groups of Trekkies – some may like The Original Series, others favour The Next Generation or Deep Space Nine, etc. And the new Star Trek shows since 2017 have fans of their own too. But the Kelvin timeline films don’t seem to have that kind of following; there’s no group of dedicated Trekkies who favour them above everything else in the franchise. People I’ve spoken with are in two camps: they either detest the Kelvin timeline films or they think they’re just okay.

With all that in mind – who would a fourth film even be made for?

Pro:
The films brought in huge numbers of non-Trekkies.

The Kelvin timeline films appealed to a wider audience than any prior Star Trek production.

Though they may lack a hardcore following, the Kelvin timeline films succeeded beyond any other Star Trek project at bringing in huge audiences. 2009’s Star Trek was an overwhelming box office success, bringing in more than double the money of any other film in the series – and Into Darkness did even better, becoming the high-water mark of the entire Star Trek film franchise’s financial success. Beyond was considered a “disappointment” – but it still raked in over $340 million on a $180 million budget, making it hugely profitable for Paramount Pictures. 2009’s Star Trek also won an Academy Award – the only Star Trek film to ever achieve that feat.

So there’s clearly an audience for another film set in the Kelvin timeline, and any such project should be a guaranteed money-maker for Paramount and ViacomCBS. Bringing the crew back together and putting a seasoned director in charge – as they did in 2009 – would generate plenty of buzz, and the aforementioned wider audience that saw and enjoyed the first three films will surely show up for the next entry.

Star Trek isn’t made for Trekkies. That may sound odd, but it’s true. Hardcore fans will only ever be a small portion of any franchise’s audience, and I’ve said countless times that the Star Trek franchise needs to reach out far beyond this small pond if it’s to survive long-term. The new animated series Star Trek: Lower Decks has potential to help in that regard, but so does a new Kelvin timeline film.

Con:
The unique premise of the films no longer exists.

Cadet Kirk.

In 2008-09, during the buildup to the release of Star Trek, one angle that was really interesting was the idea that the films would show “young” Kirk and Spock in their Starfleet Academy years. We’d get to see how all of the characters came to meet one another, and although the films would be recasting the classic characters, we’d see them in their younger days, before Kirk assumed command of the Enterprise and set out on his five-year mission.

That premise no longer exists. The end of Star Trek saw the characters graduate from the Academy, and Beyond explained that Kirk and his crew were engaged in their five-year mission of exploration. That premise is exactly the same as The Original Series, and the unique aspect of the films is gone, replaced by a copy of what came before.

With Strange New Worlds looking to pick up the exploration angle of Star Trek, do we really need a Kelvin timeline film to do the same thing? It’s certainly arguable that we don’t.

Pro:
There’s the possibility for crossovers.

A Pike-Pike story? Heck yes, sign me up!

I mentioned this as one concept that could be fun to see in Strange New Worlds – but how about a crossover? Pike and Spock from the Kelvin timeline and Pike and Spock from the prime timeline working together to achieve some goal or defeat a nefarious villain could be a fascinating story and a great piece of cinema or television.

This concept doesn’t just have to be limited to Pike and Spock either; we could see crossovers with literally any group of characters. The idea of a ship and crew from one side of the divide between parallel realities having to work with others to make it home again is something that could be really fun to watch.

Con:
The Kelvin timeline will be retreading too much ground.

Spock, Kirk, and McCoy during their five-year mission.

Pike and Spock are the leads in their own upcoming series – Strange New Worlds. Do we really need two “young Spocks” in Star Trek? There’s a risk that the two productions will trip over one another, and that the Kelvin timeline film will do nothing for Spock’s character in particular that hasn’t been done in Discovery or Strange New Worlds.

That’s in addition to the point mentioned above – that we’ll be seeing Kirk, Spock, McCoy, and the rest of the crew undertaking the same five-year mission that was depicted in The Original Series. Some fans have argued for a return to Star Trek’s spirit of exploration, but with at least one television show focusing on precisely that, where would a Kelvin timeline film fit in?

Fundamentally this comes down to a couple of characters – most notably Spock. Ethan Peck’s version of the character has gone down very well with fans of Discovery, and I’m just not convinced the franchise has room for two identical characters. If I had to choose only one… I’m sorry to Zachary Quinto but I’d rather keep Ethan Peck’s take on the character.

Pro:
Quentin Tarantino may be working on a script.

Renowned director Quentin Tarantino has supposedly pitched a Star Trek film.
Photo credit: Georges Biard via Wikimedia Commons

Quentin Tarantino has written and directed some of cinema’s recent classics. Titles like Reservoir Dogs, Pulp Fiction, the Kill Bill duology, Inglorious Basterds, and Once Upon A Time In Hollywood are all hailed as phenomenal works of cinema. His violent style can be controversial – and some may argue a bad fit for Star Trek – but he’s an incredibly talented filmmaker, one that any franchise would love to bring on board.

It’s worth pointing out that there’s no guarantee his pitch – if it even exists and is still being considered – would involve the Kelvin timeline crew. But the timing of the rumour coincided with the Kelvin timeline’s production, so it’s at least a possibility.

I know some people dislike Tarantino’s style. But even they would have to admit that he does what he does very well, and any film that has his name attached draws a lot of attention – which translates into big numbers at the box office.

An R-rated Star Trek film just for the sake of it wouldn’t be my first choice. But if the story works well, I’m not opposed to it either. Recent Star Trek projects have not been shy about trying new things, so Tarantino could be a good fit for an expanded franchise.

Con:
Anton Yelchin’s tragic death means that a major character will be absent.

Anton Yelchin in 2015.
Photo credit: GabboT on Flickr via Wikimedia Commons
Image used under the Creative Commons Attribution-ShareAlike 2.0 license.

Anton Yelchin died tragically in 2016, shortly before the premiere of Star Trek Beyond. This is a sensitive topic, and I thought long and hard about including it here, but I think it’s important because it’s hard to imagine another film without him.

Yelchin had taken over the role of Pavel Chekov in 2009’s Star Trek, and while Chekov is arguably less of a “main” character than Kirk, Spock, or McCoy, he was still a big part of all three of the Kelvin timeline films. In 2016, the producers of Star Trek Beyond stated that the role would not be recast for any future films, and it would be very difficult for a new creative team to go back on that promise without the support of Yelchin’s family, the other cast members, and the wider fan community.

Chekov’s absence would be hugely significant and very noticeable; a hole at the heart of the crew. While it’s possible to work around that, as other films have done under similar circumstances, I’m not sure how well it would succeed. Chekov filled a unique role in the crew as its youngest member, and without his occasionally comedic presence, there will be a key element missing from any future story.

Pro:
The alternate reality setting allows for a huge amount of creative license.

Could we see Kirk face off against the Borg? Maybe… but only in the Kelvin timeline.

Now we come to perhaps the biggest point in favour of the alternate reality: nothing after Enterprise happened. Canon is nonexistent – aside from that established by the first three films – so writers and producers have a blank slate to tell any kind of story they want without worrying about treading on the toes of established canon.

Have you always wanted to know how Kirk would fare against the Borg? The Kelvin timeline could do that, as bringing the Borg into a story doesn’t affect prime canon. How about the Dominion War breaking out more than a century earlier? The Kelvin timeline could do that too. Or what if William Shater finally got his wish to reprise the role of Kirk? He mentioned it as recently as a few weeks ago, and the best way to bring back Shatner’s Kirk – who of course died in the prime timeline – could be in the alternate reality.

When considering 2009’s Star Trek as a reboot, one of the best things it did was use an alternate reality setting, because that has opened up endless possibilities for the film franchise going forward. The examples above are just a few options off the top of my head, but there are so many more, including stories that could never work in the prime timeline.

Con:
The Star Trek franchise will be more convoluted than it already is.

The official Star Trek website posted this guide to the franchise’s timeline(s) a few months ago.

It’s only fair to follow the biggest pro with the biggest con, and in my opinion the biggest drawback to continuing the Kelvin timeline films now is that the Star Trek universe is already incredibly complicated. It’s difficult for casual viewers to get the hang of which show is taking place in which time period, but if you throw an alternate reality into the mix as well, the whole thing just becomes convoluted.

Bringing in and retaining new fans is the key challenge for the Star Trek franchise going forward, and one thing that has to be avoided is putting people off. Star Trek has been running for so long and has so many different iterations that it can already feel overwhelming for newcomers; the Kelvin timeline films may draw large crowds, but if those crowds don’t stick around and jump over to other parts of the franchise because it’s too complicated, it’s almost not worth the trouble.

So that’s it.

Some of the pros and cons of making a fourth Kelvin timeline film. As always, the caveat applies that this is just my opinion; I don’t know whether a film will be made or is even under consideration.

Kirk and Spock (with John Harrison in the background) in Star Trek Into Darkness.

If it were left up to me, I think what I’d say is that the Kelvin timeline films have run their course. They achieved what they set out to: rebooting a Star Trek franchise which had become stale after decades in production, and set the stage for a resurgence in the franchise’s wider popularity, which culminated in Discovery, Picard, and Star Trek’s return to the small screen.

While there is certainly scope to use the alternate reality setting to tell more stories, I don’t feel that it’s necessary right now. There are so many other Star Trek projects in various stages of production that the franchise is hardly going to be lacking in content at least through the first half of the 2020s. A Kelvin timeline film would be a complete outlier when compared to the rest of the franchise, simply because of its setting. That’s not to say that there’s no place for a new film and never will be, just that it would be superfluous at the moment.

The Enterprise goes to warp.

Hopefully the Star Trek franchise, having found a new home on CBS All Access, will remain in production for a long time to come. Branching out into different genres, and telling stories in a more modern way has certainly helped build a foundation for future success. I’ll always be grateful for what the Kelvin timeline films did. They took Star Trek from a run-down franchise that was losing fans and viewership and turned it around. Not only that, they modernised the franchise and proved that it still had a huge potential audience. Star Trek’s current success is built on the shoulders of what these three films did. But despite that, I don’t think there’s a need to return to the same setting and the same cast to make another film.

One thing we’ve seen Star Trek attempt to do with Short Treks is tell one-off stories. Take a one-off story and make it last two-and-a-half hours and you’ve got a feature film – and there are so many possibilities within the franchise to tell such stories. With CBS All Access being Star Trek’s new home, the franchise could even experiment with direct-to-streaming films (something that may have to happen if this pandemic drags on), and there are countless possibilities for what kind of films could be made and what kind of stories could be told. There’s no reason why a Kelvin timeline film can’t be part of that… but there’s also no compelling reason that I can see why it needs to be either.

The Star Trek film franchise – including all titles mentioned above – is the copyright of Paramount Pictures and ViacomCBS. Photos and stock images courtesy of Unsplash and Wikimedia Commons. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A Mass Effect remastered wishlist

Spoiler Warning: There are spoilers ahead for the Mass Effect series.

It’s been eight-and-a-half years since Mass Effect 3 was released, rounding out the original trilogy of Mass Effect games. Since then, the franchise has put out a single new title – Mass Effect: Andromeda – which was underwhelming to say the least. For the last six months or more, rumours have been floating around of an impending Mass Effect remaster, and while I was disappointed not to hear any official mention of it at June’s EA Play event, the rumours haven’t subsided. Is something going on with the Mass Effect series?

I have absolutely no idea. But that doesn’t make it any less fun to speculate and fantasise!

Promo artwork for Mass Effect 2.

After Andromeda’s weak launch led to mediocre reviews, memes, and poor sales, EA put the franchise “on hiatus” and Bioware moved on, focusing on the ultimately unsuccessful Anthem. To many of us that sounded ominous – especially given EA’s history of shutting down game studios and killing brands – but if it’s true that a remaster really is in the works, I have a wishlist of things I’d like to see included.

For the record, because I know people like to get excited: I have no idea if a Mass Effect remaster is even being worked on, let alone if any of these ideas or concepts will be included. This is a wishlist from a fan, not “insider information”. If anyone tells you they know something for sure about an unannounced or unreleased project, take it with a grain of salt. With that caveat out of the way, let’s look at my wishlist, which is in no particular order.

Number 1: Delay the project if necessary.

“My face is tired…”

This may seem like an odd one – why talk about a delay to a game that hasn’t even been announced? Well there are two reasons: Anthem and Mass Effect: Andromeda. Bioware’s two most recent titles launched before they were properly finished and polished, resulting in lacklustre sales, mediocre review scores, and online mockery. I’ve said it before, but the memes hurt Mass Effect: Andromeda’s sales far more than review scores. It’s a shame, because the most egregious visual bugs and glitches were fixed in a patch within days, but by then it was too late – the damage had been done.

Andomeda’s development was difficult, and the final build of the game was – at least according to reports – put together in mere months, despite the game having been in development for five years. The reason why I’m saying to EA and Bioware that one of the things I want from any potential Mass Effect remaster is a delay, if necessary, is because I want them to learn from that mistake. The “release now, fix later” concept doesn’t work, and if the game launches to mockery, memes, and mediocrity as Andromeda did, there’ll be no salvaging it – or the franchise, quite frankly.

Number 2: 4K resolution and 60 frames-per-second.

The whole point of remastering a game is to improve its graphics and the way it looks using newer and better technology than was available to the original development team. But the second and third Mass Effect titles in particular still look decent today, and as I keep saying, graphical improvements get smaller and smaller with each new generation.

One thing that has improved in the last few years, however, is the frame rate games can run at. 30fps was commonplace in the Xbox 360 era, when Mass Effect debuted, but now we have 60fps as standard, and on higher-end machines we can push frame rates way further. The bare minimum for a big-budget game in 2020 is 4K resolution at 60fps. If the Mass Effect remaster can’t manage that, a lot of people will wonder what the point of it is.

Number 3: Rework Mass Effect 1 to use Mass Effect 2 and 3′s gameplay.

Mass Effect 2 offered massive gameplay improvements over its predecessor. Gunplay was faster and more fluid, the complicated inventory system was streamlined, and many more quality-of-life improvements made the second game way better than the first. If a Mass Effect remaster is going back to the drawing board to rebuild the games from the ground up, it would be a great opportunity to update the first game to be in line with the second and third.

Aside from making the first game more enjoyable to play, this would also standardise the remastered trilogy, making it an easier experience to go from one game to the next, especially for new players. Mass Effect 2 and 3 don’t really need much improving from a gameplay point of view, but the first title could do with an update.

Number 4: Include all three games – plus all of their DLC – in one package.

No special editions. No deluxe editions. No console exclusive characters or missions. No paid DLC for a thirteen-year-old game. All of the content for all three games should be available in one package. While I’d prefer to see the full trilogy released all at once, one possible option is to follow the trail blazed by Halo: The Master Chief Collection on PC and release the first game, then the second, then the third. But regardless, one price should get players all three games plus all of the DLC.

The Mass Effect series has been poor in this regard. Both Mass Effect 2 and Mass Effect 3 had day-one DLC – which is industry slang for cut content that they could sell separately for more money. Some of the expansions were great, but others added what felt like content that should have been part of the main game, or felt like small additions for the asking price – like adding a single character. Javik, the series’ first Prothean character, was only available as DLC – despite the fact that he played a pivotal role in Mass Effect 3. It’s a good opportunity for the series to put all of that behind it and release the entire story in one package.

Number 5: If the game needs microtransactions, save them for multiplayer.

Mass Effect 3 and Mass Effect: Andromeda had multiplayer modes. I only knew about Mass Effect 3′s multiplayer because failure to participate had an impact on your “war score” or “galactic readiness” during the single-player campaign, which was incredibly annoying. But both games enjoyed moderate success with their multiplayer modes, so I wouldn’t be surprised if EA crams multiplayer in to a Mass Effect remaster too.

If there is a multiplayer mode, this is the place to dump DLC and microtransactions, not in the already-complete single-player story. As someone who doesn’t play a lot of multiplayer, having DLC and microtransactions here will have no impact on my enjoyment of the campaign. If EA has to include in-game monetisation, the least they could do is keep it away from the story.

Number 6: Tweak Mass Effect 3 to at least pay lip service to more player choices.

This was a huge moment in Mass Effect 3 that seemed to go unrecognised afterwards.

I’m not asking for Mass Effect 3′s ending to be fundamentally rewritten; that will never happen. What I think could be done to massively improve the final third of that game is to add in some more cut-scenes, animations, and lines of dialogue recognising the choices players made across all three titles. One of the most disappointing things about Mass Effect 3 for me was that during the climactic final act, many accomplishments from earlier in the game and in the series went completely unacknowledged.

To give an example I’ve used before: if players followed a specific path across all three titles, it’s possible to save both the Geth and Quarian species when it looks like it would only be possible to save one or the other. Having both powerful fleets instead of just one feels like it should have a huge impact on the war against the Reapers… but it didn’t. A few extra “war score points” and two words of dialogue confirming that both fleets had arrived for the final battle was literally all you got for all that effort, and it just felt so hollow and disappointing. That was almost worse than the actual pick-a-colour ending.

Bringing back a few of the voice actors to record a few extra lines, creating some new animations to represent different combinations of fleets, soldiers, and survivors, and overall just tweaking and adjusting the final portion of Mass Effect 3 would go a long way to negating this issue, and if the game is being massively overhauled anyway, why not put in the extra effort? Fans may still be disappointed in the ultimate finale, but if the journey there were improved, it would be a better experience as a whole.

Number 7: Set the stage for a potential Mass Effect 4?

One of the possible endings to the trilogy.

I don’t know if this is really something I want – hence the question mark. But I can only assume that a Mass Effect remaster would be seen by EA and Bioware as a stepping stone to a potential new entry in the franchise, and after the disappointment of Andromeda, surely the only way that could happen would be a fourth mainline entry in the series.

Andromeda’s fundamental problem, beyond the animations and glitches and bland characters, was that it felt like an overblown side-quest. The entire game felt like the B-plot of a better story, and I think that feeling would have persisted regardless of how well-built it might have been. So how could a fourth Mass Effect game work? That’s a huge question, because the ending of Mass Effect 3 was simultaneously so final yet so transformative.

An idea I’ve been kicking around for a while is this: in the aftermath of the Reapers being defeated, a past race that had survived a Reaper harvest re-emerges or returns to the galaxy, looking to reclaim what they see as “theirs”. Shepard comes out of retirement, perhaps fifteen or twenty years after the end of Mass Effect 3 (which would allow time for the galaxy to have rebuilt). The new enemy would be tough and would be just as much an existential threat as the Reapers had been – keeping the stakes high and avoiding the sense of the new fight being anticlimactic.

The Leviathans featured in DLC for Mass Effect 3 and are exactly the kind of faction I’m thinking about with this concept.

But that’s just one fan concept, and there are myriad ideas for how a fourth mainline game could work. However it may happen, the Mass Effect remaster will have to set the stage for a potential fourth game – perhaps by adding an epilogue.

As we’ve recently seen with The Last of Us Part II, some stories don’t need sequels, and when a decision is made to make one anyway, what results can be disappointing to fans. There’s definitely an argument to be made that the Mass Effect trilogy was so special and unique that a sequel is unnecessary – or even unwanted.

Number 8: More customisation options and a better character creator.

The character creation screen in Mass Effect 1.

For a game that released in 2007, Mass Effect’s character creator was okay. But even by the time Mass Effect 2 and 3 were released, the limitations of the original game’s character creator were apparent. Games today can offer so much more in terms of building a unique face for a player character – from hairstyles to tattoos to beards and so much more. The Mass Effect trilogy is jam-packed with cut-scenes which show off Shepard, so making him or her look good is important! The default faces are fine, but a roleplaying game needs some degree of customisation, and the outdated character creator definitely needs an overhaul.

And while we’re at it, let’s have more cosmetic options for armour and weapons. The first game was noticeably lacking in this department, but the second and third titles did have pretty solid armour and weapon customisation. I’d like to see this expanded with a variety of cosmetic options for customising Shepard’s appearance and outfits, including his uniform when not in armour as well as individual weapons. While it may be tempting to turn this feature into a microtransaction marketplace, as mentioned above let’s try to keep that just for multiplayer!

So that’s it. A few things I’d like to see from a potential – but still unconfirmed – Mass Effect remaster.

Fans of Star Trek: Picard who haven’t played through this fun sci-fi game series will note some similarities in the broad strokes of the plot: an ancient race left behind a beacon, warning of the dangers of a race of synthetics who will come to wipe out all sentient life in the galaxy. Sounds familiar, right? While Star Trek: Picard took a very different approach to this story outline, the similarity in premise is something I thought at the time was noteworthy – I even referred to the unnamed faction of super-synths in that show as the “Mass Effect Reapers”.

Remember this faction from Star Trek: Picard?

Is it the right time for a Mass Effect remaster? That’s a good question. The stink of Andromeda is still pretty fresh for a lot of gamers, and the trilogy only ended in 2012. I could absolutely entertain the argument that it’s something best saved for five or ten years’ time rather than something the gaming world needs in 2020 – but I’m not the one making those decisions! If there is a remaster this year or next, I have no doubt I’ll take a look to see what it has to offer. I’ll be curious to stack up a remastered version of Mass Effect 2 or Mass Effect 3 against the original to see how much better it could really look. As I’ve said before, in a lot of ways I’d be happy with a game that has Mass Effect 2′s visual effects even if it were released today, so any remaster will have to go above and beyond to wow me with the way it looks.

Still, I’ll take any excuse to revisit a beloved series. In December I put Mass Effect 3′s ending on my list of entertainment disappointments of the decade, and I stand by that. It was a let-down then. But time is a great healer! Although I’ve replayed the trilogy several times I haven’t touched it in five or six years, so it will definitely be nice to jump back in – assuming the rumours are true and there really is a remaster in the works!

I hope you’ll check back soon for more sci-fi and gaming articles!

The Mass Effect series – including all titles discussed above, as well as potential new titles – is the copyright of Electronic Arts and Bioware. Some screenshots and promotional artwork courtesy of press kits on IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Jedi: Fallen Order – Final Thoughts

Spoiler Warning: There are spoilers ahead for the entirety of Star Wars Jedi: Fallen Order, including its ending. There may also be spoilers for other iterations of the Star Wars franchise.

At the end of July I completed Star Wars Jedi: Fallen Order. If you missed it, I documented my playthrough of the game, and you can find the entire series by following this link. However, that won’t be required reading for this piece, which will serve as a review/summary of what I thought of the game as a whole. So let’s get started!

My recent history with the Star Wars universe has been complicated. Due to disability, I haven’t been able to go to the cinema in person for several years, meaning that the most recent Star Wars films had been spoiled for me, and I was aware of their basic storylines before I could sit down to watch them. The last film I got to see unspoiled was 2016’s Rogue One. I enjoyed that film a lot, and at the time I enjoyed the first and second parts of the sequel trilogy – The Force Awakens and The Last Jedi, despite its controversial nature. Solo was okay, I guess I’d call it average. But I didn’t enjoy The Rise of Skywalker at all, and I found The Mandalorian to be bland and uninteresting, as well as a show that struggled to break away from the franchise’s past.

The Rise of Skywalker was a visually impressive film let down by a truly awful story.

Enter Jedi: Fallen Order. I’d been very much looking forward to the game since Electronic Arts announced it at E3 2018. It had actually been a long time since I played a Star Wars game when I first heard of Jedi: Fallen Order – though I would subsequently play the Star Wars Battlefront II campaign in late 2018 or early 2019. The only thing I was concerned about with the game before I played it was its difficulty; any time something is described as “Souls-like” (a reference to the Dark Souls series) I tend to think it probably isn’t something I’ll enjoy. However, the subsequent revelation that the game features an easier mode made me feel better. I bought Jedi: Fallen Order when it was on sale on Steam in the spring of 2020, a few months after it was released. Unfortunately around that time my PC was having issues, which meant I couldn’t play it immediately. I ended up replacing my graphics card – though the whole machine needs an overhaul at some point soon – and I was finally able to sit down and play.

I had a pretty good idea of what to expect from a game described as a “linear, story-driven, action-adventure” title, and from a gameplay perspective Jedi: Fallen Order was more or less what I was expecting. Cal had a lightsaber that he used as his only weapon, and a handful of Force powers that could be used both in combat and for puzzle-solving. As strange as it sounds when discussing a video game, I wasn’t particularly interested in the gameplay side of things. I wanted it to function correctly with no major bugs, and of course I wanted it to be an enjoyable and not-frustrating experience, but my real reason for playing the game was its story. As long as the gameplay didn’t get in the way of that I expected to be at the very least satisfied with the way Jedi: Fallen Order played.

Protagonist Cal Kestis.

My playthrough lasted 19.8 hours according to Steam – though a few minutes of that was taken up with the first-time setup, connecting to Origin, and a couple of updates that needed to be downloaded before I could play the game. Having looked it up online, the average seems to be around 20 hours, so I think my 19.8 hours is pretty much bang on what you could expect. I only died a handful of times (thanks in part to playing on the aforementioned easiest difficulty setting), so players who go for the hardest difficulty and end up having to respawn a lot more frequently than I did may find the game takes a little longer.

In my 19.8 hours I feel I accomplished as much as I could. I completed the game’s story, and there weren’t really side-quests of the type that many modern titles have, so the only things I could have done that I didn’t were collecting more cosmetic items and finding a few more “secrets” on each of the levels. These secrets mostly seem to be Force echoes – Cal can use the Force on certain objects or at certain locations to sense the past, and this would usually play out in an audio clip and perhaps an entry in the game’s databank. In short, as someone who isn’t a completionist who has to visit every last cave and open every single chest, I got as much out of the game as I reasonably could have. Backtracking simply for the sake of a few short audio clips and perhaps an extra outfit or lightsaber hilt colour doesn’t hold much appeal to me – so I didn’t.

Lightsaber customisation was a small part of the game – but a fun one.

Let’s talk about backtracking, because this is one of the few complaints I’d have about Jedi: Fallen Order. The game consists of seven planets – each planet forms one “level” for the purposes of our discussion. The first planet, Bracca, is a tutorial level, it’s very scripted, and within the first hour or so, Cal has left and there’s no option to return. Two of the other levels, Ilum and Nur, are relatively linear and compact, and may only be visited once. That leaves four levels: Bogano, Dathomir, Kashyyyk, and Zeffo. These are where the bulk of the game takes place, and they’re larger levels with some degree of exploration required to progress. However, the game’s story takes Cal from one planet to the next… then back to the previous one. This formula plays out for each of these four worlds, and frankly it got repetitive. I’m not averse to the idea of Cal revisiting the same planet – in the context of the story it made sense. But what I think would have worked better is if the levels had been broken down into two smaller chunks, with Cal visiting one location each time. This would have avoided the feeling of repetitiveness while still allowing the game to make use of many of the same assets for terrain and the environment.

The downside of bigger levels is that they can be confusing to navigate. Jedi: Fallen Order does provide an in-game map, but I found it difficult to get the hang of, especially on those bigger levels where a map would’ve really come in handy. The map is 3D, it’s entirely in shades of blue which made identifying any features difficult, there was no way to see the entire level all at once without completely losing my bearings, and generally the map was unhelpful most of the time. It was useful for seeing things like blocked doors and unnavigable passages, as these were usually highlighted, but for finding my way around a level and getting from point to point I have to give the holo-map a failing grade.

The holo-map.

Because Jedi: Fallen Order didn’t offer many shortcuts or ways back to the beginning of the level (i.e. where Cal’s ship was) after completing the level’s objectives, having a good map would have been very helpful when it came to backtracking through each of the levels. This was definitely something I found to be frustrating – with the mission over, I was keen to get on with the story and having to spend twenty minutes or more finding my way back through a level I’d already completed wasn’t a lot of fun. I can’t think of many games that do this – at least, not ones I’ve played – and it feels like padding. With the objective complete and the mission over, having to waste time going back through an already-completed level can hardly be described as anything else.

At a couple of points, Jedi: Fallen Order felt as though it was trying to present itself as a game that offered me a choice of things to do when really no such choice existed. In the worst example, after completing the tutorial level and visiting Bogano for the first time, Cal had a choice of two planets to visit. I chose to go to Dathomir, as I thought it may contain a side-mission and I didn’t want to miss out on it if the story moved on too quickly. The game didn’t make clear that there was absolutely no point in going there – Cal would be unable to progress in any meaningful way on that planet until far later into the game. This fact wasn’t even acknowledged while at the section of the level where Cal was blocked from progressing. In short, Cal needed to jump across a gap in a damaged bridge, but the gap was too wide. After trying and failing once, he says to himself something like “it’s too wide to jump.” After saying that once, that was it. It took me looking up a walkthough online to realise that there was no way at all to progress further on that level, and that’s just something which shouldn’t happen.

The impossible jump.

This ties into a much bigger theme that was present throughout the game – there were many points where an extra line or two of dialogue would have gone a long way to improving the story. In the case of Cal failing the jump on Dathomir, we needed more explanation than a single ambiguous line, something to make it clear the way was shut. But at numerous other points the same issue was present. While I wouldn’t say the story was confused as a result, there were a number of places where it wasn’t as clear as it could’ve been. I pointed these out as I found them, and it’s something I seemed to say often in my playthrough posts!

While Jedi: Fallen Order had one main story – Cal’s quest to find a Jedi holocron – it made an attempt to introduce a B-plot involving the Stinger Mantis’ pilot Greez and a faction of bounty hunters. But this storyline was not properly developed and seemed to be abandoned toward the end of the game with no conclusion. A sequel to Jedi: Fallen Order is in the works, and it’s possible it may come back at that point. But the storyline didn’t feel like it ended on a cliffhanger. One minute Cal was captured by bounty hunters, a few minutes later he’d escaped. For the rest of the game bounty hunters would periodically show up – even in places where it seemed illogical to find them – but they never said anything or did anything of consequence. They were just slightly annoying enemies to fight. The storyline just fizzled out, and as of the game’s finale felt like it had been abandoned; it wasn’t even mentioned once during the final couple of hours of the game.

Cal speaks with the leader of the bounty hunters. The character was seen only once in the game.

There were a handful of moments which I felt were immersion-breaking, where Jedi: Fallen Order stopped feeling like an unfolding Star Wars adventure and started feeling like just another video game. I looked at these moments as they happened, but the worst one was the escape from Ilum. After Cal retrieved his lightsaber crystal from the old Jedi temple, it was a race back to the Stinger Mantis with Imperial reinforcements on the way. Cere jumped on the radio to tell Cal to hurry – Star Destroyers were inbound! But when Cal made it back to the ship, Cere and Greez just stood there. And I had to walk Cal over to the galaxy map to choose the crew’s next destination. What should have been a daring last-second escape turned into a horrible anticlimax and completely robbed what had been a great part of the story of much of its dramatic effect.

As a whole, however, I liked Jedi: Fallen Order’s story. The idea of chasing a hidden holocron in what was a kind of archaeological/historical puzzle felt like something Jean-Luc Picard would have done in Star Trek: The Next Generation! As a history buff myself, I felt that the galactic history angle was fascinating and added a lot to the story. As far as I know, the Zeffo are new to Star Wars; they were certainly new to me. And in that sense, the story really did feel mysterious much of the time – I was never quite sure, especially early in the game, just was I was going to discover.

One of the Zeffo tombs.

The characters all felt real and added to the story, too. Cal himself is perhaps the least-interesting of the main characters, but as someone who has to be the “everyman” protagonist that’s fair enough. And he did have a backstory – a padawan who survived Order 66. Cere and Greez were interesting too, though as mentioned part of Greez’s story – his gambling debt and the trouble with the bounty hunters – feels incomplete. But perhaps my favourite character was Trilla, the Second Sister.

When she was first introduced near the beginning of the game, Trilla felt rather flat. Slightly over-the-top and leaning into being evil meant that there didn’t seem to be much depth to her character; she felt like she could’ve ended up being one-dimensional. But the subsequent revelation that she had been Cere’s padawan, and had turned to the dark side after being tortured by the Empire, was not only a fascinating story twist that rivalled some of Star Wars’ best (and far exceeded some of its worst), but one which transformed her into a character who was complicated and even sympathetic. Her death at the end of the game – when she seemed on the cusp of forgiveness and perhaps even redemption – was heartbreaking.

Trilla was a great character.

Though it worked well for me, I can understand why some players may have felt that the ending of the game wasn’t its strongest point. We can set aside the accusation of Darth Vader being a “deus ex machina”, because in the context of the Star Wars universe I feel it worked. But Cal and Cere’s mission, for the entirety of the story, had been to retrieve the holocron for the express purpose of using it to track down and train the Force-sensitive kids. The setup of the story strongly implies that this has been Cere’s quest for a long time – perhaps even years. Cal’s decision to renege on that, and to destroy the holocron instead, didn’t exactly come from nowhere, but it was a story point that was less developed that it could’ve been. His motivation for doing so comes from Merrin, but they only had two very brief conversations on the subject before the pivotal moment – one of which was an optional conversation that would have been easy to miss. So I can understand why some fans will have felt that the ending was unsatisfying.

However, I’d like to explain why it worked for me. Firstly, Cal changed a lot over the course of the game. He came to realise that putting Force-sensitive kids through Jedi training would lead to them being hunted by the Empire. He lived much of his life since Order 66 in hiding, and having experience the Empire’s Jedi-hunters firsthand was not content to see other kids go through what he went through. Secondly, the vision on Bogano showed him how training the kids could go wrong and lead to them being captured or killed. And finally, the conversations with Merrin were what pushed him over the edge and convinced him to destroy the holocron rather than keep it. For me, he has more than enough motivation from his background and his recent experiences to feel that destroying the holocron makes sense – and from out perspective as the audience, keeping the kids safe from the Empire is still a huge victory.

Cal destroyed the holocron at the end of the game.

Finally, let’s look at a couple of minor things that I didn’t like in terms of gameplay. Firstly, Jedi: Fallen Order was not as polished as I would have expected from a major release. There were a number of bugs and glitches, which mostly consisted of the environment or characters behaving incorrectly – characters would float in mid-air, stand on an invisible ledge, fall through the scenery, etc. The worst two glitches involved Cal getting stuck in the environment. At one point he was unable to cross a narrow beam because the game didn’t register where he was stepping correctly, and on another occasion he got stuck in the scenery after climbing an invisible wall. If I found these issues in a standard playthrough, QA testers must have spotted them during development. Between the game’s release and when I played it there were eight months in which a patch could have been rolled out; it’s a shame that these things were there in the first place but there’s been more than enough time to fix them.

Climbing an invisible wall.

There were a couple of gameplay features that I wasn’t wild about either. Both of these were creative decisions and not glitches or bugs, so I respect the decision to include them. But from my point of view, they didn’t work very well. The first is the checkpoint system. I haven’t played a game since the ’90s that had fixed checkpoints instead of allowing players to save freely, and even though it wasn’t something I had to make use of all that often, it’s not my favourite way to play. In the past it was a limitation of computing power that games had to get around because there was no alternative; in 2020 that isn’t the case. It’s a creative decision, one which aimed to bring Jedi: Fallen Order in line with titles like the Dark Souls series, and I respect that. I just don’t like it.

The second point wasn’t something I disliked per se, it’s just a feature that got old pretty fast: sliding. In the first level, the brief sliding section was wild and very fun. But the feature was repeated multiple times throughout the game and honestly it lost its appeal. Where it felt unique and fun the first time, after several mandatory sliding sessions the novelty wore off. Not to mention that several of these sections required milisecond-perfect button presses which could be very difficult.

Jedi: Fallen Order.

On the plus side, Jedi: Fallen Order gave me what might just be my favourite ever experience in a Star Wars game: piloting an AT-AT. Unlike the sliding feature, which was reused multiple times, the game only gave me one shot at this, but it was so much fun. Cal and BD-1 stayed in the vehicle’s cockpit, and over a fifteen-minute section blasted their way through other AT-ATs, ground forces, and even Imperial ships on the surface of Kashyyyk. It was undoubtedly the most fun section in the game purely from a gameplay perspective!

Speaking of Kashyyyk, it was fun to revisit a planet I’d played through years ago in Knights of the Old Republic. Though on my first visit the level looked quite different to the Kashyyyk I remembered from the older game, the second mission to the Wookie homeworld definitely brought back memories, and at points felt like playing an upgraded version of that classic from the original Xbox era.

Wookie chieftain Tarfful on Kashyyyk.

There were some great scripted moments in Jedi: Fallen Order. When Cal is dreaming while on the train on Bracca, there was a moment where the train was suddenly replaced with an Imperial ship. It was seamless and perfectly shocking. I liked the voice acting performances that the characters gave – at no point did I feel they misspoke, over- or under-acted a scene, or were anything other than competent throughout. BD-1, Cal’s droid, is absolutely adorable and I love him. There were some genuinely emotional moments in the story, such as where BD-1 encouraged Cal not to give up in the crystal cave. But above all, Jedi: Fallen Order was fun to play. I enjoyed myself most of the time, and came out of it with a renewed appreciation for the Star Wars franchise after the disappointment of the most recent film.

I’m not going to give Jedi: Fallen Order a score out of ten. Metacritic and others have plenty of numbered reviews if you need to put a score on it. What I’ll say instead is that I enjoyed the game, and it’s one I would recommend to anyone who either likes Star Wars or who likes Tomb Raider-esque action/adventure titles. Even non-Star Wars fans who like that style of game would find something to enjoy here, but obviously for a fan of the franchise the game offers a lot more.

Cal and Merrin.

Having completed the story, I’m in no rush to play Jedi: Fallen Order again. It isn’t a game which offers branching storylines or even a light/dark system to increase its replayability. However, I enjoyed my time with the game and definitely recommend it to anyone who’s on the fence about trying it. If you’re playing on PC and you’re on a budget, the game was recently discounted during the Steam summer sale, so I think there’s a better than average chance that in December, during Steam’s holiday sale, you might find it at a steep discount. I don’t think there’s any real advantage to be gained from buying the deluxe edition – it seemed to offer a couple of customisation options and nothing more, and given how many customisation options are picked up just from playing the game, unless you desperately want an orange lightsaber or yellow skin for BD-1, I’d say skip it and save the few pounds/dollars.

It was fun to document a playthrough in this way. I’ve already started a much more casual playthough of a second game – Disneyland Adventures. That series is ongoing and I’ll be updating it occasionally as we go through August and into the autumn. I haven’t decided what game in the style of Jedi: Fallen Order I might play next. I was initially considering Control, but after my recent bust-up with the Epic Games Store that’s not an option right now. I do have several other titles I’m considering, though, both modern and retro.

I hope you’ll check back regularly for more game reviews, gaming discussion, and articles about Star Wars, Star Trek, and the wide world of geekdom. Until next time… May The Force Be With You!

Star Wars Jedi: Fallen Order is out now on PC, Xbox One, and PlayStation 4. Star Wars Jedi: Fallen Order is the copyright of Respawn Entertainment and Electronic Arts. The Star Wars franchise is the copyright of Lucasfilm and Disney. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

All Fall Guys rounds ranked!

About a week ago, I gave you my first impressions of Fall Guys, which has been a game that completely took me by surprise. I’d even go so far as to call it the sleeper hit of the summer; it’s been very popular and has received widespread praise. When I wrote down my first impressions I’d spent a couple of hours with the game, which was enough time to know I liked it but not enough time for a really detailed breakdown. This time, I’m going to put all 25 of Fall Guys’ rounds in a ranked list from worst to best. Now that I’ve played all of them multiple times I’m in a good position to know which work well and which need some tweaking!

It’s worth pointing out that Fall Guys has a roadmap for more content, and that will include new rounds at some point. So eventually this list will be out-of-date! I’m also assuming, for the purposes of the list, that you have some degree of familiarity with the game. With those caveats out of the way, let’s rank these rounds!

Number 25: Door Dash

The basic problem with Door Dash is that it’s purely a game of luck. You have no control over which doors are fake and which are real, nor over whether you start near the front or back of the pack. Because the course is so short, hitting a wrong door even once can be enough to relegate you to last place, and if you’re at or near the back of the pack when jumping through the final door you may as well not bother because there’s only a very short distance at the bottom to the finish line. This round universally ends up with every player (and there can be up to 60 if it’s the first round) jumping through the final door within seconds of each other. It’s just not a lot of fun.

Number 24: Tip Toe

Because Tip Toe usually appears as a later round when there are fewer players – and thus, fewer qualification spots – it’s one that most people seem to take very cautiously. If you step on a wrong tile there’s no chance to jump back before it disappears and you fall, meaning it’s possible to do very well and make it almost to the end only to fail, and if you fall one or two tiles from the finish line, there’s usually not enough time to get back in with even a chance at qualification.

Number 23: Jump Showdown

The worst of the final rounds. Because the platforms fall away at random, it’s all too easy to simply be in the wrong place because that’s where the game placed you when the round began. Take away the falling platforms and you have Jump Club, which is one of the better minigames. Unfortunately the addition of the falling platforms means it doesn’t work nearly as well, and there’s often no skill involved whatsoever; it’s pure luck. For a finale, I think that’s poor.

Number 22: Fruit Chute

The entire race takes place on a treadmill moving away from you, with obstacles shaped like fruit being constantly fired down the track. There’s nothing wrong with the setup, but it’s another round where a single – often unavoidable – collision can mean failure to qualify. It’s more random chance than skill-based, and spawning at or near the front of the pack can give players an advantage.

Number 21: Roll Out

Several large rotating platforms with obstacles to jump between make for a tricky setup. However, at least in the rounds I’ve played, most people seem to have mastered it very quickly, and these rounds can drag on and on if not enough people get eliminated. If it would speed up or change direction or do something to make it harder as time went on, it would be more fun.

Number 20: Rock N Roll

I like the premise of this game, which involves three teams pushing a large ball to the finish line. It requires teamwork, which some of the other “team” games really don’t, and it can be just as much fun to stop another team making it to the end as it is to help your team! I think the obstacle course part of the track needs tweaking a little to make it harder or longer, as what often happens is all three teams basically make the same progress, at which point the ones who qualify are the ones who do best at holding up their opponents.

Number 19: Fall Ball

This is basically a Rocket League clone, but with two balls instead of one. Oftentimes it’s fine – though I’m undeniably bad at it – but what can be an issue is lopsided teams. I’ve seen games where it was six against eight and seven against nine, and when considering such a small number of players per team, a two-person advantage is huge! This isn’t something that can always be avoided, but it can be very frustrating to lose 10-0 through no fault of your own.

Number 18: Hex-a-Gone

Another of the finales, and perhaps the one I’ve done best at, Hex-a-Gone features hexagon-shaped platforms that behave like the donuts in Super Mario games – step on them for a second or so and they fall. This game is fun, but on a couple of occasions I’ve fallen from near the top to near the bottom, missing the platforms in between. Not sure if this is a bug or just the way the level is designed. For a finale, a “last one standing” is good, and the fact that you’re in control of where you walk and jump makes it far better than Jump Showdown.

Number 17: Gate Crash

A less-extreme version of the problem with Door Dash afflicts Gate Crash, and it’s another round where a solitary mistake – especially one near the end – can mean failure to qualify. I like its premise and design, and I especially like the slippery ramp leading to the finish line, but the fact that it’s very unforgiving stops it being ranked higher on this list.

Number 16: Hoarders

These next two games are very similar. Basically Hoarders is a team game where the team who has the fewest balls in their segment of the map is eliminated. It’s fun, raucous, and fast-paced, but as with every team game if you’re teamed up with someone crap, or a couple of players on your team disconnect, you can lose through no fault of your own.

Number 15: Egg Scramble

Egg Scramble is basically Hoarders but with several dozen eggs instead of a handful of balls. Once the pile of eggs in the middle of the map have all been claimed, players begin raiding other team’s “nests” to get theirs! It’s pretty good fun – but with the usual team caveat of sometimes losing because of other players being useless.

Number 14: Royal Fumble

Another of the final rounds, and a pretty solid one. There’s only one tail, and whoever is in possession of it when the timer runs out wins. It’s less important who has the tail earlier in the round, but keeping track of it so you can grab it at the last moment is challenging! It’s a competitive round in a game where sometimes it’s possible to win just by concentrating on yourself, and that makes it somewhat unique among the finales.

Number 13: Jinxed

By running away and avoiding anyone on the opposing team, it’s possible to do well at Jinxed. Rounds can be equal or very lopsided depending on who you’re teamed up with, but compared to something like Fall Ball your success or failure is at least partially in your own hands. It’s also a round that doesn’t seem to appear as often; I think I’ve only played it three times.

Number 12: Hoopsie Daisy

A rather unique offering, Hoopsie Daisy has a fun level design with spinning discs, conveyor belts, ramps, and open areas. The hoops appear randomly but in set locations, and they’re easy enough to jump through while at the same time not being too easy – it’s possible to mess up and miss the hoop if you mistime your jump.

Number 11: The Whirlygig

Spinning fans that resemble aircraft propellers and spinning bars to jump over are the two obstacles here, and the course is fun and can be challenging. It’s quite a forgiving round, and it’s possible to recover from even three or four falls to still qualify. The final jump, with the very slow rotating blades opposite, seems to cause a lot of problems for newbies!

Number 10: Team Tail Tag

Team Tail Tag has one of my favourite levels in terms of layout. It looks like a battle course from the Mario Kart series, and its upper and lower levels, with a few obstacles and a ring of conveyor belts near the centre, is a ton of fun. I’d even suggest it could be re-used for other mini-games if the developers wanted to! Team Tail Tag gives each team a set number of tails to start with, and whichever team ends with the fewest is eliminated.

Number 9: Tail Tag

The version of Tail Tag without teams is every so slightly nicer, in my opinion, than its team variant for the simple reason that victory or defeat is in your own hands instead of being tied to a bunch of random players.

Number 8: Jump Club

Jump Showdown, mentioned above, is the worst of the finales. But the game it’s based on, Jump Club, is actually very fun. The spinning bar is easy enough to jump over on its own, but the beams above it provide an extra challenge. It’s so frustrating to survive to almost the end only to be the final player eliminated… speaking from experience here!

Number 7: Dizzy Heights

A series of spinning discs are the main obstacles here, and the round is plenty of fun. There’s no “best” path from the start line to the finish, which shows how well-designed the level truly is, and the final section, with three platforms moving in opposite directions and occasional balls rolling down is deceptively tricky! I’m getting pretty good at Dizzy Heights, and it’s a round I can expect to qualify from more often than not.

Number 6: Perfect Match

Perfect Match is utterly unique and thus hard to place on this list, but I like it so I’m ranking it in the top six. It’s not particularly difficult, and doesn’t always result in a lot of players being eliminated, but in a game that can be very fast-paced, it’s a slower game that’s about more than just who’s faster at pressing buttons. A good memory is very important – but you can sometimes get away with following other players if you’re quick!

Number 5: See Saw

I love See Saw. It’s a ton of fun, and deceptively tricky. It looks like it should be simple to get across the platforms, but a mistimed jump or an awkward landing can lead to a fall. However, it’s a very forgiving round and falling several times isn’t enough to put you out of contention. The only criticism I’d have is that players who spawn at the front of the pack have an advantage, and it’s possible to see the first four or five players qualify long before everyone else simply because they had a clear path to the finish line.

Number 4: Slime Climb

I’m atrocious at Slime Climb. In fact, I’ve qualified from this round precisely once – and that was by sheer luck! But in terms of what Fall Guys aims to be – a game about running fun obstacle courses – Slime Climb has it all. There are moving platforms, slippery sections, balance beams, a conveyor belt, moving obstacles, and bouncing balls to avoid on the way to the finish line at the top. And all the while, the slime is slowly rising! I love it, even though I suck at it.

Number 3: Fall Mountain

Fall Mountain is my favourite finale – even though I’ve never won at it! It’s a proper obstacle course, with different things in your path as you race to get to the summit and claim the crown. As balls roll down the mountain providing randomised obstacles, there are things to dodge and push and jump over, and it feels like a proper finale where your fate is in your hands!

Number 2: Block Party

Although it doesn’t always succeed at eliminating a lot of players, I like what Block Party is about. A fairly narrow platform is all the space you have, and there’s not a lot of time to get out of the way of the obstacles that come flying at you! The final seconds of the round are incredibly tense as players rush from side to side to side to get out of the way of speeding blocks! It can be tricky and tense, but it’s fantastic.

Number 1: Hit Parade

For me, Hit Parade epitomises the “obstacle course” concept better than any other round in the game. The round begins with beams to balance on and a slippery slope underneath. Then the next section has spinning gates to push and a moving barrier with a small gap. Up next are the swinging balls to avoid, and finally a slippery slimy slope to climb to reach the finish line. Of all the rounds, Hit Parade offers the most diversity in terms of obstacles, it’s perfectly designed to be just the right length, it’s forgiving enough if you make a mistake without being too forgiving, and above all, it’s just good fun.

So that’s it. All the rounds in Fall Guys ranked… according to me, anyway. I’m having lots of fun with this game, even though there can be a couple of frustrating rounds! Even the “worst” ones can still provide a good time, though. For pure pick-up-and-play fun, there isn’t anything quite like Fall Guys on the market, and I’d encourage anyone with a PC or PlayStation 4 to give it a go.

If your favourite round wasn’t one of my favourites, please don’t get upset. This list is the subjective opinion of one person, and even within a single game there will be a range of opinions on which course or level is “best”. If you like a round that I don’t, or vice versa, that’s okay. It’s great that we don’t all like the same things!

I’d love to see Fall Guys ported to the Switch – I think it could be a phenomenal game on that platform. And of course bringing it to Xbox would complete the lineup and make it a true multiplatform experience. I’m curious to see what the roadmap brings – will the new rounds be just as good as those already in the game? What else could they bring to the table? I’d like to see another logic or thinking-based round to go along with Perfect Match, which feels like an outlier at the moment. And more obstacle courses with diverse challenges instead of rounds where all the obstacles are the same type. Those would be my requests!

I mentioned in my first impressions that the game has microtransactions. I wanted to clarify that point before I go, because having played the game for longer, I can now say that there’s plenty of content available without spending a penny on the microtransactions. Each round provides players a certain amount of “kudos” – the in-game currency – and this can be exchanged for cosmetic items. In short, unless you desperately want a limited-time item and there’s no way to play enough rounds to afford it, you can play the whole game without touching the microtransactions and still rack up a huge variety of cosmetic items. The best cosmetics – or rather, the rarest – are only available with “crowns”, the second in-game currency. Crowns are awarded for winning – i.e. being the last player standing after the finale. While microtransactions can be an issue in games, they aren’t in Fall Guys in my opinion.

Maybe I’ll see you out there in the wild, pushing you out of the way to make it to the finish line!

Fall Guys is out now on PC and PlayStation 4. Fall Guys is the copyright of Mediatonic and Devolver Digitial. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Could Voyager’s Doctor appear in Star Trek: Discovery?

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1, Star Trek: Discovery Season 2, Star Trek: Voyager, and other iterations of the franchise.

Star Trek: Discovery’s premiere brought back Sarek, Spock’s father who had been first introduced in The Original Series. Season 2 saw Spock himself as well as Captain Pike and Number One make appearances, so Discovery is a series that has no qualms about reintroducing legacy characters. But its 23rd Century, pre-The Original Series setting precluded the use of most of Star Trek’s characters, as the bulk of the franchise’s 780+ episodes and films take place later in the timeline.

Discovery’s move forward in time should also mean that no legacy characters could have significant roles. After all, who could possibly still be alive more than eight centuries after the events of Star Trek: Picard? I can think of one character, but not in the way you might expect!

Voyager’s Doctor – or at least a version of him – could be alive in the 32nd Century.

As a hologram who doesn’t age, we could definitely argue that The Doctor – played by Robert Picardo for all seven seasons of Star Trek: Voyager – might have survived this long. But that isn’t the angle I’m taking.

The 23rd episode of Season 4 of Star Trek: Voyager, Living Witness, takes place in the 31st Century. After the USS Voyager had an encounter with a species called the Kyrians in the 24th Century, some pieces of technology were left behind, including a backup copy of The Doctor. Reawakened in the 31st Century, he stayed with the Kyrians for a number of years, righting the wrongs in their historical records about Voyager and its crew.

The episode is interesting in itself, and well worth a watch, but from our point of view today what I want to consider is the episode’s ending. After living with the Kyrians for years – perhaps decades – The Doctor took one of their ships and left the planet, hoping to retrace Voyager’s path and return to the Alpha Quadrant.

A photo of The Doctor in a museum at the end of Living Witness.

We know from later seasons of Voyager that it only took them another three years or so after leaving Kyrian space to make it home – though that did involve the use of the Borg transwarp network, among other helping hands – so the journey is definitely achievable. The Doctor, unlike us mere humans, doesn’t need food or any other supplies personally, so as long as his ship was functional, even if it took him decades he would have been able to make it back to Federation space – and if it took him several decades, the timeline starts to line up for a crossover with Discovery.

One thing that I’m cautiously interested in when it comes to Discovery’s third season is the potential to learn more about what happened to some of the characters we knew in other Star Trek shows. Perhaps we won’t learn the specifics of what happened to individuals, but we may learn broad strokes about what happened to their planets and cultures, and we could infer from that what may have happened to them. The series looks – if we take its trailer at face value – as if part of the story will be about restoring a declining or defeated Federation. Characters who originated in an era where the Federation was strong and just would be well-suited to that task, and they may find an unlikely ally in this version of The Doctor.

Restoring the Federation may be part of Discovery’s third season storyline.

On the production side of things, Star Trek has recently had great success bringing back Brent Spiner as Data and Sir Patrick Stewart as Jean-Luc Picard. Spiner’s role as Data is a great comparison, because both Data and The Doctor are artificial, and thus not susceptible to ageing. Brent Spiner had said as early as the mid-2000s that he felt he’d “aged out” of the role of Data, yet the makeup and visual effects used in Star Trek: Picard worked very well. Obviously if you try to compare the way he looked earlier this year to the way he looked in 1987’s Encounter at Farpoint there’s a difference, but it’s not immersion-breaking. All this is to say that there’s no reason why Robert Picardo couldn’t reprise his role too.

Digital de-ageing effects have been used more and more often in recent years, even on television, and while the technology isn’t cheap, it shouldn’t be prohibitively expensive either. So that option would be viable for the team behind Star Trek as well.

But the big question is what kind of role The Doctor could play in a 32nd Century Discovery story.

Robert Picardo in a 2017 episode of Lucifer.

If I were writing it, the way I’d see him involved would be working alongside Burnham, Saru, and the crew of Discovery to restore the Federation. They’re looking at things from a 23rd Century viewpoint, but The Doctor could fill in more than a century’s worth of gaps in their knowledge. The Federation in the 24th Century is very similar to how it was in the 23rd in terms of morals and outlook, so I could absolutely see them working in common cause.

Rebuilding or reinvigorating the Federation is a noble task, and while I’ve documented my misgivings about Star Trek taking on a kind of post-apocalyptic setting previously, one way I think it could be made to work is if at the end of the season the Federation was back up and running. The Doctor could be invaluable to Discovery’s crew in accomplishing such a task, and with Data now permanently gone from the Star Trek universe, there aren’t many others who could still be around in this era.

The Doctor could help the crew of Discovery in the 32nd Century.

Perhaps after Season 2, which brought back several legacy characters for major roles, Discovery wants to stand on its own two feet again. Indeed, part of the reason for shifting the show’s timeline so far into the future is specifically because the producers and showrunners wanted to get away from the constraints of the 23rd Century – and the fan criticisms that came as a result of using that setting. So perhaps bringing back a legacy character in Season 3 isn’t on the agenda.

But The Doctor could still appear in Season 4 – and reports suggest that pre-production is underway on Discovery’s next adventure. While I think that The Doctor could be a good fit for a “rebuilding” type of storyline for the reasons already mentioned, if Season 4 takes the show in a different direction, perhaps that would be something more suited to his medical expertise, such as curing a disease. For all we know at this stage, a disease could be involved in damaging the Federation in this time period!

If not The Doctor, there are a few other characters who could – in theory – still be active in the 32nd Century. Let’s look at them briefly:

Number 1: Soji

Spoiler warning for Star Trek: Picard Season 1, but Soji is synthetic; an android. At the end of the season, Picard was told that his new synthetic body wouldn’t keep him alive for centuries, but there’s no reason Soji should have the same limitation. In many ways, Soji would make for a better crossover character than almost anyone else, as she’s a main character in an ongoing series. The crossover would thus be between two Star Trek shows that are currently in production, providing a link between them.

We could also add into the mix the other synths from Coppelius, including Sutra (aka Evil Soji) and even Dr Soong, if he was successful in creating himself a new synthetic body (and there’s no reason why he wouldn’t have been).

Number 2: Lore

Lore was said to have been disassembled after his final appearance in The Next Generation, but we learned nothing of his fate after that. I speculated during Star Trek: Picard’s first season that Dr Maddox may have had access to Lore’s components while working on Soji and the other synths, but this was never confirmed on screen. It’s at least possible that Lore survived in disassembled form until the 32nd Century.

However, with Star Trek having gone out of its way to write Data out of the franchise, and to give Brent Spiner a new character in Dr Soong, I think any re-emergence of Lore is highly unlikely.

Number 3: Benjamin Sisko

I’ve mentioned Captain Sisko so often in relation to characters who could re-appear that you may think he’s become an obsession of mine! However, his story as of the end of Deep Space Nine was deliberately written in such a way that he could come back at literally any point in the Star Trek timeline. After being saved by the Bajoran Prophets, Sisko went to stay with them for a while – and they exist outside of linear time, meaning he could essentially travel to any point in time, including the 32nd Century.

Avery Brooks, who played Sisko, hasn’t always seemed willing to reprise the role, and recently declined to appear in the documentary What We Left Behind. However, there’s no reason why the character couldn’t be recast for future appearances.

Number 4: The Dax symbiont

While still arguably unlikely, this seems perhaps the least-unlikely of all the characters we’ve looked at so far. The trailer for Discovery’s third season showed Trill characters as well as what looked like a scene set on the Trill homeworld. We know, thanks to Deep Space Nine, that Trill symbionts can live for centuries; how many centuries exactly has never been stated as far as I’m aware. That leaves an opening for Discovery to bring back Dax – as well as an excuse to recast the character.

With centuries of knowledge, Dax could be a huge help to the crew of Discovery for the same reasons we’ve already talked about. Rebuilding the Federation will be a huge task, and it will take people who knew how it worked to help out.

So that’s it. A handful of other characters to go along with The Doctor who could – but probably won’t – appear in Star Trek: Discovery’s 32nd Century setting. As the show gets nearer to being broadcast (mid-October, in case you missed that announcement) my optimism is growing. Season 2 was decent, and despite my misgivings about taking the series away from its setting and into the far future, I think it has potential to tell interesting stories. I’m cautiously optimistic!

It seems unlikely that The Doctor, or any of the other characters mentioned, will make an appearance, but from an in-universe perspective it’s not entirely impossible. We’ve seen with Star Trek: Picard that bringing back legacy characters and referencing events that took place in a past episode or story are both things that the people in charge of Star Trek are willing to consider, so it’s at least possible to think we could see someone from the past reappear in Discovery.

Most of all, this was a bit of fun. We got to look back at Living Witness, which was a unique entry in Star Trek: Voyager, as well as speculate on the fates of The Doctor and some other well-known characters from past and present iterations of Star Trek. I’ll take any excuse to spend more time in the Star Trek galaxy!

Star Trek: Voyager is available to watch now on CBS All Access in the United States, and on Netflix in the United Kingdom and elsewhere. Star Trek: Discovery Season 3 will be available to stream beginning on the 15th of October 2020. The Star Trek franchise – including all properties mentioned above – is the copyright of ViacomCBS.

Star Trek: Lower Decks review – Season 1, Episode 2: Envoys

Spoiler Warning: There are spoilers ahead for the first two episodes of Star Trek: Lower Decks. There may also be spoilers for other iterations of the Star Trek franchise.

If you stopped by last week, you might’ve felt that I was a little hard on Lower Decks’ premiere. I certainly thought so on re-reading what I wrote last time, so just for the sake of clarity, although not all of the jokes landed and despite my misgivings about Ensign Mariner, I did enjoy Second Contact. This new series is all at once very different from past iterations of Star Trek, yet also familiar. That familiarity comes from the show’s creators, writers, and producers being big Trekkies who put a lot of love into what they’ve made. Discovery could feel, on occasion, that it was made by a team of people who weren’t necessarily all that familiar with Star Trek, but there’s no way the same accusation could be made against Lower Decks.

If I had been in charge of making the series and broadcasting it, one change I’d have made would’ve been to put Envoys first. The opening scene from Second Contact definitely made a good introduction, so perhaps I’d have rejigged the first two episodes so that scene was still the first scene of the series, but the episode that followed had the plot of Envoys, which is a stronger story and one which gave all four main characters more to do.

Three of the four main characters in Envoys.

I’m sure you’re getting tired of me saying this by now, but Lower Decks still has no international release planned. This continues to be a source of profound disappointment, and it’s something which will unfortunately harm the series going forward. While I think it’s fair to say that Lower Decks has hardly taken the world by storm, the moderate level of hype and buzz that it did manage to generate has been tarnished by the fact that a huge portion of its potential audience is missing out and unable to participate. Because Lower Decks is such a unique offering in the Star Trek lineup, and with the general popularity of animated comedy backing it up, it’s a show which should have the potential to bring in legions of new fans. The decision to broadcast it in North America only, with no plans for an international release, damages this. It means potential new fans miss out on the show when it’s new, killing a large portion of the hype, and it means that anyone who is very interested to watch will simply pirate the show, as doing so is incredibly easy.

Not me, though. Heavens no. As you’ll recall from last week, I’ve temporarily moved to my second home in the USA so I can watch the show. I really am enjoying my time in the beautiful state of Maine. The desert, the cacti, the dry heat… it’s perfect! And I’m only a half hour’s drive from the neighbouring state of Alabama, where I can sit on the beach and gaze out over the Pacific ocean. Bliss.

This is definitely my house. And it’s totally in the USA. Which is where I absolutely am.

So let’s jump into Envoys, shall we? By the way: how do you pronounce it? Is it “ON-voys”? Or “EN-voys”? I’ve heard it said both ways, and I don’t think either is strictly right or wrong, it’s just a matter of dialect. But we’re off topic already. The opening scene before the title sequence was the weakest in Envoys, and reinforced everything I’d been thinking about Ensign Mariner from last time. In fact, this scene was her at her arrogant and most un-Starfleet worst as she tries to kidnap a sentient energy-lifeform and forces it to grant her a wish.

There’s so much wrong here that I felt like switching off the episode and saying, “well I guess Lower Decks just isn’t my thing.” But let’s break it down – Starfleet is all about seeking out new life, learning about them, and coexisting in a peaceful, friendly manner. Mariner kidnapped a sentient lifeform for… what? Because it would be funny? And she let it go only when it could provide her a minor material benefit at great cost to itself. As I said last week, it feels like Lower Decks wants to have its own Rick Sanchez (from Rick & Morty) – an “I-don’t-give-a-fuck-about-anything-except-myself” mega-genius – but that kind of character doesn’t work in a Starfleet setting, and definitely not as an ensign.

Ensign Mariner captures the energy lifeform.

After re-reading my criticisms from last time I wondered if I’d been unfair on Mariner, but this scene riled me up and convinced me that I hadn’t been. When I wrote earlier that if I’d been in charge I’d have reworked the first two episodes, I’d also have cut this scene entirely. For me, Mariner is not a good source of humour when she behaves selfishly and in an un-Starfleet manner. If the show was not set on a Federation starship, with Mariner taking on a Chris Rios-type role (the captain of La Sirena in Star Trek: Picard) maybe it would work better. While she did improve significantly as we got further into the story, she remains the show’s weak link for me, and this scene at the beginning of the story was Mariner at her absolute worst.

The title sequence was up next, and I’m really enjoying the music. Lower Decks’ theme is easily one of my favourite Star Trek themes now, and certainly the best one since the 1990s. I didn’t mention this last week, but at one point in the title sequence, the USS Ceritos stumbles on a battle between Romulan vessels and Borg cubes – given that we know the Romulans captured the Artifact (a derelict Borg cube) prior to the events of Star Trek: Picard, I wonder if this is meant to depict that event. Even if not, it was a cute little wink to fans of Picard simply by putting Borg and Romulans together.

The USS Cerritos arrives at the Borg-Romulan battle.

After the titles, Boimler is boasting to Tendi and Mariner about his new assignment – he’s to pilot a shuttle and escort a high-ranking Klingon general to peace negotiations. This scene went a long way to making up for Mariner’s earlier conduct, as we see her more relaxed while presumably off-duty. She doesn’t really do anything too offensive here, which by her standards is a win. I liked Boimler practising his Klingon pronunciation; it was suitably silly and funny!

Ensign Rutherford – who we didn’t get to spend much time with last week – crawls out of a jeffries tube where he’s been working to realign the EPS conduits. He and Tendi share a cute moment as she asks him if they can get together to watch a pulsar. The show is clearly setting the two of them up as a pair alongside Boimler and Mariner, though whether they’ll ever end up as anything more than platonic is unclear. In order to get enough time off work to watch the pulsar with Tendi, Rutherford decides to transfer out of engineering, which is the second plot of the episode along with the shuttle mission.

Ensigns Tendi and Rutherford as the latter exits the jeffries tube.

Rutherford provides an even stronger contrast to Mariner than Boimler does. Where Boimler is neurotic, anxious, and horribly concerned with making a good impression, Rutherford just gets on with his job and seems to revel in the menial tasks he undertakes as an engineer. Boimler doesn’t seem to enjoy being a Starfleet officer, despite being well-read, but Rutherford has taken to his role naturally and with a positive attitude. Of the four main characters, only Rutherford truly feels like someone who could’ve been a Starfleet officer in a past Star Trek series.

In the shuttlebay, Boimler has arrived to get ready for his mission escorting the Klingon general. And wouldn’t you know it, Mariner has managed to “pull a few strings” and get herself assigned to the mission with him. At first it seemed as though she’d used her connection to the captain (if you missed it last time, Captain Freeman is her mother), but later it’s revealed that she knew the Klingon general, so that may have been how she was able to land the role.

Boimler is angry to see Mariner messing up his shuttle.

In typical Mariner fashion, she’s messed up the shuttle. Boots on the control panel, she’s eating her lunch and has spilled it. Once again I’m getting a distinct Rick & Morty vibe – Mariner seems to treat the shuttle the way Rick Sanchez treats his flying car/spacecraft, and the comparable visuals of empty food containers and general mess wasn’t lost on me.

For once, though, we got to see a genuine moment of excitement from Mariner, who is fascinated by the shuttle’s blast shield. She even sang a little song (which was very catchy and got stuck in my head) about it, which was sweet. Perhaps there may be an appreciation for some of what Starfleet has to offer underneath the uncaring exterior after all? This moment had been briefly seen in the trailer, and I liked it there as well.

The blast shield song.

I didn’t really like that Mariner had managed to not only elbow her way onto Boimler’s mission, but that she’d been placed in charge with him relegated to the role of co-pilot. While Mariner herself may act in an un-Starfleet manner, the rest of the crew shouldn’t, and this change of role for Boimler – who didn’t even know until he reached the shuttle – seems very unprofessional.

I know that I need to try to distance myself from what I already know about Starfleet when watching Lower Decks and not take it so seriously. And I am making a genuine attempt to do so, but as I wrote last time, the franchise has fifty years of history and lore that has been built up, and speaking personally, I have over a quarter of a century as a Trekkie under my belt. Discarding parts of that is hard, and trying to see Lower Decks as an animated comedy first and a Star Trek project second isn’t always easy.

Boimler learns he’s been assigned the co-pilot’s role.

Up next, Rutherford is in main engineering and is working up the courage to follow through with what he promised Tendi and ask for reassignment. I liked this scene, as Rutherford clearly has the respect of the chief engineer and his crewmates. Though it seemed as if the chief engineer may have been angry, everyone was thrilled for Rutherford as he moved on.

It was great to see the Cerritos’ engineering deck in more detail too. The warp core strikes me as some combination of those seen in The Motion Picture, The Next Generation and Voyager, and the whole of main engineering has a distinct Star Trek aesthetic that couldn’t possibly be from any other franchise. I liked the Enterprise-D-style main engineering table; we’d often see Geordi La Forge, Data, and others standing there in The Next Generation. There’s no question that, when it comes to the design of the ship, Lower Decks is doing a great job of staying consistent with what’s come before.

Rutherford with the engineering crew in main engineering.

Up next came the shuttle mission. Mariner is reunited with her Klingon friend, someone she met on a past assignment. Boimler confirms for the audience that he and Mariner are roughly the same age, something that I wasn’t sure of given her past history of promotions, demotions, and reassignments. While Boimler pilots the shuttle, Mariner and the Klingon get drunk on bloodwine.

Compared to the Klingons seen in Discovery, whose aesthetic had been very different to what we’d seen before, the Klingon general here was a return to form. Sporting an eyepatch similar to General Chang’s from The Undiscovered Country, he looked exactly like I’d have expected an animated Klingon from The Next Generation era to. The typical Klingon forehead, the long flowing hair, the beard with the distinctive moustache-gap, and of course the armour and batleth were all present, and I liked the way this character looked.

The Klingon general.

Despite being ordered to transport the general to a Federation outpost on what seems to be a non-aligned planet, the Klingon – backed up by a drunk Mariner – insists on being taken to a Klingon district so he can get gagh. Gagh is a Klingon food well-known to Trekkies, as it’s appeared numerous times in the Star Trek franchise. Unable to resist their demands, Boimler lands the shuttle in the Klingon district.

We’ve already spent too long focusing on Mariner and her un-Starfleet conduct, so I’ll skip over that to avoid this review being too repetitive. After landing the shuttle, Mariner and Boimler disembark, and it’s promptly commandeered by the drunk Klingon, who shakily flies it away, stranding Mariner and Boimler who now need to recover the shuttle and the wayward Klingon.

The shuttle is stolen.

This sets up what would be the main focus of the episode’s story – Mariner and Boimler working together on the planet. While I like this story and I felt it finally gave Mariner a few brief moments of actually seeming like a nice character for a change, it was very similar to what we got last week. When I mentioned at the beginning that Envoys would have made a better premiere, this is what I mean. The whole concept of a by-the-book officer and a rebellious officer working together, using their differences to complete an assignment that’s gone wrong works remarkably well, and this could have been a great way to set up the series. Its thunder feels at least a little stolen by being very similar to the Mariner and Boimler story from last week, though.

The two can have a fun dynamic when they’re alone and when Mariner isn’t being too unkind. If we use our Rick & Morty comparison, Boimler is definitely the Morty to Mariner’s Rick, and the way she treats him will clearly be very funny to people who like that kind of humour. Those moments in Rick & Morty are seldom my favourite, though, and as mentioned I don’t think it translates well to Star Trek.

Rick and Morty… oops, I mean Boimler and Mariner.

While they’re left to explore the settlement, which features a variety of Klingons and other aliens, back aboard the Cerritos Rutherford has transferred to the command division. He’s been taken under the wing of the ship’s first officer, Commander Ransom, and on the holodeck Rutherford is put through his paces. This sequence left me in stitches and was perhaps the best in the episode in terms of pure comedy, as poor Rutherford simply can’t get the hang of starship command!

In the first training simulation, Rutherford gets the ship destroyed. Ransom then gives him a simpler assignment – the ship is directly in the path of a small asteroid. This should be super easy to avoid, but Rutherford again messes up and gets the ship’s school and kindergarten destroyed. If you haven’t seen it you’ll just have to watch it, because the way the scene unfolds is absolutely hilarious, and everything from the way the holo-characters deliver their lines to Rutherford and Ransom’s reactions to his mistakes were just pitch-perfect.

Rutherford gets a turn in the (simulated) captain’s chair.

On the planet’s surface, Mariner and Boimler are still on the tail of the Klingon general. While Mariner stops to go to the bathroom, Boimler gets hit on by an attractive woman. Of course it turns out to be a creepy alien who wanted to use Boimler to incubate her eggs, and Mariner is able to save the day. Were she not such an insufferable character by this point, I’d have been more impressed with her knowledge of different kinds of alien races and her “street smarts” – for want of a better term.

Rutherford’s next assignment is in sickbay, where he gets to work alongside Tendi for a brief moment. The ship’s Catian doctor, Dr T’Ana, is impressed with his anatomical work – he compares it to working on a starship. She then gives him a relatively simple task, to keep a wounded officer calm. But of course he manages to mess this up, causing the man to panic and make things worse! This was another very funny scene, and Rutherford has provided much of the episode’s comedy so far.

Dr T’Ana, Rutherford, and Tendi with a patient in sickbay.

After being kicked out of sickbay by the grouchy Dr T’Ana, Rutherford tries his hand at security. He’s thrown into a simulated battle against a number of Borg drones, and is able to defeat them all thanks to his cybernetic implant. This greatly impresses the security chief, the Bajoran Lieutenant Shaxs. This scene wasn’t as funny as the others, but Rutherford’s genial nature contrasted with Shaxs’ description of him as a natural born killer did win a chuckle.

Boimler and Mariner have reached an Andorian settlement or district back on the planet’s surface, and are getting closer to locating the Klingon and shuttle. During their time here, we get to see a slightly different side to Mariner, which I think has started to show her in a better light. It’s not that she doesn’t care about anything, just that she’s very selfish, arrogant, and puts herself first. Which is an improvement. I guess.

Boimler and Mariner in the Andorian settlement.

Tendi is the character who got the short straw this week, I think. Rutherford got his very funny B-story about trying out the various departments, and Mariner and Boimler got their mission to the planet, but Tendi really hasn’t had much to do at all, besides being excited to see the pulsar. Though after she spent last week basically just saying “wow” to everything, even that was an improvement. However, I’d like to see her have a proper story of her own – and I’m sure she will in an upcoming episode.

In the Andorian settlement, Boimler starts a bar fight by being too quick to step in with his phaser when he sees a group of Andorians hassling someone. It turns out that they were trying to stop a changeling – presumably not a Founder, as other shapeshifters exist – and upsets them. Mariner steps in and saves the day, leaving Boimler dejected at how bad his mission is going.

Boimler with his phaser.

This moment was perhaps the first time in the series that the “book smart vs. street smarts” dynamic between Boimler and Mariner genuinely seemed to work. Boilmer thought he was doing the right thing, upholding Starfleet values. But he learned a valuable lesson – that he can’t learn everything there is to know about being a good officer from textbooks. Mariner’s experience proved invaluable to completing this part of his assignment (even though her lack of care put him in the position to begin with).

We also get to see Mariner properly take on the role of mentor that she promised at the end of Second Contact, trying to provide some degree of comfort and reassurance to Boimler when he’s at his lowest ebb. And I liked that – I wish we’d seen this side of her character earlier, as she’s far nicer and more enjoyable to watch when she’s not being rude or unkind for the sake of it. Boilmer had thrown down his combadge in a threat to quit Starfleet, but Mariner definitely stepped up to help him here.

Boimler and Mariner after the bar fight.

Lieutenant Shaxs was thrilled with Rutherford’s performance as a security trainee and inaugurates him into the “bears” – the nickname for the Cerritos’ security team. However, in a cute and funny moment, Rutherford sees his beloved jeffries tube and declines the offer. The security chief, who seemed like he would’ve been angry, instead compliments Rutherford on his decision to be true to himself, and Rutherford returns to engineering.

I enjoyed Rutherford’s story this time. He’s a fun character who loves his job, but was also willing to go above and beyond for his friend just so they could spend more time hanging out. Where Tendi seems to perhaps have some kind of feelings for him, I got the sense that Rutherford’s interest in her is – at least at this stage – platonic. But I could be wrong; the show could easily make them a couple at some stage.

Rutherford’s beloved jeffries tube.

Boimler and Mariner finally have a lead on the Klingon general and the missing shuttle, and are on their way. There should be just enough time to sort everything out before the Klingon is missed at his scheduled peace conference. They’re stopped by a Ferengi en route, and he seems to be trying to mug them.

In what was a clear setup, Mariner pretends to naïvely go along with his demands, allowing Boimler to step in and “save” her from the devious Ferengi. I think – and I could be wrong – that this is the first Ferengi we’ve seen in Star Trek since their sole appearance in Enterprise in the early 2000s. There was a Ferengi emblem glimpsed briefly in Star Trek: Picard, but I think this is the first Ferengi character to make a proper appearance since then. Given that we got to know a lot about them from their appearances in Deep Space Nine in particular, it was nice to see a Ferengi back.

The Ferengi.

After “escaping” from the Ferengi, Boimler and Mariner find the Klingon general passed out in the shuttle – which had accrued several parking tickets in what felt like an homage to The Simpsons episode where Homer’s car gets lots of tickets in New York! I liked that silly little visual gag; it was very funny even if it wasn’t a reference to The Simpsons.

Boimler got a much-needed win from their encounter with the Ferengi – though he’s a very sore winner, which is not an attractive character trait – and there was just enough time to deliver the general to his peace conference and get the shuttle back to the ship. Despite the mission going off the rails, the pair managed to salvage things right at the end!

The shuttle has been ticketed!

Back aboard the Cerritos, Boimler brags about his “win” against the Ferengi at Mariner’s expense, which I didn’t really like. It was clear, of course, that she was just going along with it to boost his confidence; moments later, after leaving the bar, she speaks to the Ferengi confirming that the two of them are friends and the whole thing was a setup. What I liked about it was that it was a very “Mariner” way to help out. She stayed true to her character, but was able to use her skills to help Boimler for a change.

The episode ends with Tendi and Rutherford in the jeffries tube. Tendi got her wish of watching the pulsar with Rutherford – albeit on a padd screen – and Rutherford got his wish of being back in the engineering department, crawling through the tubes. All in all, a happy ending.

Tendi and Rutherford in the jeffries tube.

So that was Envoys. An episode which started very weakly ended up being better than last week’s offering. We got to see some heart underneath Mariner’s carefree exterior, which will be important if she’s to become a protagonist worth rooting for. I felt that her conduct in the opening scene was perhaps the low point out of her two appearances so far, but the way she helped out Boimler when they were together on the planet went a long way to making up for it.

The breakout star of Envoys for me, though, was Rutherford. He has such a positive attitude to his work and to his friends, and he just seems like an all-round nice guy. Not to mention that his story provided much of the humour in the episode – or at least, much of the humour that worked best for me. Lower Decks still has a very distinct style and sense of humour that won’t be to everyone’s taste, but I’d encourage anyone disappointed or put off by last week’s offering to give it a second chance.

Mariner and her Klingon friend annoy Boimler.

I don’t think there’s much more to say. Lower Decks remains a very interesting project in the Star Trek franchise, and I’m curious to see how well it’s performing with viewers. So far I haven’t heard anything about that. I always want Star Trek projects to be successful, and of all of the projects in recent years, Lower Decks has the most potential to bring in a new and different kind of fan. Hopefully that’s starting to happen, because the greater success the franchise enjoys, the more Star Trek we’ll get to see in future.

After feeling a little trepidation in the run-up to this week’s episode after having mixed feelings last time, I can now say with confidence that I’m genuinely looking forward to next week. Roll on episode 3: Temporal Edict!

Star Trek: Lower Decks is available to stream now on CBS All Access if you’re fortunate enough to live in the United States. The Star Trek franchise – including Star Trek: Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Picard Season 1 theory roundup!

Spoiler Warning: There are spoilers ahead for the entirety of Star Trek: Picard Season 1, including its ending. There may also be spoilers for other iterations of the Star Trek franchise.

Star Trek: Picard’s first season wrapped up at the end of March – and it feels like forever ago, what with everything that’s happened in the world since! While the season was running, in addition to reviewing each of the episodes in turn I also concocted a number of different theories for what was going on in the show. Star Trek: Picard very carefully set up a number of mysteries, and even heading into the second half of the finale, it wasn’t clear exactly how they would be resolved.

I’d argue that the first season’s two-part finale wasn’t the show at its best, and it felt as though a season which started incredibly strongly ended up stumbling a little as it crossed the finish line. There were a number of reasons for this – which I covered at the time – but it boils down to some of the show’s mysteries not being fully explained, and some storylines being dropped or left unresolved. That and the truly awful gold makeup used for the synths on Coppelius!

Yikes.

If you’d like to read all of my theories from Star Trek: Picard Season 1, you can find them on my dedicated Star Trek: Picard page. Click or tap here to be taken there!

This time, what I’d like to do is take a look back at some of the theories I postulated while the season was running. I’ll explain why I thought they seemed viable – and why they ended up being total misses! In a way, part of the fun of theory-crafting and speculating is knowing that you won’t always get it right… and boy oh boy did I have some seriously wrong theories!

Number 1:
Dahj and Soji aren’t synthetics, they’re genetically-engineered humans.

Soji in the episode Nepenthe.

This is a theory I first came up with right at the beginning of the series, almost from the very moment Picard begins to suspect that Dahj is synthetic. It seemed like it could’ve been a clever idea for a double-bluff – establishing Dahj and Soji as synths, only to rip that away and challenge both Picard’s and the audience’s expectations. However, it didn’t pan out that way, and looking back, this theory was kind of ridiculous!

Genetic enhancements, similar to those made on characters like Dr Bashir and Khan, could have given Dahj the incredible speed and strength that she possessed in Remembrance, so from that point of view it wasn’t wholly unthinkable. But looking back, while Star Trek: Picard did aim to be a show that kept us guessing and didn’t telegraph every aspect of its storyline, this kind of subversion of expectations would have been a step too far. We didn’t know anything about Dahj or Soji at the beginning of the series, and to take the one established fact about them and make it a lie or a misunderstanding would have been a storytelling mistake.

Dahj during her fight against Zhat Vash operatives in Remembrance.

There was also plenty of evidence that Dahj and Soji were synthetic: Picard’s meeting with Dr Jurati, Narek’s interest in Soji, and the strong connection Picard felt to Dahj (and later to Soji) because of his friendship with Data. All of that would have made no sense in the story if we’d ended up dealing with genetically-enhanced humans!

I brought this theory back after episode 3, The End is the Beginning, based on a line spoken by one of the Romulans who attempted to assassinate Picard: “she’s not what you think she is!” This of course referred to Soji, and it struck me that, as Picard and his comrades believed Soji to be a synth, perhaps the Romulan knew that she was not. However, as the story progressed it became abundantly clear that Soji and Dahj were the synthetics that the story established them to be, and that I was barking up the wrong tree with this one!

Number 2:
Section 31 will make an appearance in the show.

A black Section 31 combadge from Star Trek: Discovery.

This theory was crafted not so much because of anything that directly happened in the plot of the show, but rather for production reasons. In short, the Star Trek timeline is seriously fractured, with shows being produced simultaneously occupying very different timeframes. When Discovery’s third season kicks off in a few weeks time, there will be four shows occupying four time periods. This complicates the franchise, and what that means is that some threads of continuity would be very helpful, especially for casual viewers.

Section 31 featured heavily in Discovery’s second season, and in addition, a spin-off based on the organisation is currently being worked on. It seemed logical that Star Trek: Picard might want to find some way of incorporating Section 31 if for no other reason than having one of those threads of continuity running through the franchise, tying things loosely together and being a frame of reference for casual viewers.

My first thought for a potential Section 31 appearance was that they could’ve been responsible for the attack on Mars and the destruction of Picard’s armada. I theorised they might have taken such aggressive action to prevent the Federation giving aid to the Romulans. This was extended to include Section 31 hacking the Mars synths as part of this plan.

F8’s eyes during a flashback sequence that depicted the hack.

I next had two potential Section 31 operatives pegged – Chris Rios and Seven of Nine. Rios because he worked aboard a Starfleet ship that was “erased” from the records, and Seven of Nine because it wasn’t clear who she worked for or why she was following Picard.

Finally, as these other theories fell by the wayside, I speculated that Section 31 may have arrived to take control of the Artifact after it was abandoned by the Romulans and later crashed on Coppelius. While I suppose you could argue that might yet happen, it didn’t happen in Season 1, and thus any real benefit of the organisation crossing over from a behind-the-scenes perspective was lost.

I maintain that this theory makes a lot of sense from a production perspective, and my final idea in particular – Section 31 taking control of the Artifact to study it – could have been accomplished without making any changes whatsoever to the season’s storyline. However, it didn’t happen!

Number 3:
Soji’s Trill friend will end up getting assimilated or killed.

Soji with Dr Kunamadéstifee in Maps and Legends.

Episode 2, Maps and Legends, introduced a Trill doctor working aboard the Artifact along with Soji. She ultimately only appeared in one sequence, but that sequence seemed to contain a lot of horror film-style foreshadowing, and for weeks I was insistent that we’d see this character meet an unpleasant end! Aboard a Borg cube – even a disabled one – the most likely way that would manifest would’ve been her assimiliation.

After Soji helped Dr Kunamadéstifee with her uniform, the two stood together while they listened to a speech from one of the Artifact’s Romulan guards. He stated that the area they were about to enter was incredibly dangerous, and a nearby sign seemed to reinforce the possibility of assimilation by counting the days since it had last happened. This seemed as thought it could tie in with Soji working on de-assimilating Borg drones; was she about to see her friend end up on her operating table?

Dr Kunamadéstifee again.

It turned out, of course, that I was reading too much into one side character and one short sequence, because not only didn’t Dr Kunamadéstifee end up assimilated, she was never seen again after Maps and Legends, which was a shame because she seemed like a potentially interesting character. Soji spent much of her time from episodes 2-6 with Narek, and giving her someone else to interact with was a good idea. My theory was that their friendship may have built up a little more, leading to shock and sadness for Soji upon learning of Dr Kunamadéstifee’s fate.

I suppose in theory we could say that it’s unlikely that she survived the various disasters which befell the Artifact, from Narissa executing huge numbers of ex-Borg to the ship crashing on Coppelius, but nothing was ever seen on screen to even hint at her fate.

Number 4:
Commodore Oh is a synthetic.

Commodore Oh in the episode Broken Pieces.

As with Soji and Dahj being human, this was kind of an “out there” theory! But the whole point of theory crafting is to make wild guesses sometimes, and there were a couple of reasons why I considered this a possibility. First of all, it would have been thoroughly unexpected and shocking. Many recent films, games, and television series have tried to pull off genuinely unexpected twists, and had this been true, it would have been one heck of a shock!

Secondly, the premise of Star Trek: Picard’s first season had been the cloak-and-dagger factions vying to thwart or create synthetic life. The Zhat Vash and the Tal Shiar were on one side, Maddox and his team on the other. There were rogue traders, Romulans, ex-Borg, and all sorts of shadowy figures involved – any one of whom could have not been what they seemed. The show crafted mysteries for us to examine. As we learned more about the Zhat Vash and their mission, I began to wonder if they could have been infiltrated by someone who wanted to stop them harming synths. This later evolved into wondering if they’d been infiltrated by someone who wanted to bring about the very disaster they sought to prevent.

Commodore Oh on the bridge of her ship.

Dahj and Soji were both unaware of their true synthetic natures, which built on past iterations of Star Trek that showed synths can be programmed to not realise they’re synths. Commodore Oh could have genuinely believed in the Zhat Vash cause – but been programmed to “activate” at the opportune moment. We later learned that the Zhat Vash feared the arrival of a faction of super-synths that I dubbed the “Mass Effect Reapers” (because they were very similar to that video game faction) and I incorporated that into this theory, suggesting that Commodore Oh may be working for the “Mass Effect Reapers” to try and bring about their arrival.

Of course it was a complete bust! Commodore Oh was a Zhat Vash operative to the core, and as far as we know, wholly organic in nature! I still think she’s a fascinating character, and I wrote an article a few months back looking at her place in the Star Trek timeline. You can find it by clicking or tapping here.

Number 5:
Picard telling everyone that their enemies are the Tal Shiar – and not the Zhat Vash – will have consequences.

A Zhat Vash operative.

One thing that Star Trek: Picard didn’t do particularly well, in my opinion, was staying consistent in how it referred to its antagonists. In Remembrance, the faction who attacked Picard and Dahj weren’t named, but in Maps and Legends we learned of the existence of the Zhat Vash – an ancient, shadowy organisation which operated within, yet were distinct from, the Tal Shiar.

Yet for several episodes, Picard and others kept referring to their adversaries as the Tal Shiar. In-universe, there’s a certain kind of logic to this. Picard may not have believed fully in the Zhat Vash’s existence, having only heard about them from one source, or he may have felt trying to explain the difference would have been too time consuming and/or made him seem too conspiratorial. However, with practically everything else in the show being done deliberately to achieve certain story payoffs, I wondered whether Picard’s decision not to be up front with his crew might have had repercussions.

Colonel Lovok (or rather, a changeling impersonating him) was a Tal Shiar operative seen in Star Trek: Deep Space Nine.

Elnor was the one character who I felt seemed most likely to be affected by the revelation that it was the Zhat Vash, not the Tal Shiar, that he was up against. As a member of the Qowat Milat, Elnor was opposed to the Tal Shiar. But the Qowat Milat’s relationship with the Zhat Vash was unclear; even if they were enemies, the Qowat Milat may have had particular techniques for dealing with them. And at the very least, Elnor and his faction seemed likely to know of their existence.

However, Elnor learned in Nepenthe that he was facing off against the Zhat Vash, not the Tal Shiar, and the revelation seemed to have no impact on him whatsoever. The rest of La Sirena’s crew were equally nonplussed, and there were no consequences at all for the confused terminology – at least, not from an in-universe point of view. I think that, unfortunately, the decision to complicate the terminology around the show’s antagonists may have made it harder to follow for casual viewers. When dealing with made-up names like “Tal Shiar” and “Zhat Vash”, remaining consistent is important for the audience to be able to follow what’s going on.

Number 6:
There’s a Starfleet-Zhat Vash conspiracy.

Admiral Clancy, the commander-in-chief of Starfleet.

In Maps and Legends, we were introduced to Commodore Oh for the first time. It was a great shock to see a high-ranking Starfleet officer involved in Dahj’s murder, and at the time it wasn’t at all clear whether Commodore Oh was a Romulan infiltrator or a Vulcan co-conspirator. If she was a Starfleet officer working with the Zhat Vash, it stood to reason that others in Starfleet were as well – perhaps even senior admirals.

Furthermore, when we learned how Commodore Oh recruited Dr Jurati into the conspiracy – all it took was a brief mind-meld – it seemed plausible that she may have used the same technique on others. Commodore Oh had been embedded in Starfleet for more than sixty years, and in that time there’s no telling how many people she may have interacted with.

Lieutenant Rizzo arrives to meet Commodore Oh.

However, it turned out not to be the case. Admiral Clancy, the head of Starfleet Command, wasn’t compromised, nor were any of the other Starfleet officers and leaders seen or referenced in Season 1. As far as we know – and this could change if future Star Trek projects decide to look at this aspect more deeply – only Commodore Oh and Rizzo were involved within Starfleet, and they were both Zhat Vash operatives.

This is one theory that I’m definitely pleased didn’t pan out. Making Starfleet itself the “bad guys”, even if there were a reason for it, wouldn’t have felt great in a Star Trek series, and would have been a far darker path for the show to have taken. Seeing Riker show up in Et in Arcadia Ego, Part 2 at the head of a Starfleet armada was a beautiful moment (though sadly one that had been telegraphed ahead of time) in large part because it proved that Starfleet and the Federation were still on the right side. The plot to kill the synths and attack Mars was purely a Zhat Vash creation.

Number 7:
The Control AI, from Star Trek: Discovery Season 2, is involved.

A re-used image from Star Trek: Discovery.

Although I initially considered it to be a bit out of left field, the episode Nepenthe really kicked this theory into high gear! My first thought had been that perhaps the reason why the Zhat Vash were so frightened of synthetic life was because they had some involvement with Control, the rogue artificial intelligence from Star Trek: Discovery’s second season. I was convinced – wrongly – that the producers behind the overall Star Trek franchise would have wanted to build a major connection between Discovery and Picard for some of the reasons already discussed, and bringing Control in seemed like a viable option for accomplishing this.

In the episode Nepenthe, we finally got to see how Dr Jurati came to be recruited into the conspiracy – she was shown a vision by Commodore Oh, one that seemed to warn of something apocalyptic. Contained within this vision were a couple of visuals that were made for Star Trek: Discovery – more specifically, they were used to show a vision Michael Burnham and Spock had of the Control AI.

The Control AI commandeered Captain Leland’s body in Star Trek: Discovery.

At the time, I noted that there could be production-side reasons to re-use visual effects, as it was less time-consuming and cheaper than making wholly new CGI. However, for a couple of weeks I really did think that we were going to find some connection between Control and the Zhat Vash; perhaps the Romulans and Federation had been competing in some kind of mid-23rd Century AI arms race, or perhaps while Control was on the loose it had attacked Romulan ships or planets.

In a thematic sense, Star Trek: Picard’s first season and Discovery’s second season share some significant points. Both consider the potential for rogue or out-of-control artificial life, and both look at the consequences of continuing to develop AI – something that we arguably should be concerned about today! But there was no deeper crossover beyond basic themes, and the shows remain almost entirely separate from one another. The re-used visuals are what completely threw me for this one!

Number 8:
The synths on Coppelius are already dead.

A crowd of clearly not dead synths in Et in Arcadia Ego, Part 2.

Star Trek: Picard’s first season had, unfortunately, one rather large plot hole. The driving force for much of the first half of the season was locating and rescuing Bruce Maddox, the Federation cyberneticist who built Soji, Dahj, and many of the other synths. Maddox was on a planet called Freecloud, a place he travelled to when he seemed to have nowhere else to turn. He ended up returning to the dangerous Bjayzl, someone he owed a lot of money to, and was captured. The reason he put himself in such grave danger was because his lab had been destroyed by the Tal Shiar, or so he claimed.

But in the two-part finale, Picard and the crew travelled to Coppelius and saw for themselves that Maddox’s lab hadn’t been destroyed, and the Tal Shiar or the Zhat Vash had never been there. This feels like a pretty major issue, because the question of why Maddox was on Freecloud now has no satisfactory answer. The reason seems to be “because plot”, and that’s never a good thing.

Bruce Maddox only went to Bjayzl because his lab had been destroyed.

However, before the finale I was still trying to square that particular circle. One of the possibilities I came up with was that Maddox was right – his lab had already been destroyed, which could mean that the synths he’d built were already dead. It would have made Narek’s mission kind of a waste of time, as his colleagues had already killed off the synths, not to mention being a rather bleak way to end the season, but it would have fit together with what had already been established.

I don’t think I’d have enjoyed this storyline, which would have left Soji as perhaps the sole survivor of her race. It would have been very dark, and would have felt like a victory for the show’s antagonists. But at the time, I was scrambling around looking for ways to make the story of the first half of the season – culminating in Maddox’s statement to Bjayzl about his lab being destroyed – fit with the second half of the season and the revelation of the existence of more synths.

Number 9:
The captain of the USS Ibn Majid is a character from a past Star Trek show.

Harry Kim could’ve been a starship captain in this time period.

This was a pretty simple theory by my standards. When we learned that Rios had served aboard a ship called the USS Ibn Majid, which was destroyed and covered up, I began to wonder who might’ve been in command of the vessel. Rios was clearly very attached to his former captain, and I wasn’t sure if we might’ve seen – in flashback form – this character make an appearance.

From Rios’ initial comments about the character – that they were dead, male, and “heroic” – I put together a shortlist based on possible characters from past Star Trek shows who could conceivably have been starship captains in that era. I ruled out those who seemed to have no desire to sit in the captain’s chair, like Dr Bashir or Tom Paris, and obviously ruled out those who wouldn’t be eligible like Chief O’Brien. Finally, Zhaban had mentioned that La Forge and Worf were still alive, so they were out too. That left a handful of characters, including Chakotay and Harry Kim, both from Voyager. I also suggested Edward Jellico from The Next Generation two-parter Chain of Command, Solok from the Deep Space Nine episode Take Me Out to the Holosuite, and Captain Bateson from The Next Generation Season 5 episode Cause and Effect.

Solok, the Vulcan captain of the USS T’Kumbra.

There were other possibilities – most of which were minor characters who made only one or two appearances in Star Trek – and there were many male officers who could, in theory, have made the cut. I liked this idea simply for the sake of continuity, as having the Ibn Majid’s captain be someone we already knew seemed like an interesting concept.

With Bruce Maddox, Hugh, and Icheb all killed off in Star Trek: Picard’s first season, it was clear that the producers has no qualms about getting rid of legacy characters! That fact also contributed to making this theory plausible. Past iterations of Star Trek has been reluctant to kill off main characters, but Star Trek: Picard did so several times. However, none of this came to pass, and instead a new character – Captain Alonso Vandermeer – was created for the show, and was only seen briefly in a photograph.

Number 10:
Narek will go rogue.

Narek in Broken Pieces after trying to kill Soji.

Narek was a unique character, not only in Star Trek: Picard but in the whole franchise. Never before had an out-and-out villain been a main character, with their name in the opening titles. Narek was also an interesting and nuanced character in a season where – most of the time – the villains could feel flat and one-dimensional. I’m still disappointed that his storyline was unceremoniously dumped midway through the season finale; we didn’t even learn what became of him after Picard’s “death”.

But that’s somewhat beside the point. From as early as the third episode, I began speculating that somehow, Narek would be convinced to abandon his mission and join with Soji and Picard. His clear feelings for Soji seemed to offer a route for him to make this happen, but even if the show didn’t go for the “spy falls in love with his target” trope, there were other ways it could’ve happened. Narek seemed like a reasonable man; if it were demonstrated to him that the synths were not a threat, it seemed at least plausible that he might’ve switched sides.

Narek’s final appearance.

However, as of the last time we saw him – before he just dropped of the face of the series with no conclusion to his story – he was still 100% committed to the Zhat Vash cause. In fact, he never wavered. His attempt to kill Soji may have caused him great distress, but that didn’t stop him going ahead with his mission; he didn’t even hesitate.

I actually like that Narek was unpredictable, and as a whole I like that the show set up what looked to be a familiar trope – the spy with a heart of gold who switches sides for the girl he loves – only to say that actually, Narek was still committed to his cause and his mission. However, it’s a shame that this never really got a proper payoff, as Narek disappeared. His character arc feels incomplete, and as I’m fairly confident he won’t be returning for the show’s second season, we may never learn what happened to him after the events on Coppelius.

So that’s it!

A handful of my theories for Star Trek: Picard Season 1 that never came to pass! I did manage to successfully predict a handful of (more obvious) plot points across the first season, so my theories didn’t all fail as hard as those listed above. The important thing, though, was that I had fun doing this. Thinking about the series and writing up the theories was really enjoyable at the time, and it’s something I hope to do with Discovery later in the year – at least, provided it has suitable theory-crafting material to work with!

Jean-Luc Picard will return for Season 2!

The important thing when considering fan theories is to remember that they’re just guesses and speculation. The showrunners, writers, and producers are the ones who craft the story, and they’re the ones who get the final say on how it’s going to pan out. Getting overly attached to any one theory – no matter how much we like it or how plausible it seems – really just means we’re setting ourselves up for disappointment. I could point to many projects in recent years which have suffered as a result of this, but all I really want to say is that, for those of you who followed my theories during Star Trek: Picard Season 1, I hope that I didn’t cause you any disappointment or frustration when I was wrong. At the end of the day, this is supposed to be fun and an excuse to spend more time in the Star Trek galaxy. Let’s all try to take fan theories with an extra-large pinch of salt!

Star Trek: Lower Decks is currently airing its first season – the second of three Star Trek projects in 2020. For all the problems that this year has thrown at us, having three different Star Trek shows to enjoy has been a blessing. If you missed it, I’ve reviewed the first episode of Lower Decks and I’ll soon be taking a look at episode 2, which will be available to watch (at least for viewers in the US and Canada) later today. And as mentioned I’ll be looking at Discovery when that airs in October. There’s no word on when exactly we can expect to see Season 2 of Star Trek: Picard. It has an optimistic release date of 2021, but given that California is still largely locked down and filming has yet to begin, I wouldn’t be surprised if that slips back. Regardless, whenever we get it I’ll be taking a look at the episodes and probably crafting a bunch more theories!

Star Trek: Picard Season 1 is available to stream now on CBS All Access in the United States, and on Amazon Prime Video in the United Kingdom and elsewhere. The Star Trek franchise – including Star Trek: Picard – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Halo Infinite’s delay doesn’t matter at all for the Xbox Series X

The blogosphere and the gaming world have been aflame today, following the announcement that Halo Infinite has been delayed. 343 Industries – the studio which acquired the Halo brand when original developer Bungie left the series a decade ago – made the announcement earlier, and it’s significant because the new game will no longer launch alongside the Xbox Series X. Well, unless that gets delayed too!

The general consensus is that this announcement is the worst possible news for the Xbox Series X and could ruin its launch. But will it?

I don’t think the Halo Infinite delay will prove to be all that significant for one major reason: the Xbox Series X was going to have an underwhelming launch anyway. The hardest of the hardcore Xbox fanatics will buy a console, and perhaps a few well-meaning aunties and grandpas will buy one for their relatives for Christmas, but the console most gamers are interested in and excited for is the PlayStation 5. And I’m not saying that as a PlayStation fanboy – for the longest time I was an Xbox guy. It’s just the reality of where most console gamers are right now.

A scene from the recent Halo Infinite trailer.

Microsoft – as I’ve noted several times already – has made the incomprehensible decision to launch the Xbox Series X with literally no exclusive games. Not even one. Halo Infinite is also scheduled for a release on Xbox One and PC, as are a number of other first- and third-party titles that Microsoft has shown off. The arguments in favour of buying an Xbox Series X this year were already nonexistent, so removing one non-exclusive game from its launch lineup will have no material impact on sales. I can practically guarantee that.

With all of the issues that are stacking up right now – including those of Microsoft’s own making – I’d argue there’s a pretty solid case for delaying the console’s launch until next year. In the current economic climate, I’m already expecting that fewer people than usual will be interested in a brand-new console for the inevitable £400+ price tag, and many fans – even those who are genuinely interested to play some next-gen games – may have no choice but to wait it out.

If the Xbox Series X launches alongside the PlayStation 5, all it will do is draw unfavourable comparisons. The lack of exclusive titles is a large part of that, and it’s not inconceivable to think that there could be hundreds of thousands of unsold units sitting on shelves or in warehouses come January. It feels like it’s going to be an expensive flop, and while it may eventually build up a solid user base a few years down the line, the Xbox Series X is already lining up to be the upcoming generation’s second- or even third-tier machine.

The upcoming Xbox Series X.

The Halo Infinite delay will upset some Halo diehards who were excited to see their favourite franchise get a new release for the first time in over five years. But in terms of the launch of the new console – where it wasn’t a system exclusive – it’s genuinely hard to see how it will have any impact whatsoever.

When considering the more general issue of game delays – and, incidentally, delays in other entertainment media as well – I’m all in favour of them. How many titles have been released just in the last few years that would have benefited massively from some additional development time? I can think of many, such as: Anthem, Fallout 76, Mass Effect: Andromeda, No Man’s Sky, 2013’s Star Trek, and WWE 2K20. All of these games released to negative reviews and underwhelming sales, so from that point of view, I fully support the delay to Halo Infinite – and to any other upcoming title that needs it.

I think Mass Effect: Andromeda is a good example of how to screw up a launch, and a great comparison to Halo Infinite. The Mass Effect series was already tarnished by the ending of Mass Effect 3, and was relying on Andromeda to be a semi-reboot of the series. Similarly, the Halo series has been experiencing gradually declining reviews, and while there isn’t one moment fans can point to on a par with Mass Effect 3′s ending that really upset the fanbase, there’s a sense that the series isn’t as good as it once was. Halo Infinite has billed itself as a soft reboot, aiming to return Halo to its roots and put some recent disappointments behind it.

Mass Effect: Andromeda launched in a broken, glitch-riddled state.

When Mass Effect: Andromeda launched, it was a bug-riddled mess. It was mocked online, and the mockery and memes hurt its sales far more than the mediocre reviews the game received. Halo Infinite has already seen its trailer come under heavy criticism for its visuals, which many felt look decidedly current-gen – an odd criticism for a game that literally is a current-gen game as it will be released on Xbox One, but that’s beside the point. If Halo Infinite were to release later this year in its current form, it would have undoubtedly drawn criticism on a scale similar to Mass Effect: Andromeda. And that game killed the Mass Effect series, which was “put on hiatus” in the aftermath of its disappointing launch and underwhelming sales.

It’s clear that 343 Industries and Microsoft feel that Halo Infinite needs more development time to work on the issues it currently faces. And to them I say: take all the time you need. I’d rather wait a little longer for a better, more polished game than play a rushed, broken mess.

Another moment from the Halo Infinite trailer.

But I don’t agree that it will damage the reputation or sales performance of the Xbox Series X. That’s not because the game doesn’t matter to that console – the Halo series is one of Xbox’s few strong selling points, after all – but because behind-the-scenes business decisions have already condemned the Xbox Series X to second place behind the PlayStation 5. In fact if I were advising Microsoft, I’d ask them if they wanted to take this opportunity to delay the console as well.

Flip the issue on its head, and let’s think about it this way around: would Halo Infinite have been a massive help to the Xbox Series X at launch? Because that’s the fundamental assumption people are making when they say its delay will hurt the console, and from where I’m sitting that doesn’t feel true. If I don’t own an Xbox or a PC and – for some reason – have a desperate need to play Halo Infinite, my best bet is to pick up a cheap Xbox One S or a preowned Xbox One from 2013 and play it there. I don’t need to buy an expensive Xbox Series X to play a game that I could play on a console that costs less than half the price. And if I’m already an Xbox One owner, I’m in no rush to upgrade because every Xbox Series X game is coming my way, including Halo Infinite.

So at the end of the day, Halo Infinite’s delay should be good for the quality of the finished title. I’m all in favour of that. And it won’t have any material impact on the launch of the Xbox Series X – because that console is destined for a seriously disappointing launch anyway.

Halo Infinite is the copyright of 343 Industries and Xbox Game Studios. The Xbox Series X and Xbox One consoles are the property of Microsoft. Header image and Mass Effect: Andromeda promo screenshot courtesy of press kits on IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten of the best games… that I’ve never played!

After Star Trek, gaming and the games industry is probably the subject I write about most here on the website. I used to work in the games industry as regular readers will recall, and I’ve enjoyed the hobby for decades – though I spend less time playing these days for a number of reasons. However, with decades of gaming under my belt, and time spent on the inside, I like to think I can write about the subject from a unique perspective and perhaps even with some degree of authority. So let’s completely ruin that by looking at some of the biggest games and game franchises that I’ve never even played!

The entries on this list are games (and franchises) that I’ve heard almost universal praise for; these titles are undeniably good. However, for a variety of reasons I simply haven’t got around to playing them, or they seemed like “not my thing” so I never gave them a try. I’ll make an attempt to justify myself… but I’m sure you’ll agree that this seriously harms my “gamer” pedigree! There shouldn’t be any major spoilers because these are games I haven’t played, but we will be discussing some details. If there’s a title you want to avoid even the slightest chance of spoilers for, it may be safer to skip that entry and move on to the next.

Here comes the disclaimer: just because I’m not interested in these titles or haven’t played them doesn’t mean I’m saying that they’re bad. Look at the title of this list! These games are generally held in very high regard, so if one of your favourites is here and I’m being negative about it, please try not to take it personally. Our experiences are all subjective; we all enjoy different things. And that’s great!

So without further ado, let’s look at the list!

Number 1: The Pokémon series (1996-present)

When I was still at school in the late ’90s, Pokémon cards became a short-lived craze among some of the younger kids. I considered myself “too grown-up” for a silly card game like that, which was a pretty typical attitude among my teenage friends at the time! I did, however, receive a pack of the cards as a gift at one point – and promptly gave them away to someone I knew who was collecting them.

I also didn’t own a Game Boy at the time – though in those days they were available to rent! Do you remember going to a rental shop and literally checking out a whole console? But because I didn’t own a Game Boy – and could afford to rent one so infrequently – I never got around to trying out the first entry in the series. Since then, there have been eighteen mainline Pokémon games across eight “generations” that have come out on six systems, and a number of spin-off titles too, including Pokémon Go, which seemed to take the world by storm in 2016.

And I’ve managed to avoid playing any of them! Japanese-style RPGs aren’t my favourite kind of games usually – particularly due to their style of combat – and combined with Pokémon’s youthful style and seemingly ever-growing list of critters, it’s something that’s never seemed like “my thing”. The increasing number of creatures in particular feels a little daunting at this point, and the series has developed a lore over the course of almost a quarter of a century that spans not only the games but a long-running animated series as well. At this point, even if I were interested in the series, I wouldn’t know where to start!

Number 2: Practically every arcade game!

I grew up in a rural community, and none of the small towns in this part of the world had arcades, not even during the height of their popularity in the ’80s. The closest I got was a small “penny arcade” in a seaside town which had a couple of video games alongside claw machines, slot machines, and pool tables. On the odd occasion that I’d get to go to bigger cities in my youth, visiting a video arcade was never a high priority.

As such, I’ve only ever played a handful of arcade games, and even then not many times and not for very long. The one I can remember playing most is 1994’s Sega Rally Championship, which I was fortunate enough to play a few times when I lived overseas. But I missed out on the arcade experience that many gamers of my generation had, and I’ve never played the arcade version of titles like Pac-Man, Space Invaders, Donkey Kong, Out Run, the Star Wars arcade titles, or Space Harrier. The closest I got to playing Space Harrier in an arcade was in Shenmue on the Dreamcast! Though this entry might seem like kind of a cheat for this list since I have technically played many of these games when they were ported to consoles or via emulators, the experience isn’t the same.

Because of my health, I’m no longer in a position where I can travel very far, nor would I be able to really use an arcade machine for any length of time (unless I could do so from a seated position). So unfortunately it looks like I’ll never really be able to have that arcade experience.

Number 3: Red Dead Redemption 2 (2018)

So far we’ve looked at games I wasn’t interested in and games that were generally unavailable to me. Red Dead Redemption 2 is in neither of these categories. I could have played it upon its 2018 release on PlayStation 4, or after its 2019 PC release on my computer, yet despite being interested in its historical setting, I simply haven’t got around to doing so – at least, not yet.

As a history buff, a game like Red Dead Redemption 2 should be exactly the kind of thing I’m looking for. It ticks almost all of the boxes for things I’d enjoy – a single-player game with a detailed story, an open world with lots to do, and a fun historical setting. American history is one of my favourite fields of study (despite not being American), so there’s really no excuse for not playing this game, right? The only real drawback is that it’s a sequel (technically a prequel, despite the somewhat confusing numbering) and I’m not usually someone who likes to jump into a series that’s already in progress.

I’ve been interested in Red Dead Redemption 2 since it was released, for all of the reasons listed above, yet I just haven’t got around to picking up a copy yet. I think if I’d seen it discounted I might’ve, but on Steam during the recent summer sale event it was only 20% off, which still left it priced at over £40. I don’t have a huge budget for games, so that’s definitely one reason why I haven’t picked it up yet. Unlike some of the other entries on this list, Red Dead Redemption 2 is a game I absolutely plan to get around to playing… one of these days!

Number 4: The Dark Souls series (2011-2016)

This entry could really be expanded to encompass a number of other titles besides the three main Dark Souls games which fall into that new pseudo-genre inspired by the series. “Souls-like” games are notorious for their high difficulty, and the three Dark Souls games pioneered and epitomise that. I respect people who play games for the challenge, and I’m sure it must be very rewarding to finally overcome a difficult level or boss after numerous attempts. However, I’m not that kind of gamer!

If you read my playthrough of Star Wars Jedi: Fallen Order, you’ll recall I played on the easiest difficulty setting. I usually do this where possible, because in single-player titles I’m more interested in an engaging story than a challenge. The Dark Souls series deliberately doesn’t offer lower difficulty options, which is an artistic decision that I respect; I’m not going to argue that the game should go out of its way to accommodate players like myself. However, it means that it’s a series I have no interest in playing.

I’m not the world’s best gamer. Completing Jedi: Fallen Order and The Last of Us Part II on their lowest difficulty settings have been two of my big gaming accomplishments of 2020, and perhaps the most challenging games I’ve played have been rounds of Fall Guys! But I’m not really someone who seeks out a challenge. I don’t have the skill to be a top-tier gamer, nor the patience to play one game over and over and over again to “git gud”. If Dark Souls seemed like it had a genuinely interesting story underneath the difficulty, perhaps I’d be willing to try. But everything I’ve seen from the series looks like an incredibly generic fantasy world with hack-and-slash gameplay, so I don’t think I’ll be convinced to give it a try any time soon.

Number 5: PlayerUnknown’s Battlegrounds (2016) and Fortnite Battle Royale (2017)

I’m not really into competitive online gaming, at least not unless a title offers something genuinely different. Fall Guys, which I mentioned above, does fall into that category, but PlayerUnknown’s Battlegrounds and Fortnite really don’t. Both titles are in the action/shooter genre, and if I wanted to play a game like that I could choose from myriad single-player offline titles.

However, in both cases I have a great respect for what the games bring to the table. PlayerUnknown’s Battlegrounds didn’t exactly create the battle royale genre, but it certainly elevated and refined it, and Fortnite is a phenomenon that the gaming world hadn’t seen since Minecraft. Both titles brought millions of new people into gaming as a hobby and helped the medium grow to the point where it’s wholly mainstream. I’ve touched on this topic before, but when I was younger, gaming wasn’t exactly a niche but it was certainly a nerdy, geeky hobby to be associated with, shunned by adults and self-proclaimed cool kids. The rise of titles like PlayerUnknown’s Battlegrounds and Fortnite – and their ubiquity on practically every platform from consoles to phones – has meant the video gaming hobby has expanded far more than I would have ever thought possible a few years ago.

That doesn’t mean, however, that I’ll be tempted to try either of these games any time soon.

Number 6: World of Warcraft (2004)

Earlier, I criticised the Dark Souls series for feeling very generic and uninteresting in its fantasy setting. The same simply cannot be said of World of Warcraft, the title which arguably defined the massively multiplayer online roleplaying game (MMORPG) genre. It has a rich lore and a deeply detailed, painstakingly crafted world, all of which has been built up over more than fifteen years with updates, patches, and expansions massively improving the game in that time.

From my perspective, World of Warcraft falls down simply because of its online nature. I just don’t enjoy playing with other people in this kind of always-online environment, and I find that interacting with other people is immersion-breaking. In a fantasy world, I need that sense of immersion to enjoy myself and have a good time, and as I said in the previous entry on this list, there are many single-player titles which offer something similar.

The longest I’ve ever stuck with an MMORPG was Star Trek Online, which attracted me for obvious reasons! However, even being set in my favourite fictional galaxy and having some enjoyable story missions couldn’t overcome the issues I have with this kind of game, and after struggling on with it for a while, I eventually stopped playing.

Number 7: The Final Fantasy series (1987-present)

As I mentioned when talking about Pokémon, I’ve never been the biggest fan of Japanese-style roleplaying games. The combat in particular is something I find offputting, not because it’s bad but there’s something about its slower, turn-based nature that I tend to feel doesn’t gel with an action-oriented title. The Final Fantasy games have always had this style of gameplay, which is one reason I’ve never been all that interested.

The second major reason why I’ve never jumped in is that the Final Fantasy series is complicated. There are sixteen “main” games (counting Final Fantasy XIV twice as it has an online and offline version), as well as dozens of other titles (perhaps as many as fifty if you consider mobile games and spin-offs). There are also films and other associated media, making the series quite daunting to get started with. While I gather many of the games are semi-standalone titles, there is a lot of background and lore that connects them and keeps the series intact. Maybe that’s a bad reason not to jump in, but coupled with the style of gameplay being something I generally don’t enjoy, it’s enough to be offputting.

Though I have owned several of the consoles that Final Fantasy titles released on – like the SNES – many of the most well-received entries in the series are or were PlayStation exclusives. As someone who didn’t own a PlayStation until the dying days of the PlayStation 3 (which I bought so I could play The Last of Us) I didn’t have access to most of the games released between the mid-90s and the mid-2000s.

Number 8: The Legend of Zelda: Breath of the Wild (2017)

The SNES was the first home console that I owned, but for many of the same reasons given above regarding my general dislike for Japanese-style RPGs, I didn’t play the only Zelda title released on that system: A Link to the Past. Nor did I play the Zelda titles on the Nintendo 64, Wii, DS, 3DS, or any other Nintendo console I’ve owned in the years since. I wouldn’t say I’ve deliberately shunned the Zelda series; it’s more a case of having other priorities and putting my money elsewhere.

I must be practically the only Nintendo Switch owner to have not played Breath of the Wild, as the game has been one of the system’s best-selling titles since it launched in 2017. Though I have been tempted to pick up a copy, especially if I could find it pre-owned or at a discount, I simply haven’t got around to it yet, as I’ve had other games I’m more interested in playing.

Number 9: Super Mario Galaxy (2007) and Super Mario Galaxy 2 (2010)

Ever since I received Super Mario 64 for Christmas in 1997, I’ve been a huge fan of Mario’s 3D adventures. I was even lucky enough to play through Super Mario Sunshine on a friend’s GameCube as I didn’t own the console for myself. Yet I skipped the two 3D Mario titles that were released on the Wii.

The Wii had one of the best Mario titles ever in New Super Mario Bros. Wii, and I had great fun playing that game. But the two Mario Galaxy titles didn’t hold much appeal, mostly due to the level design, which consists of a number of spherical planets and asteroids to navigate. I found those environments looked incredibly confusing, and the Wii’s motion controls seemed like they would make that worse. With so many other titles to play on the Wii, which was a fantastic console that had a great library of games, I kept putting off playing Super Mario Galaxy. When a sequel came out I put that to the back of the queue as well, and I’ve just not got around to picking up either game.

I think I still have my Wii in the attic, so perhaps one day I need to get it out, dust it off, and finally pick up one or both of these games. In 2018 I had a great time with Super Mario Odyssey, so it’s clear that my enjoyment of 3D Mario titles hasn’t waned at all!

Number 10: The Witcher 3: Wild Hunt (2015)

A couple of years ago I set out to play the famed Witcher series. Not wanting to begin with the third entry, I started with the first game – but I had a hard time getting into it and haven’t picked it up since. It wasn’t the world, the lore, or the story that I found offputting, but rather the mouse-and-keyboard controls. I’m so used to playing most action/adventure titles with a control pad these days that it was a bit of a jolt, and I’m surprised that a game from as recently as 2007 didn’t have any controller support on PC!

As a result, I didn’t get into the series and haven’t got to its incredibly popular and critically-acclaimed third entry yet. The Witcher 3 is many people’s pick for game of the decade or game of the generation, and I’m very interested to try it for myself. I own the game and both its expansions, so I will one day get around to playing it – once I’ve completed the first two titles!

The Witcher and The Witcher 2: Assassins of Kings are supposed to take around 40 hours each to complete, so it may be a while before I finally get to this acclaimed game, but unlike some of the other entries on this list, it’s one I hope to play one day.

So that’s it. Ten great games and franchises that, for a variety of reasons, I’ve never played. Sorry if your favourite made the list, but remember that this is all one person’s opinion, and I’m in no way trying to argue that these games are bad. Some of them just aren’t my thing. If you love them or are passionate about them, great! Diversity takes many forms, including the titles we enjoy in the entertainment space. It would be a very dull world indeed if we all enjoyed the same things!

Hopefully this list has been a little bit of fun. If you’re new to the website, I write lists and articles on gaming and related topics often, so I hope you’ll check back for more in future. Until next time!

All titles listed above are the copyright of their respective studio, developer, and/or publisher. Screenshots and promo artwork courtesy of press kits on IGDB. Arcade machine photo courtesy of Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Lower Decks review – Season 1, Episode 1: Second Contact

Spoiler Warning: There are spoilers ahead for Second Contact, the first episode of Star Trek: Lower Decks. There may also be spoilers for other iterations of the Star Trek franchise.

Star Trek: Lower Decks was a surprise addition to this summer’s television lineup. Though it had been announced that the show was coming this year, it seemed logical to think that Discovery’s third season – now scheduled to premiere the week after the Season 1 finale of Lower Decks – would have come first. Partly the change is due to the ongoing pandemic, and with Lower Decks being ready first, it got to go first.

It isn’t the fault of creator Mike McMahan, nor of the cast and behind-the-scenes crew, but Lower Decks has not been made available internationally. I’ve discussed this on the site several times, and if you want to see what I had to say you can find the articles dealing with the subject on the Star Trek: Lower Decks page. I won’t go into detail on that issue here, but suffice to say it’s a moronic decision to broadcast the show in the United States and Canada without also making it available to fans elsewhere.

“But Dennis, aren’t you from the UK? How can you watch Lower Decks?” I’m glad you asked. In order to circumvent ViacomCBS’ selfish and stupid decision to only release one of their biggest shows in a limited market, I had no choice but to physically move to that market. My second home, high in the Sierra Nevada mountains of North Dakota, overlooks the crystal clear waters of the Gulf of St. Lawrence. This sleepy all-American town, an hour’s drive from the nearest big city (Honolulu, for those of you who don’t know your geography) and close to the snowy bayou of the neighbouring state of Kentucky, seems like the perfect place to chill and watch Lower Decks, don’t you think? I’d invite you all to come too, but I think that would be a violation of social distancing.

For legal reasons this is my house. And it’s definitely in the USA. Where I definitely am.

Now that we’ve cleared that up, let’s talk about Second Contact. The episode begins with a scene that was a big part of the show’s marketing, appearing in two of the pre-release trailers. This was the scene with Ensign Boimler recording his pretend “captain’s log” in a closet. While this wasn’t new for me and was less interesting as a result, it was a good way to set up the premise of the show for new viewers and for those who skipped the trailers, and the scene as a whole was funny – even though some of the impact of the humour was blunted by having already seen it a couple of times.

Ensign Mariner interrupts Boimler’s log, having got drunk on “Romulan whiskey”, which looks a lot like Romulan ale. She teases him for wasting time with a pretend log, and while showing him a Batleth that she found, accidently cuts his leg.

Mariner and Boimler in the closet.

After this scene came the title sequence. I enjoyed the music; it’s much more up-tempo and adventurous than either the Discovery or Picard themes have been, which is nice. It’s a piece of music that could have been played over the opening titles for The Next Generation and would have fit right in. Interestingly – and I was not expecting this – the title sequence uses The Next Generation’s font for the names of characters and actors, and that was a fun little bit of nostalgia for returning fans.

Before we go any further with Second Contact, let’s talk about returning fans, Trekkies, and people like myself who are longstanding fans of the Star Trek franchise. In some ways, Lower Decks is trying to target that demographic. But there are certainly going to be Trekkies who are turned off by the style of humour. While I’d argue that there is a good degree of crossover between fans of Star Trek and fans of comedy series like Rick & Morty, the two groups aren’t one and the same and there will be fans who, having seen Second Contact, will decide that Lower Decks isn’t a show for them.

The USS Ceritos during the title sequence.

I’ve spoken before about divisions within the fanbase, but generally speaking, Star Trek projects until now have all been within the science fiction or action/sci-fi genres. Fans had preferences within that genre as to which show or film they preferred, but Star Trek was, by and large, a franchise firmly in that space. Lower Decks is something different – an overtly comedic series. Thus I think it’s quite likely that some fans, even those who’ve enjoyed Discovery, Picard, and the Kelvin-timeline films, may feel Lower Decks isn’t something they’re into and will choose to skip it. As long as they come back for Strange New Worlds, Discovery, Picard, and other live-action series, from ViacomCBS’ perspective that’s probably okay. But in that sense, at least among longstanding Star Trek fans, I expect there to be some degree of controversy.

There is a flip side, however. There are going to be fans of animated comedy series like Disenchantment, Solar Opposites, Rick & Morty, or even shows like Family Guy, for whom Lower Decks will be their first adventure in the Star Trek universe. It’s a show which I believe has the potential to reach out way beyond Star Trek’s usual viewer base and attract a whole new crowd of fans. Some of them may go on to become Trekkies, inspired by Lower Decks, though of course many won’t. Making a series like this will certainly expand the franchise into a new market – figuring out how best to capitalise on that and retain some of these new viewers will be a challenge, but Lower Decks could perhaps be the first of several comedy series produced under the Star Trek brand if ViacomCBS deems this experiment a success. Only time will tell – and unfortunately the lack of an international broadcast will hurt that in the short term.

The title sequence concludes.

Let’s get back to Second Contact, because the episode was generally quite fun. After the title sequence we’re introduced to Ensign Tendi as she arrives aboard the USS Cerritos for the first time. Ensign Boimler is assigned to be her orientation officer, and Ensign Mariner butts in, making fun of Boimler and taking Tendi on a tour of the ship where they also meet the other main character, Ensign Rutherford. I’d speculated, by the way, as to whether Rutherford was an ex-Borg or had been cybernetically augmented (like Lieutenant Detmer in Discovery) and it turns out to be the latter.

Boimler, Tendi, and Mariner visit the holodeck – which looks just like the one on the Enterprise-D – and each of them take turns choosing somewhere to visit. Boimler chose the warp core, before being summoned to the bridge.

Boimler, Tendi, and Mariner on the holodeck.

The senior officers have just returned from a successful second contact mission with a race called the Galardonians – who I believe are new to Star Trek – and have returned to the ship. Captain Freeman speaks to Ensign Boimler in her ready room and gives him an assignment: keep an eye on Ensign Mariner and report any breaches of regulations. In principle I like this setup. Boimler is by-the-book, and giving him an assignment to keep tabs on Mariner gives him a reason to follow her and spend time with her, developing the relationship between the two. However, it seems from the previous scenes as though Boimler and Mariner were already friends, in which case Boimler may not be a good choice for this kind of assignment. Some of this connects to how I feel about Mariner as a character, but we’ll come to that later.

I also liked the Galardonians – animation as a format allows for more “alien-looking” aliens, and it was nice that they weren’t just another random group of humanoids with slightly different features.

The Galardonians.

The first officer of the Ceritos – Commander Ransom – was bitten by an insect on the planet’s surface and brought a pathogen or parasite back to the ship. While Rutherford is having a date in the ship’s bar, Ransom basically turns into a black bile-spewing zombie, and the infection rapidly spreads through the ship.

On the planet’s surface, Boimler follows Mariner to where she’s making a secret deal with some Galardonians. He accuses her of selling them weapons – but it turns out to just be farm equipment. They’re attacked by a giant spider-creature, and Mariner has the idea to make decoys using their uniforms. Boimler ends up getting chewed on by the creature, which the Galardonians keep as some kind of farm animal. The two return to the landing site with Boimler covered in slime. I will come to Mariner’s conduct and the way she comes across in a moment, but for now let’s wrap up the story.

Boimler being chewed on by the alien creature.

Aboard the ship the zombie infection is out of control. Rutherford and his date escaped to one of the transporter rooms by going out an airlock – which was a pretty neat sequence. Mariner and Boimler beam up, and it turns out that the slime he’s covered in is the antidote to the zombie infection. The crew fight their way through to sickbay and synthesise a cure – this was one of the scenes that featured heavily in pre-release marketing.

With the infection over, Captain Freeman and the senior officers take credit for saving the day despite Mariner and Boimler’s help, and Boimler decides not to tell the captain what happened on the planet’s surface. It later turns out that Captain Freeman is Mariner’s mother. I’m sure this revelation will be important later in the season.

Captain Freeman.

This setup, with Boimler tasked to spy on Mariner but choosing not to, feels like it didn’t work as well as it should. They were introduced as already being friendly, which undermined the whole setup, and the payoff at the end where she tells him she’ll mentor him felt unearned. It seemed like he would absolutely rat her out for not following orders – and I’m not really sure why he didn’t given that she got him chewed on by a giant spider.

So it’s time to talk about Mariner. She gets top billing for the series, was the most significant character in pre-release marketing, and takes the central role in the show as its star. But so far I don’t like her. She’s rude to Boimler, despite supposedly being his friend, and we’ll later learn that she’s been demoted and kicked off several past ships that she served on. In fact, it seems as though her family connections – her parents are the captain and an admiral – might be the only reason she’s able to stay in Starfleet.

Ensign Boimler and Ensign Mariner.

Lower Decks, as a comedy series, was always going to have to find ways to make the typical goings-on in Star Trek funny, but I don’t necessarily feel that making a character who’s rude, insubordinate, and inherently un-Starfleet is the right way to generate that comedy and those funny moments. Mariner seems to be a rebel, someone who likes breaking the rules and who doesn’t have much respect for Starfleet, for her uniform, her ship, or her crewmates. Yet in any other Star Trek project, someone like that wouldn’t have even made it to the rank of Ensign.

And I know, this isn’t “any other” Star Trek project. But if we’re asked to take Ensign Mariner as our protagonist for this show, she needs to be less offensive and just nicer. I know we’re only one episode in, and a lot can change over the course of a season. I’m willing to give her a chance to grow on me. But Star Trek isn’t a franchise like Rick & Morty – a Rick-like character, which is what it feels like Mariner is meant to be, who doesn’t play by the rules and is unpleasant and selfish doesn’t feel like a good fit. Mariner put Boimler in danger, insisting she knows best despite only having a gut feeling, and has generally been unkind, rude, and insubordinate, not only to Boimler but to the rest of the crew as well.

I’m on the fence about Mariner at the moment.

Right now I’m having a hard time getting behind her as a fun protagonist, and that’s a problem because the other three characters aren’t exactly protagonist material either. Tendi and Rutherford feel underdeveloped; Tendi’s entire character consists of saying “wow” to everything because she’s new to Starfleet, and Rutherford has the cybernetic augmentation but we really didn’t learn anything else about him, making him feel like a secondary character in the premiere episode. And then we come to Boimler. A character perhaps inspired by The Big Bang Theory’s Sheldon Cooper, Boimler is neurotic and seems to suffer from some kind of anxiety disorder. While I like the contrast between “by-the-book” Boimler and “rebel” Mariner, the contrast is perhaps a little too extreme for my taste, and scaling both of them back a few notches would make their dynamic – and the series – more interesting.

Comedy is subjective, and one person’s sense of humour isn’t the same as another’s. Lower Decks will definitely succeed in appealing to fans of the kind of shows I mentioned earlier – Rick & Morty and the like. And there is some degree of crossover with Star Trek and sci-fi for fans of animated comedy, meaning Lower Decks could be a springboard for some people to watch Star Trek for the first time. But for many existing Trekkies, the style of humour on display here will be a turn-off.

This kind of humour won’t be to everyone’s taste.

I don’t want to say that Second Contact was jarring, because that isn’t exactly true. But a couple of days earlier I re-watched Lower Decks, the episode from The Next Generation’s final season; suffice to say there is a major contrast between what this show is and what other Star Trek shows have been. Star Trek has always had a sense of humour – something I said countless times in defence of Lower Decks in the the run-up to the premiere. But the franchise’s past sense of humour is certainly different from what we saw in Second Contact, and when compared to an episode from a past iteration of Star Trek that played it straight, the difference is vast.

What’s so odd, I think, is that Star Trek usually requires its crew members to work together. Even in Discovery and Picard, which both featured single protagonists supported by secondary characters, there were many times where the crews would come together and work in common cause. Lower Decks has set up Ensign Mariner as its protagonist, and she isn’t someone who seems to work well with… anyone. At least not at this stage. Yes it’s early days, and she has the chance to improve and work better as a team player, but it feels like Lower Decks is setting her up to be Star Trek’s answer to Rick Sanchez, and as a Star Trek fan, I don’t think that kind of character works, at least not within the confines of Starfleet.

The four main characters at the end of the episode.

Comedy and animation require a different kind of suspension of disbelief than a live-action, non-comedy show. And Lower Decks is very much in that category, where it needs to be seen as an animated comedy first and a Star Trek project second. There is a lot to like, but I’m also thinking that perhaps its sense of humour isn’t always going to be “my thing”. Some of the jokes in Second Contact relied on Mariner being unkind to Boimler in particular, showing no care whatsoever for her friends or her crewmates. For me, most of that side of the show’s humour failed to land, and while for many fans of other animated comedy series it might, I’m having a hard time detaching Lower Decks from the rest of the Star Trek franchise to see it in that way.

Second Contact’s zombie story was okay. I liked that Rutherford, on his date, kept his cool and the fact that he and his date kept talking romantically while chaos erupted around them was funny. This story wasn’t the main focus of the episode, though, and took up comparatively little screen time.

I’d have liked to have spent more time with Ensign Rutherford, who really only got the date/zombie fight on screen. And perhaps, as mentioned, the setup for Boimler and Mariner’s friendship could have been better established prior to Boimler being tasked with spying on her. However, overall the episode was solid, and it seems that Lower Decks has started as it means to continue.

After more the fifty years, the question is whether Star Trek can successfully transition to a new genre. I enjoyed Second Contact, but on that – the biggest question the show faces – the jury is still out.

Star Trek: Lower Decks is available to stream now on CBS All Access for anyone lucky enough to be in the United States. The Star Trek franchise – including Star Trek: Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Fall Guys – First impressions

I’m not usually an online multiplayer guy, and Fall Guys – also known as Fall Guys: Ultimate Knockout – is the kind of massively-multiplayer game that I’d ordinarily overlook. The last online games that I played with strangers were Mario Kart 8 and Rocket League, and it’s been a while since I played those. But after hearing great things about its fun, silly gameplay I decided to take a look for myself, and for £16 on Steam it wasn’t a huge risk despite Fall Guys being a new title.

To be up front, Fall Guys currently has some issues with its server capacity; this is something that’s being worked on. High demand for the game seems to have caught developer Mediatonic and publisher Devolver Digital a little wrong-footed, but I’m confident that, with the game reviewing well and being popular, those problems will be fixed before too long. It is, however, understandably frustrating to get disconnected or to have to wait a long time to join a game. But part of the fun of Fall Guys is that its levels are very short – a couple of minutes or so at a time – so it’s easy enough to jump back in, and losing or getting disconnected doesn’t end up causing a huge amount of lost progress. If you’re on the fence about buying the game, though, it’s worth being aware of this server problem. It may be prudent to wait a couple of weeks to see how quickly it can be fixed if you’re really worried about it.

A couple of server error messages.

The first time I tried to play Fall Guys after installing it, I was hit with this server problem. Despite waiting almost half an hour I wasn’t able to join a game. It was only when I came back to try again several hours later that I was actually able to successfully play. Although the server problems made for a poor first impression, Fall Guys is a ton of fun!

The game is a cross between a competitive “battle royale” and television game shows like It’s A Knockout and Total Wipeout. For some reason, it also reminds me of late-90s kids’ show 50/50. Fall Guys’ levels are designed to look like they’re taken from such shows, deliberately using the aesthetic of soft foam rubber obstacles. In fact, many of the levels are designed like obstacle courses! An indoor children’s play area would be another good comparison when considering the look of the levels.

One of the levels, showing off the “soft foam rubber” look.

The other side of Fall Guys’ aesthetic is the incredibly cute character design. It’s hard to say exactly what these little guys look like – personally I feel like they’re somewhere between Oompa-Loompas and marshmallows – but they’re absolutely adorable. There are customisation options, some of which can be unlocked simply by playing enough rounds of the game. Other character customisation options are, however, paid for with in-game microtransactions. Because Fall Guys has a very child-friendly atmosphere, it’s worth making sure your parental controls are up-to-date if you plan to get the game for your little ones to play. Obviously I’d prefer a game that had no microtransactions at all, but this is the realm of online multiplayer – and these days, in-game monetisation comes with the territory. If Fall Guys were charging more than its £16 asking price I’d be annoyed at their inclusion, but considering that there are some cosmetic items that can be acquired in-game, and taking into account the relatively low up front cost, I think the microtransactions are okay. They’re easily avoided for those who don’t want to participate.

Microtransactions.

So Fall Guys is a battle royale/game show? How the heck does that work? Glad you asked! 60 players compete in a variety of events, including races, challenges, and some team events, to be the last one standing. Though it’s possible to play the game in such a way as to sabotage someone else’s chances of progressing, for the most part – at least in the early rounds – it’s easier to focus on one’s own character or team. Navigating the obstacles – like see-saws, spinning platforms, and windmills – to win a race or to make it to the next stage is great fun. And the team challenges borrow from the likes of Rocket League – there’s even a football-themed one!

I’m not great at games in general, let alone competitive multiplayer titles. Yet despite my limitations, I had a lot fun. I was able to progress to the latter rounds on several occasions, and the times where I lost in round one or two it usually only took a few seconds to load up a new game and try again. Fall Guys isn’t something you can be great at on your first attempt, even if you’re a regular online gamer. However, with each round lasting only a couple of minutes or so, losing doesn’t feel so bad.

Losing at Fall Guys is no big deal. Just try again!

Each round whittles down the number of players until only a few remain. The first round is supposed to begin with 60 players (though I’ve seen anywhere from 49-60 in practice), and of those, perhaps 40 will qualify for the second round. The game continues in this way until it reaches a final round, with the survivor crowned champion. Though I haven’t won (yet?) I’d reckon playing a full session from the preliminary round to the finale is only going to take maybe quarter of an hour at most. And as I keep saying, any time you’re eliminated, getting into a new game doesn’t take all that long.

There’s a “roadmap” of updates planned for Fall Guys, promising more content, more cosmetic items, and new levels. Though I’m generally sceptical of this kind of business model, the current version of the game has a lot to offer and doesn’t feel like it’s missing anything major. If you play for a while you do start to see the same levels repeat – there are 24 levels at time of writing, including three “final rounds” – but again, each one only takes a couple of minutes, and they’re chosen at random. If you discover a burning hatred for a specific one, I guess it might be annoying to keep encountering it, but Fall Guys is the type of game where even something like that doesn’t have to be a big deal.

An example of a character in the game.

It’s been a while since I played through a game that’s as apologetically fun as Fall Guys. There’s no story, there’s no background or explanation given for why these weird little characters are taking part in a game show, and there doesn’t need to be. It’s just simple, casual, pick-up-and-play fun. I had a smile on my face practically the whole time, and making it to the end of a challenging level when it looked like I wasn’t going to manage in time has been legitimately thrilling.

A lot of care and effort has gone into crafting what could be one of the sleeper hits of 2020. Though the server issue is definitely frustrating, it’s something that will hopefully be resolved in the coming days, and aside from that I encountered no bugs or glitches during my time playing. I’m looking forward to jumping back in!

A race begins!

So this has been my initial first impression of the game after spending a couple of hours with it today. I may write another piece in the coming weeks if I find that I have more to say after spending longer with Fall Guys. But for now, what I’d say to anyone on the fence is that Fall Guys is great fun, and the kind of game that practically anyone could pick up easily. The server issues are a problem, but when I got into the game on my second attempt I didn’t experience too many disconnections and was able to load up a new game every time without having to wait too long. However, it may be worth checking back in a few days or a couple of weeks to see if that’s still an issue if you’re concerned. For £16, though, I can’t really fault the game for the way it plays. If you’re a subscriber to PlayStation Plus, you’ll get Fall Guys for free this month – and if you’re in that category you have no excuse for not trying it out immediately!

Fall Guys is available now for PC and PlayStation 4. Fall Guys is the copyright of Mediatonic and Devolver Digital. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Okay ViacomCBS, let’s talk “priorities”

Yesterday, Star Trek: Lower Decks had its digital “red carpet” event, officially kicking off the show’s first season. The first episode, Second Contact, will debut tomorrow – but only if you’re lucky enough to live in the United States or Canada.

Having written about this topic previously, and with my excitement for the show building, I wasn’t going to revisit the issue of the show’s international release. However, something I read this morning really pushed my buttons, and it has to do with one single word: “priority”.

I do not in any way blame anyone who worked behind-the-scenes or in the voice cast of Lower Decks for what’s happened. In many ways, the stupid decision to only broadcast the show in North America hurts them too, tainting their work with a moronic business decision. But unfortunately this article was prompted by a comment from Lower Decks’ creator Mike McMahan, who said that it’s “a priority” that fans outside the US and Canada will get to see the series. The full conversation, for context, can be found on TrekCore by following this link (warning: leads to an external website).

So let’s talk priorities.

Lower Decks will be the first Star Trek project since the 1990s to not get a near-simultaneous release in the UK. Even Enterprise managed to do that in 2001, and as I’ve said repeatedly, in 2020 with the internet and online fan communities being such a big deal, companies can no longer get away with splitting up their biggest releases by geography. If ViacomCBS couldn’t get the paperwork for Lower Decks signed in time to guarantee its international broadcast, then the only way the company could demonstrate to its international fans that we’re just as much of a priority would have been to delay the series until everyone could share it and watch it together.

That would have sent a very clear message: Star Trek is for everyone, and ViacomCBS wants everyone to be able to watch it at the same time. It would have been a sensible business decision, generating double the excitement and hype for the show online – the buzz around Lower Decks has been muted at best, and at worst tainted by questions surrounding its international release. Every tweet, every post, every article that they publish online receives dozens of such comments and queries, detracting from the message ViacomCBS wants to put out.

It’s incredibly galling to hear that ViacomCBS considers its international fans to be “a priority” when everything they’ve done regarding Lower Decks’ broadcast categorically demonstrates that it’s not true. Saying they consider us “a priority” is a lie. If they did, Lower Decks would either be coming out for everyone tomorrow, or would have been delayed until it could.

There are clearly very difficult negotiations and discussions going on at high levels of the company trying to secure some kind of overseas broadcast. And I understand that these things are complicated. It’s arguable that, depending on circumstances, the failure to secure international broadcast rights isn’t wholly ViacomCBS’ fault. They can make the case that it’s out of their control; something in the hands of these intransigent international broadcasters. But you know what categorically is within ViacomCBS’ control? The decision to go ahead and broadcast the show in the United States and Canada. Doing so is their decision, and thus choosing to split up the show and not allow its international fans to see it is entirely ViacomCBS’ decision.

And it’s a bad decision. Not just because of the message it sends to Star Trek’s millions of fans who live in the rest of the world, but because the international broadcast will lead to widespread piracy of the new show, undermining ViacomCBS’ own position in the aforementioned negotiations. Not only is the show and its brand now damaged in the eyes of many viewers by not being broadcast at the same time in the rest of the world, but it’s also going to be heavily pirated. Many of Star Trek’s biggest fans won’t wait because they don’t want to miss out. In fact, if there’s no legal and lawful way to access the show, piracy is literally the only option. ViacomCBS, by failing to provide access to the show internationally, is essentially condoning piracy of its own series and undermining any efforts which may be underway to see the show receive an international broadcast.

Even if it were announced now, today, that Lower Decks will receive an international release imminently, the hype and buildup that the show should have received has already been damaged; its brand soiled by the unnecessary delay of any such news coming out. Many fans outside of the US and Canada will have stopped paying attention on the expectation that the series isn’t something they’ll be able to enjoy and wouldn’t even hear any hypothetical announcement.

It’s also not, as some may suggest, wholly the fault of coronavirus. While production and release schedules have doubtless been affected – Lower Decks was originally planned to premiere after Discovery’s third season, for example – I again restate what I said a moment ago: it is still wholly within ViacomCBS’ control when to broadcast the show in the United States. The pandemic may have forced changes, but if the international rights for Lower Decks had not been secured, it is still entirely ViacomCBS’ decision to go ahead and broadcast it to half its fanbase – or less – regardless. Coronavirus and its associated issues is a factor, but that is not the whole story, and to lay the blame there is little more than a distraction from the real heart of the matter – Star Trek fans outside of the United States are not any kind of “priority” to ViacomCBS.

Lower Decks is the most unique Star Trek project in a generation. It’s a crossover with the kind of animated comedy shows that are popular with a far wider audience than Star Trek’s typical niche, and thus it’s a show which had the potential to bring in legions of new fans – including new fans in other parts of the world. But how can that happen with the show segregated by geography? How are those potential new fans supposed to get on board and be excited about a series that they can’t even watch?

At the very least, ViacomCBS owes its international fans transparency. It doesn’t just upset me that Lower Decks isn’t going to be broadcast here, it upsets me that there’s been no word at all from the company. They leave it to Mike McMahan, and it’s not his job. There’s been nothing official at all from anyone higher up involved in the production of Star Trek, just a gaping void and an absence of any news. The briefest of statements would have been adequate – something like “we understand fans are anxious and we want to reassure you that negotiations are ongoing.” They could even provide a tentative estimate, such as Lower Decks receiving an international broadcast “before the end of 2020.” It wouldn’t be good enough, but it would at least be an acknowledgement that fans outside the US and Canada exist.

Far from being “a priority”, ViacomCBS has completely ignored its overseas fans. Not only have they done so by not securing the broadcast rights for the show before premiering it in the United States, but by failing to tell us anything. Star Trek’s official website and social media channels are all gearing up for Lower Decks’ premiere, yet there hasn’t been any acknowledgement of this problem. The social media managers ignore comments and messages asking about the international release date, and we’re left with the inescapable realisation that ViacomCBS simply does not care. Calling that “a priority” when it’s patently nothing of the sort is really just insulting.

I feel sorry for Mike McMahan and the rest of the cast and crew of Lower Decks. This isn’t their fault, yet they’re left picking up the pieces. To McMahan’s credit, he has at least acknowledged that there’s a problem, which ViacomCBS has wholly failed to do. And I appreciate that he at least gives lip service to Star Trek’s international fanbase. This article was prompted by his comment, as I find the use of the word “priority” to be a complete joke, but it isn’t his fault at all; ViacomCBS have put him in an awkward position through their own ineptitude and lack of care.

The launch of Lower Decks should be a moment where Star Trek fans from all over the world could come together and celebrate a new addition to the franchise we all love. Instead, it’s ruined by ViacomCBS choosing to prioritise one group of fans over another. They have deliberately chosen to release the show without securing its international broadcast rights, clearly demonstrating that Star Trek’s overseas fans do not matter to them in the slightest. It’s clear where their real “priorities” lie.

The Star Trek franchise – including Star Trek: Lower Decks – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: The Next Generation re-watch – Lower Decks

Spoiler Warning: Spoilers will be present for The Next Generation and for other iterations of the Star Trek franchise.

It’s only a couple of days now until the premiere of Star Trek: Lower Decks – at least for viewers in the United States. The franchise’s first full animated series in over forty years looks like it’s going to be hilarious… but did you know that it isn’t Star Trek’s first “Lower Decks”?

On the 7th of February 1994, Star Trek: The Next Generation aired the fifteenth episode of its seventh and final season. The episode was titled Lower Decks, and much like the new show, it took the action away from the main cast and the bridge crew. The episode wouldn’t be broadcast in the UK until April 1996 (that’s when I will have first watched it, as I was an avid Trekkie even in those days!) Let’s hope that ViacomCBS doesn’t plan on making us wait anywhere near as long as two years to get the new Lower Decks.

With the new show coming out, I thought it could be fun to step back in time twenty-six years and revisit the first Lower Decks.

No, not that one…

By this point in the history of the franchise, Star Trek shows had expanded well beyond a small cast of regular characters. Where the “redshirts” of The Original Series had been, to put it politely, one-time use characters by and large, The Next Generation had a handful of secondary characters who would augment the main cast. Ensign Ro, Guinan, Chief O’Brien, Lt. Barclay, Nurse Ogawa, and several others all had roles to play, and as the show went on some of them came to be increasingly prominent. This was a concept that Deep Space Nine would expand greatly, and that series had a far larger secondary cast, some of whom – particularly in later seasons – would be incredibly important across whole story arcs.

Lower Decks looks at four junior members of the Enterprise-D’s crew (and one civilian). Only two – Nurse Ogawa and Sito Jaxa – were familiar to us before the episode aired. Ogawa had been a regular character in scenes set in sickbay since the fourth season, and Sito had appeared in the fourth season episode The First Duty. The other three were new for this episode, but all would have significant, interconnected roles in the story. The episode can be overlooked when it comes to thinking about The Next Generation’s best offerings, in part perhaps because its premise means it spends so much time away from the main cast. I confess that I overlooked it myself when I put together a list of ten great episodes from The Next Generation a couple of months ago; I didn’t even consider it a contender! However, it’s a fantastic story and a great piece of television. While it isn’t unique in the Star Trek canon – Deep Space Nine would have many episodes where secondary characters were the focus, and the episode Good Shepherd, from Voyager’s final season, similarly features junior crewmen – it was unusual for The Next Generation, and features some genuinely emotional moments. Stellar performances from all of the guest-stars elevate the episode, and make what was an interesting story into something truly great to watch.

Nurse Ogawa would go on to have roles in two films – Generations and First Contact.

At this point, almost a quarter of a century from when I first saw it (gosh does that make me feel old) I’ve seen Lower Decks a number of times. I wouldn’t like to guess how many, but The Next Generation is probably my most re-watched Star Trek series so it’s been a fair number, I can tell you that! I’m always happy to go back, though, and this will be my first time writing about it and taking a deeper look at some of the moments within.

Lower Decks opens with Commander Riker and Counsellor Troi sitting in Ten-Forward. They’re engaged in something we almost never saw them do in The Next Generation – managing the ship’s crew! On a ship with a complement of over 1,000 people, this must be a huge task, yet with all the other adventures and hijinks that befall the crew, we never really get to see these quieter moments or the more “boring” tasks involved in running a starship of this size. This is actually something I hope we’ll see some of in the new Lower Decks, as I feel it’s an under-explored side of Star Trek and life aboard a Federation starship.

Troi and Riker are the Enterprise-D’s human resources department.

While they discuss officer assignments and promotions, a group of younger officers are seated a few tables away. This is where we meet the episode’s real stars – in addition to Ogawa and Sito there’s Ensigns Lavelle and Taurik, as well as Ben, the waiter in Ten-Forward. While the others are enjoying their evening away from their duties, Lavelle is obsessed with the prospect of promotion. This character setup was great, painting Lavelle as the career-obsessed type and showing that the others find it easier to relax. Setting up Lavelle’s fixation on his promotion will pay off a bittersweet moment for him at the end of the story.

This kind of story can be difficult – in the space of a couple of minutes the show has to set up several new characters and their relationships in a way that feels natural and not like there’s a huge dump of exposition on the audience. It’s really only Nurse Ogawa who’s familiar to the audience; Sito hasn’t been seen in three years at this point, and the others are brand new. So it was a clever scene, and I think it achieved its goal of introducing us to the episode’s main characters.

The group in Ten-Forward.

Riker and Troi’s conversation turns to promotion, specifically for the night-duty Ops officer. This is a role that both Lavelle and Sito are contenders for. Ben, the waiter, overhears, and after the tiniest amount of persuasion from the junior officers spills the beans; I get the impression this is something he takes a lot of satisfaction in doing! Setting up a conflict between the friends is an interesting way for the episode to go, and of course there’s only one job so one of them will be disappointed.

Sito and Lavelle are left stunned and concerned, and then the title sequence rolls. I will always love The Next Generation’s theme – even though it was, of course, “borrowed” from The Motion Picture!

After the credits roll, Riker is in the Captain’s chair on the Bridge, ordering a phaser lock. Sito is at tactical, with Worf standing over her shoulder, and Lavelle is manning the helmsman’s position next to Data. They’re conducting a battle drill – though that may not have been immediately obvious – and Riker seems a little disappointed with their response time.

Riker in command during the battle drill.

Riker seems to be harsh on Lavelle, reprimanding him for saying “aye aye” instead of “aye”, while in main engineering, Taurik is tasked by La Forge with writing up the battle drill report. Sito seems to be the one who really messed up – after the ship changed course she had to re-lock the phasers which delayed firing on the target. However, Riker seemed to take it easy on her, offering her advice instead of cracking down, and compared to how he treats Lavelle it’s clear who he favours.

Captain Picard emerges from his ready-room and orders an immediate course change, postponing a scheduled rendezvous, as the ship has received new orders. Picard summons the main crew – Data, Riker, and Worf – to the observation lounge, and Riker assigns Sito to the ops station next to Lavelle, who seems put out by her being given the role ahead of him. The system they’re travelling to is close to Cardassian space, and there’s some discussion about why they may be going there, and the two share a cute moment when Sito uses the expression “spider under the table” to mean a “fly on the wall” – eavesdropping on the senior officers’ chat.

Lavelle and Sito on the bridge.

Lavelle is worried that Riker favours Sito for promotion over him, but it doesn’t seem to hurt their friendship at all – despite knowing they’re effectively in competition their friendship remains solid. I liked this characterisation; if Lavelle became too cold, distant, and unkind toward Sito he’d be much harder to root for as a character.

In engineering, Taurik tries to show La Forge a theory he learned at Starfleet Academy to increase the ship’s engine efficiency. La Forge initially seems interested, but Taurik may have jumped the gun by suggesting it be rolled out to the Enterprise’s engines without completing a simulation first. Taurik has other ideas to help too, but La Forge – seemingly annoyed – basically tells a confused Taurik to get back to him later.

La Forge listens – briefly – to Taurik’s proposal.

Two things come out of this for me: the first is that Lavelle and Taurik have comparable issues with their commanding officers. And secondly, we see how a junior officer can feel that they’re being treated not necessarily unfairly, but perhaps that they feel they’re taken less seriously. The Next Generation in its first few seasons would sometimes put the character of Wesley Crusher in a vital position where his ideas and plans were listened to by the whole crew; this episode feels, at parts, like a total reversal of that. The way Taurik is treated by La Forge here is just one example.

The next scene features Nurse Ogawa in sickbay. In contrast to how Taurik and Lavelle have, at best, complicated relationships with their superiors, she and Dr Crusher are on much more friendly terms. To the audience this undoubtedly makes sense – Ogawa is a character we’re much more familiar with as by this point in The Next Generation’s run she’s already made thirteen appearances going back over three years; she’s a character we’ve seen in sickbay often, and her relationship with Dr Crusher has been touched on previously. Ogawa is being recommended for a promotion to lieutenant – if only it were that easy for Sito and Lavelle!

Dr Crusher uses Ogawa’s first name – Alyssa – and they talk about her personal life and who she’s dating. Ogawa treats her as a friend, and I loved this dynamic.

Ogawa learns of her impending promotion to lieutenant.

The ship drops out of warp, and back in Ten-Forward, Sito is talking to Worf about her brief stint manning the ops console. Worf is the one who recommended Sito for the position – and on the other side of the room, Taurik, Lavelle, and Ben the waiter are looking on. Ben is on first-name terms with Commander Riker, much to the shock of Lavelle. Taurik and Ben convince him to strike up a conversation with his commander, as getting to know him on a personal level might improve their relationship.

What follows has to be one of the best scenes in the episode. Lavelle makes a truly cringeworthy attempt to talk to Riker, mistakenly believing him to be from Canada when he’s in fact from Alaska, and generally making a fool of himself in a moment that I certainly could relate to – and I’m sure lots of people who’ve made conversational missteps can too! As mentioned, Lavelle could have come across as a kind of selfish and egotistical glory hunter, chasing his own promotion and ignoring his friends if the character had been less-well written. But this moment, and the other with Sito on the bridge, go a long way to humanising him and making him relatable.

Though Lavelle doesn’t see it, as he excuses himself and slinks away, there seemed to be a moment of hope for his cause at the very end; despite everything, Riker was at least amused by the conversation and smiled to himself.

Lavelle realises his chat with Riker is not going well.

The Enterprise-D is holding position 5,000km from the Cardassian border – which is practically a stone’s throw when dealing with the vastness of space. Captain Picard is concerned, seemingly waiting for a ship to arrive, when Worf detects a small object that could be an escape pod. The pod is 50,000km inside Cardassian territory, and the captain wonders aloud how it will be possible to retrieve it. The only one of the ensigns present on the bridge in this moment is Lavelle, and from this point on the episode begins to split the characters up for important events.

I love this setup – each of the characters, as the episode progresses, will learn part of what’s going on, but it won’t be until the very end that they can put all the pieces together and establish the whole story. This is what really gives the episode its unique feel; following the junior officers who don’t know everything that’s happening but must carry out their orders regardless.

In engineering, Taurik and La Forge work to increase the effectiveness of the transporter to be able to beam the individual from the life support pod onto the ship. I have to confess at this point that I feel that 50,000km seems like a very limited range for the transporter. I wouldn’t like to say with certainty, because Star Trek in general can be vague with things like distances in the few instances where we get specifics, but I’m reasonably sure we’ve seen the transporter used over greater distances before with no issues.

La Forge and Taurik work on beaming the occupant of the life support pod to the ship.

Interestingly, and continuing the theme of the junior officers not knowing the full story, La Forge orders Taurik not to scan the life pod’s occupant to determine his or her species. Again – this seems like something that might be helpful or even necessary for using the transporter, but Star Trek’s technology is vague enough that it can be made to fit circumstances like this!

In sickbay, Ogawa helps Dr Crusher prepare for the arrival of the mysterious figure, but when they’re ready Crusher orders her to leave the room. In the hallway she meets Sito, who has been posted at the entrance to sickbay in her capacity as a security officer. They wonder aloud what’s going on; Sito isn’t letting anyone but the senior officers inside. As Ogawa departs, Captain Picard arrives and seems to briefly hesitate when greeting Sito.

Ensign Sito and Nurse Ogawa wonder what’s happening in sickbay.

Lavelle asks Riker on the bridge if he can work another shift; he says he needs the extra training, but Riker tells him it’s a bad time. Captain Picard leaves sickbay and orders Sito to accompany him. En route, he asks her if she’s a qualified pilot, and in his ready-room queries her past record from the Academy – the events of the Season 4 episode The First Duty. In that episode, Sito, Wesley Crusher and a couple of other cadets were involved in a plot to cover up the death of a fellow cadet who died during an illegal flying manoeuvre. Sito defends herself to the captain, and defends her record and her character.

We see Picard being far more harsh than usual, and something definitely seems “off”. Picard has always believed in telling the truth, as indeed we saw in the episode in question. But he’s also a believer in second chances; Sito would never have been allowed aboard the Enterprise-D without his permission, so his words seem overly critical and perhaps even unfair.

Ensign Sito and Captain Picard in the turbolift.

In one of the shuttlebays, Taurik is using some kind of beam on a shuttlecraft. It wasn’t obvious at first, at least not to me, but it’s revealed in short order that he is in fact firing a phaser rifle at it, “intentionally damaging” it as he puts it. La Forge tells him it’s a requirement to test shuttles in this manner from time to time, but like Taurik, the audience is just as surprised at such an odd regulation!

Taurik cottons on pretty quickly – La Forge is making it seem as though the shuttle was escaping an attack. He tells the junior officer it’s a coincidence – but both of them know that the other knows the truth. The way Taurik is presented is very much in line with other Vulcans – he’s very clever, but also not at all subtle about concealing the fact. Instead of keeping to himself what he knows about the work he’s doing on the shuttle, he shows off to La Forge that he’s figured it out – in spite of the fact that it could potentially cause problems for him.

Taurik fires his phaser rifle.

In sickbay, Dr Crusher swears Ogawa to secrecy before revealing their patient – a comatose Cardassian! It couldn’t be anyone else this close to Cardassian space, right? The seventh season of The Next Generation was running concurrently with Deep Space Nine’s second season – in fact, the day before Lower Decks premiered, the 14th episode of Season 2 had aired. So by this point in the history of Star Trek, the Cardassians have taken shape as a significant antagonist faction.

The junior officers – and Ben – are playing poker while off-duty in the next scene, and of course conversation turns to why they are where they are and what might be happening. Sito is of course upset because of her conversation with Picard. Playing poker has been a hobby of the Enterprise-D’s crew for the whole run of the series, and giving the junior officers the same hobby ties the two groups together neatly (if somewhat transparently).

The poker game.

The scene is juxtaposed with the senior officers’ poker game – where the topics of conversation are the junior officers! Riker disagrees with Worf recommending Sito for the role at ops, and Dr Crusher has spotted Ogawa’s boyfriend talking to someone else in Ten-Forward. The scenes jump between the two poker games in what is a pretty clever sequence.

I once again liked Lavelle’s conversation with Sito – despite wanting the promotion for himself, he reassures her when she’s feeling low after her dressing-down from Picard, strongly emphasising their friendship is what matters most to him. The poker games draw a comparison between Lavelle and Riker, something which Troi also picks up on, to Riker’s annoyance. Riker wins his hand, but Lavelle loses; he was bluffing. Perhaps that says something about the positions the two men are in?

As several people depart each poker game, La Forge arrives at Taurik and Lavelle’s quarters to summon Taurik to engineering.

La Forge and Taurik in the latter’s quarters.

Ben is the only character who’s able to flit between the two groups – and as Lavelle retires to bed, he joins the senior officers’ poker game. The next day, Worf springs a surprise test on Sito in her martial arts class – he claims it’s a Klingon ritual that the test must be unannounced. He blindfolds her and proceeds to beat her several times in a row.

Sito eventually protests; removing the blindfold she declares is isn’t a fair test. Worf tells her that she has passed – the test was not about defeating him while blindfolded, but about standing up for herself. Combined with what she’s just been through with Picard, the sense that the senior officers are all testing her is starting to build!

Worf blindfolds Sito for his “test”.

Inspired by the lesson from Worf, Sito heads straight to Captain Picard’s ready-room to respond to what he had told her earlier. Standing up for herself, she insists that if he won’t judge her fairly, she wants to be transferred to another ship.

Captain Picard wasn’t being unfair or unduly hard on Sito for no reason. As we suspected, he had an ulterior motive. The ops position will have to wait; Sito is being assessed to see if she’s capable of being given a very dangerous assignment – she’ll learn the details at a briefing with the senior officers. I’m glad that Captain Picard had a proper reason for treating her the way he had earlier; it seemed to run very much against his character and it needed an explanation!

Captain Picard listens to Ensign Sito defend herself.

A brief scene in sickbay sees Ogawa telling Dr Crusher that her boyfriend had proposed – Dr Crusher had been seconds away from telling her about seeing him with another woman! The action then cuts to Sito’s briefing. Captain Picard, Riker, and Worf are joined in the briefing room by the Cardassian from the escape pod. His name is Joret Dal, and he’s a Federation spy who brought them information about Cardassian military operations, and he now has to get home.

The mission sounds very dangerous – Sito is a bargaining chip to help Joret Dal cross the border, and when he makes it he’ll launch her home in an escape pod. The border is heavily militarised, and crossing it will almost certainly mean they’ll be intercepted by the Cardassian military. However, he believes that if he has a “prisoner”, it will make the crossing easier.

Joret Dal, the Cardassian spy.

It isn’t clear how or why Joret Dal came to work with the Federation, but Sito readily agrees to the mission. Earlier, Captain Picard had told her he asked for her to be assigned to the Enterprise-D to she could have a chance to “redeem” herself after the incident at the Academy; I can’t help but feel she sees this mission as her shot at redemption.

Sito is ordered to report to sickbay, and to keep the mission secret from everyone – which of course includes her junior officer friends. Out of everyone present, it’s Worf who seems to be most concerned for her safety. Captain Picard didn’t order her to undertake the mission, but in a way, being in the room with the captain, first officer, and the Cardassian spy put her in a very uncomfortable position if she had wanted to refuse. Combined with what Captain Picard said earlier about redemption, there’s an element of psychological persuasion going on that isn’t acknowledged, but is definitely present. Despite the way it’s presented as being Sito’s choice, I confess I find the circumstances a little concerning. She wasn’t coerced, not exactly. But she was certainly placed very deliberately into a position where refusing the mission would have been very difficult.

Ensign Sito accepts the mission.

As Sito departs, Worf looks very concerned. Joret Dal says “I didn’t realise she would be so young”, clearly foreshadowing what’s to come. At the damaged shuttle, Worf and La Forge are with Joret Dal. Sito arrives, having been made-up by Dr Crusher to look as though she had been hurt. Worf is even more alarmed at seeing her; he clearly cares deeply for her – in a platonic way, of course.

Sito expresses her thanks to Worf before departing aboard the shuttle – again, more foreshadowing and setting up what’s about to happen. After telling him she’ll see him soon, Worf is left to stand watching as the shuttle door closes, leaving her alone with Joret Dal and about to undertake the mission. Seeing a sensitive side to Worf may not be something I would’ve thought I’d have wanted to see, but it absolutely was. He was almost behaving like a father or older brother to Sito, building up her confidence and looking out for her. It’s a side of him that we don’t see often, despite him having a son of his own.

Worf watches wistfully as Sito boards the shuttle.

Aboard the shuttle, Joret Dal tells Sito he doesn’t consider himself a traitor for working with the Federation. He feels that the Cardassian military engages in too many pointless battles with the Federation, and no longer serves Cardassia properly. His motivation isn’t that of a spy, but of a patriot. His character, which doesn’t get much screen time and thus could have come across as wholly one-dimensional, ends up feeling very real and well-rounded in just this short scene.

Sito and Joret Dal share a moment – they both realise that they have at least over-generalised each other’s people. She never thought she’d see a Cardassian who was tired of war, and he never thought he’d meet a Bajoran who would help him. There are two strong moral lessons in these moments for us as the audience: war and international relations are far more complicated than it may ever seem, and it’s possible to misjudge someone on the basis of their background or even their race.

The shuttlecraft.

The scene ends when a computer alarm signals a patrol ship is moving in. Sito moves to the back of the shuttle where Joret Dal handcuffs her. She looks anxious as the mission approaches its most crucial phase.

In Ten-Forward, Lavelle, Taurik, Ogawa, and Ben are wondering where Sito has gone. Lavelle is convinced that she left aboard the shuttle, and he knows it was heading across the border. All four are concerned. Taurik has the most telling line: “we have to accept that we’re not told everything that happens aboard the ship.” Lavelle wants the three to share what they know, and is upset that Ogawa and Taurik can’t share what they know.

The group at the bar in Ten-Forward.

Thirty hours later, Sito hasn’t returned to the rendezvous point in her escape pod. On the bridge, Lavelle, Data, and Riker are attempting to locate the pod. Worf recommends launching a probe, and despite launching a cross-border probe being a violation of the treaty with the Cardassians, Captain Picard okays it.

The probe almost immediately detects debris – Data confirms it’s the right consistency to potentially be the escape pod. Later, the Enterprise-D intercepts a Cardassian message confirming they destroyed the pod, and that Sito was inside.

Lavelle realises Sito has died.

Captain Picard makes a statement to the crew via the intercom, letting them know that Sito has died. Taurik hears it at his post in engineering, Ogawa at hers in sickbay, and Lavelle at his station on the bridge. Ben was, sadly, omitted from this sequence. However, even now, even after seeing this episode so many times over the years, this moment packs an emotional punch. Captain Picard speaks about Sito in glowing terms, in sharp contrast to his first conversation with her, and her death clearly has a huge impact on her closest friends.

Nurse Ogawa learns of Sito’s death.

In Ten-Forward, Worf sits alone and doesn’t even acknowledge Ben, who has brought him a drink. Lavelle joins Taurik and Ogawa and reveals he’s been promoted to lieutenant, though he feels absolutely no joy in getting what he wanted at the beginning of the story. He’d trade it in a heartbeat to have Sito back.

Taurik, Ogawa, and Ben comfort him, telling him Sito would have been happy for him, and to honour her by performing his new role to the best of his ability. Ben talks to Worf, inviting him to join the others in mourning and remembering Sito, telling him that she considered him a friend, not just a superior officer. He joins Lavelle, Ogawa, Taurik, and Ben silently, and the episode ends as they prepare to remember their friend.

Worf joins the junior officers.

So that was it. The first Lower Decks. What started out as a story with an interesting premise turned into one of the emotional high points of the whole season. It’s a story which still has me tearing up a quarter of a century on, and despite the fact that we didn’t know Sito or her friends terribly well, the episode did a phenomenal job getting across their relationships, which were at the core of what made the story so emotional.

The new series may have its emotional moments too – we don’t know for sure yet, but many comedy shows have a balance between funny and emotional moments. I’m looking forward to seeing what Star Trek’s latest show, and first animated series in four decades, will have to offer, and it provided a great excuse to step back in time and re-watch the first Lower Decks.

If I were thinking of characters to bring back for a future iteration of Star Trek, the junior officers we met in Lower Decks would absolutely be contenders. I wonder if the new series will make any reference to them, or to the events of this episode. If it did, it would be a neat little tie-in between The Next Generation and the new Lower Decks.

It’s only a couple of days now, so I hope you’re ready! Check back here regularly while Lower Decks is on the air for episode reviews, theories, speculation, deep dives, and more.

Star Trek: Lower Decks begins on the 6th of August for viewers in the US and Canada. The Star Trek brand – including Lower Decks and The Next Generation – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Play Disneyland Adventures – Part 1

Spoiler Warning: There are spoilers ahead for Disneyland Adventures.

I miss Disneyland. It’s actually been well over a decade since I was last able to take a trip to any of Disney’s theme parks, and I miss the rides, the food… even the queues! If you’re like me and you’re missing spending time at Disney – especially with the current pandemic messing up holiday plans – I’ve got just the game for you: Disneyland Adventures!

This is actually the second time I’ve bought a copy of this game. I first played it in 2011 or 2012 when it was on the Xbox 360 as Kinect Disneyland Adventures. The Kinect was Microsoft’s foray into the motion-control space, and it was a peripheral for the Xbox 360 (a second version was later bundled with the Xbox One). The Kinect device consisted of a camera and a sensor, and the idea was that it would allow for controller-less play; players would use their arms, legs, and whole bodies to control games.

The Kinect sensor for Xbox 360.

We could spend hours delving into the history of Kinect and its hits and misses; suffice to say the concept was good, but the execution – especially in this first version on the Xbox 360 – wasn’t perfect. Though the Kinect peripheral and its bundled game (simply titled Kinect Adventures) actually ended up being the Xbox 360’s best-selling title, it’s fair to say that it wasn’t the success Microsoft hoped for. The Kinect concept has since been discontinued for gaming, though it is still used in some specialist applications.

Disneyland Adventures is the 2017 re-release of the original 2011 title, and came out for Xbox One and PC. Most importantly it doesn’t require Kinect, nor any other motion controls, and can be played with a normal gamepad. This is the version we’ll be looking at today – and in future updates to this series of posts. If you followed my last “Let’s Play” – where I played through 2019’s Star Wars Jedi: Fallen Order – the format will be similar.

Let’s Play Disneyland Adventures.

So what is Disneyland Adventures? It’s a game for kids that features a digital recreation of Disneyland (the original in California) to explore. Fan-favourite characters can be found who’ll give the player little tasks and quests, and some of the park’s most famous rides are reimagined and stylised to form mini-games and levels away from the open space of the theme park.

Today we’ll take a look at the game’s introduction and check out one of those rides.

After a very brief opening cinematic, I had the opportunity to “customise” my character. I’m putting that in inverted commas because the customisation options for Disneyland Adventures are limited, even for a game from 2011. There is a choice of gender, and several of the characters I interacted with had gendered dialogue which I’m assuming does change depending on whether you choose to play as a boy or a girl. And yes, that’s what the game calls its gender choices – the player character is a kid, after all! Other than the gender option there were a handful of different preset faces and a few outfits, and that was all.

My newly-created character by Sleeping Beauty’s Castle.

I’d wager that if you’re even vaguely familiar with Disneyland or the Magic Kingdom, you’ll find that the digital recreation of the park in Disneyland Adventures will feel familiar; I certainly felt that way! The game opened with my (unnamed) character being given a task by Mickey Mouse – take an autograph book to Donald Duck and get his signature. However, after being set this task I was free to explore the park, though there was a quest marker constantly showing my route to Donald’s location.

The Disneyland Monorail makes a loop of the park.

After taking my time to make it to Donald, he signed the autograph book and sent me back to Mickey Mouse. The character voices are all exactly what you’d expect from classic Disney characters, and though the 3D anthropomorphic style used for the characters might take a little getting used to, especially if, like me, you’ve only seen these characters in older 2D animated features, they have a truly classic Disney feel. En route back to Mickey I ran into Captain Hook, and while I couldn’t get his autograph I could interact with him which was fun. Collecting autographs and high-fiving the various characters is going to be a big part of the game.

Dancing a jig with Captain Hook.

Mickey Mouse was still standing near the castle and I returned the autograph book to him. The next quest was to take the book to Goofy in another area of the park, but I took the opportunity to get Mickey’s autograph first. The autographs are one of the games collectables, and they’re divided up into groups of characters.

Getting Mickey’s autograph.

My next task, courtesy of the main mouse himself, was to head over to Goofy and deliver the book. But on the way I decided to have a little bit of a wander through the park – that’s really the main appeal of the game for me! In Tomorrowland, the sci-fi/futuristic area of the park, I met the aliens from Toy Story.

The little aliens.

After that encounter, I tried out one of the attractions – the classic Tomorrowland ride Space Mountain. I’m not wild about ultra-fast rollercoasters usually, but the ones at Disney are done very well and I’ve always enjoyed Space Mountain in particular. In fact, Tomorrowland as a whole is kind of a sci-fi geek’s paradise! The versions of the ride differ at the different theme parks, and I’m sure people who’ve visited all of them will have an opinion on which one is best! In Disneyland Adventures, the attraction stays true to the original theme of the ride – outer space – but kicks it up a gear or two!

Boarding Space Mountain.

I wasn’t sure what to expect from the ride; it’s been a while since I played this game, and because even in those days my health wasn’t great, I struggled with the motion controls and didn’t play Disneyland Adventures – or any other Kinect title – very much. But I was pleasantly surprised to find a delightfully old-school on-rails spaceflight game.

An asteroid to avoid in the centre-right, and coins to collect on the right.

In the style of classic arcade games, the player’s vehicle – styled after the ride cars used on the real Space Mountain – moves forward on its own; control is limited to moving side-to-side to avoid obstacles, collect power-ups, and some sections involved shooting a laser-gun.

Targeting reticle to the upper-left and a “hyperspace gate”.

I wasn’t great at the Space Mountain game, I have to be honest. I kept flying into the asteroids and I missed a bunch of power-ups and coins! Luckily the game is very forgiving and every time I crashed I respawned in the same place, not losing any progress. There are more levels within Space Mountain – at least two more – but I didn’t carry on after completing the first stage. There was a “story” of sorts within the mini-game, following my character through several different space environments, including a battle!

Flying past other spaceships in a battlefield.

After exiting Space Mountain I decided to call it a day. I’ll pick up Disneyland Adventures again soon – unlike my last playthrough I’m in no rush to race through everything that the game has to offer. There may be another few parts in this series to come over the next few weeks though, so stay tuned!

I hope you had fun, and if you’re missing Disneyland or find yourself unable to go because of the pandemic, for £15 on Steam this could be a fun distraction. If you aren’t interested in mini-games and collectables perhaps you won’t enjoy it, but for a relatively low price it’s worth a punt in my opinion. If not, keep checking back and follow my playthrough!

Disneyland Adventures is available for PC and Xbox One. Disneyland Adventures is the copyright of the Walt Disney Company and Xbox Game Studios. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.