Star Trek’s “First Contact Day” event – roundup and impressions

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1, Star Trek: Lower Decks Season 1, Star Trek: Discovery Seasons 1-3, and most importantly, there are spoilers (including images) from the teaser trailers for Picard Season 2, Lower Decks Season 2, and Discovery Season 4. There are also spoilers for Prodigy.

Yesterday was “First Contact Day” – the 5th of April is the day in 2063 when humans made first contact with the Vulcans, as depicted in Star Trek: First Contact. We’ve seen the event celebrated within Star Trek on a few occasions, and apparently one dish often served is salmon! But we’re off-topic already.

The creative team in charge of Star Trek set up First Contact Day as a digital event, somewhat akin to last year’s Comic-Con @Home presentations, and other similar events that they’ve done periodically. It was marketed on social media, particularly on Facebook and Twitter. But it wasn’t 100% clear how fans were supposed to access the virtual panels – whether they were just going to be available on the website, on social media directly, or even via Paramount+. Even navigating to the right part of the Star Trek website took clicking through several links.

It wasn’t exactly clear how to get to this web page.

That confusion was entirely self-inflicted and clarifying it would have been easy to do. It was almost as if the social media/website teams were making watching the panels “live” – they were actually pre-recorded – as difficult as possible. Thankfully all five of the panels were later made available on YouTube (vital for me, so I could go back and take screenshots!) But while we’re complaining about Star Trek/Paramount+/ViacomCBS’ social media, if you want to watch the full panels on YouTube I advise you to do so fast – in the past, some Star Trek videos, including one of the trailers for the first season of Picard and last year’s Comic-Con panel I mentioned earlier, were taken down by YouTube’s copyright protection algorithm. Hopefully that won’t happen this time, but it’s worth keeping in mind the possibility.

One of the pre-event social media posts was really tantalising and very well put-together. A “teaser” clip of a viewscreen which briefly flashed up two numbers – that looked like map coordinates – got a number of Trekkies talking and speculating, successfully building up a degree of hype for the First Contact Day event. In 2021, this kind of audience engagement via social media is vital for any franchise, and I’m glad to see Star Trek at least making an attempt!

What looked like the bridge of the USS Discovery…
…and the mysterious numbers!

So let’s start with the big news!

We got teaser trailers for Lower Decks Season 2, Picard Season 2, and Discovery Season 4! In addition, we got to see the design for Captain Janeway in Prodigy. Each of the panels gave us a few clues and tidbits of information about these upcoming Star Trek projects, which was fantastic.

The mysterious numbers mentioned above did in fact turn out to be coordinates – for a convention centre in Chicago! Star Trek: Mission Chicago is going to take place in April 2022, and will be the first in-person convention since the coronavirus pandemic hit. Perhaps it’s because I was never going to be in attendance, but I’m not sure the convention was the strongest way to end the First Contact Day event. It was saved for the last moment by co-hosts Wil Wheaton and Mica Burton, and it just felt a tad anticlimactic after an event that had seen so much other exciting news.

For me at least, this wasn’t the strongest way to end the entire broadcast.

With so much going on, and so many amazing reveals, it’s hard to know what to talk about first! Let’s start with Prodigy, since the newly-revealed image of Captain Janeway is probably going to be seen as First Contact Day’s most iconic takeaway. While there was no trailer or teaser for the series, which I admit I had been half-hoping for, we did get a bit more information.

The series is set several years after Voyager, at roughly the same time as Lower Decks, in the 2380s. And the reason why none of the aliens we saw in the first teaser image a few weeks ago look familiar is because the show is set in the Delta Quadrant. The aliens are (presumably) all Delta Quadrant natives who are, according to the show’s creators, totally unaware of Starfleet or the Federation.

The new Captain Janeway design for Prodigy.

The version of Captain Janeway that they encounter is a “training hologram” that has been left behind on some kind of training vessel, presumably by the USS Voyager as it passed through the Delta Quadrant. This is the abandoned Starfleet vessel that had been mentioned in the show’s original description.

The design of Janeway is just fantastic. Modern Star Trek has not been shy about changing up classic designs, but Janeway retains her Voyager-era uniform and combadge, and the design manages to blend the way she looked in the show with a CGI-cartoon aesthetic just perfectly. Looking at her, you know immediately who she is! I honestly cannot fault the design, and I can’t wait to see her in action along with the new crew.

The rest of the Prodigy crew.

The premise of Prodigy has now fully taken shape. The setting has been laid out and the crew assembled. Now all we’re missing is the ship itself! Could that be the Delta Flyer?

The creators of Prodigy talked about how the new series will be great fun for kids, stimulating their imaginations and creativity. Both words, “imagination” and “creativity,” came up several times during the panel, and it sounds as though they’re really pushing hard for Prodigy to be something more than just background noise or brainless entertainment. The best kids’ shows do this, and as a result have a lot to offer kids and adults. There was a mention that Prodigy is for “all ages,” which is great!

Finally, Prodigy promised a number of surprises and connections to Star Trek’s broader canon, both of which I like the sound of! There was a hint that one of the characters we saw in the teaser image has a connection to The Original Series; my first guess was the rock-like alien perhaps being a Horta, as that was something I guessed at when I first saw the image. But we’ll have to wait and see on that!

Could this character be related to the iconic Horta?

So that was Prodigy. Since we’re looking at animation, let’s move on to Lower Decks next.

Creator Mike McMahan was involved in a panel that looked at Star Trek’s sense of humour. Considering how many “critics” attacked Lower Decks before it was broadcast for being an un-serious take on Star Trek, I think it was worthwhile to remind people that humour has been a huge part of the franchise going all the way back to The Original Series. McMahan in particular noted the interactions between Kirk, Spock, and Dr McCoy as being a great example of this.

The panel concluded with the aforementioned Lower Decks Season 2 teaser, and in a scant few seconds there was a lot going on! Here are just a few of the things I noticed: Rutherford’s implant is back, meaning his design remains unchanged despite the events of the Season 1 finale. Boimler, as promised, remains aboard the USS Titan, though his posting doesn’t seem to be going well!

Lieutenant Boimler doesn’t seem to be having “the time of his life” on board the USS Titan!

Jonathan Frakes will return as Riker, which we had assumed but hadn’t been confirmed. At one point, Mariner wore what looked like the anbo-jyutsu armour from Season 2 of The Next Generation – something Riker wore once in that show. A Miranda-class ship was briefly shown. And finally, there was a sequence in which Mariner appeared to be fighting several Cardassians!

There’s a lot to digest in just those few seconds, and taken out-of-context it’s hard to be sure of what’s going on! What we didn’t see was Boimler interacting with the other three main characters, and perhaps that’s to keep his fate a secret. Or perhaps it’s indicative of the fact that he will remain aboard the USS Titan for several episodes!

Ensigns Tendi, Rutherford, and Mariner in the Lower Decks Season 2 teaser.

Lower Decks Season 2 looks to be coming together nicely, and there was a lot shown off in the teaser that seems to be from quite a few different episodes. We now know that Lower Decks Season 2 will premiere on the 12th of August, which is pretty much one year after Season 1’s debut! So that’s fantastic news, and it means we’ll get at least some Star Trek this year!

Discovery’s fourth season is also scheduled for 2021, though no date was confirmed. After an interesting panel which focused on Nichelle Nichols and a documentary that has been made about her and her work and influence over women at NASA called Women In Motion, Sonequa Martin-Green introduced the first Season 4 teaser trailer.

The Women In Motion panel.

Before we look at the teaser in depth, I enjoyed the Women In Motion panel. One point that came up is the value of representation, which was something Michelle Hurd (Star Trek: Picard’s Raffi) discussed at length. Representation matters in entertainment, and I’ve had an essay in the pipeline on that very subject for a while. One of these days I’ll get it finished!

On to the teaser trailer. The first thing to note is that Discovery’s uniforms have been changed. The grey design appears to have been retired in favour of a more colourful look – the basic layout of the uniforms appears to be very similar, but the colours have changed. This is something I predicted a few weeks ago, and I look forward to seeing more of the new uniforms at some point soon; it’s difficult to assess them fairly from a few short scenes in a teaser!

Owosekun and Burnham sporting the redesigned, more colourful uniforms in the Season 4 teaser.

After the Burn in Season 3, it seems as though Discovery is returning to another “natural disaster” concept in Season 4. An “anomaly” described as being five light-years in diameter seems to be threatening both the Federation and other worlds, perhaps meaning there will need to be some working together to figure out a solution.

After Seasons 1 and 2 both ended up being about fighting and had major villains to defeat, it was a nice break for Discovery to largely have to deal with a scientific problem in Season 3, so I think the same concept could work well again. I just hope that it doesn’t end up feeling either repetitive, as though copying the Burn, or anticlimactic, coming after the galaxy-wide catastrophe and simply not being as impactful.

Damage to the USS Discovery in the Season 4 teaser.

When I heard talk of a gravitational anomaly that was several light-years wide, my first thought was the Nexus, as seen in the film Generations. That “energy ribbon” was known to be able to damage starships and even planets, and though we didn’t see any evidence of the Nexus, perhaps it could be the cause of this strange anomaly?

It looks as though the USS Discovery takes a beating in Season 4, and may even end up destroyed or irretrievably damaged! At one point, Burnham was the sole figure on the bridge and had to wear a helmet, presumably because of the extent of the damage suffered by the ship. Though the uniforms have been redesigned, I didn’t see any significant changes to the internal design of the USS Discovery itself, which is something I think would be nice to see now they’re established in the 32nd Century.

Burnham in some kind of armour or space suit in the Season 4 teaser.

It was great to see Cleveland Booker back, and it seems as though David Ajala will be back as a regular cast member for the show. Book was such a fun character in Season 3 that I’m thrilled he’s back. He wasn’t in a Starfleet uniform, so it seems as though he’s keeping his status as an outsider. That worked well in Season 3, so why change what works?

Lieutenant Detmer appears to have upgraded her cybernetic implant! We saw at least one glimpse of a scene in which the USS Discovery appeared to lose artificial gravity, which is something rarely seen in Star Trek. We saw the return of the President of Ni’Var, who appeared in Season 3, as well as the debut of a new character who seems to be a Federation official.

At one point, the ship appears to lose its artificial gravity!

Saru was shown briefly, and looks to be in some kind of diplomatic or ambassadorial role based on the few seconds he was on screen. We also saw one other Kelpien, a couple of unknown aliens, and Burnham once again talking about togetherness and unity as ways to tackle the threat they all face – presumably this anomaly. And most importantly: Grudge is back!

So all I can think to say is “wow!” Discovery Season 4 looks action-packed to say the least! We didn’t see either Admiral Vance or Kovich; the latter we know is returning but I certainly hope Admiral Vance will be back as well. Oded Fehr’s performance in Season 3 was fantastic, and it’s wonderful to have a Star Trek admiral who does what’s right and isn’t an adversary; it makes a nice change!

The USS Discovery was also briefly glimpsed in the Season 4 teaser.

Based on what we saw, Discovery Season 4 looks fantastic, and getting confirmation that it’s aiming for a 2021 release is great news as well. Though no date was given, at this stage I would assume (alright, guess) that we’ll see something of a repeat of last year, with Lower Decks running from August to October, and Discovery Season 4 picking up sometime in mid-October; certainly before Halloween. It would then run through the autumn and winter before concluding sometime in the New Year. That was 2020’s pattern, and with Lower Decks scheduled for August, I think we can reasonably guesstimate that the same thing will happen this year as well.

That brings us to Picard, which was one of the first things we saw! The Picard Season 2 teaser was totally unlike the Lower Decks and Discovery teasers, being comprised of no filmed scenes and featuring no characters – which makes sense, given how early in production the season is! Despite that, however, in the short teaser we actually got a lot of information – or possible information – about what might be going on!

A model of the USS Stargazer in the Season 2 teaser.

Firstly, time travel appears to be involved. Specifically, travelling backwards in time. This was represented by an hourglass running in reverse. We also saw the teaser linger very prominently over a model of the USS Stargazer – Picard’s first command. There was also a glimpse of Paradise Lost, an epic poem about falling from grace and the rejection of God. I’m sure that’s a tease at something… but what? Then we got the biggest bombshell of the entire teaser: Q is returning!

John De Lancie, who plays Q (and who recently appeared in Lower Decks) joined Wil Wheaton and Sir Patrick Stewart to confirm Q’s return, and it was great to see him back! The combination of time travel plus Q seems to make for an interesting setup to the new season!

John De Lancie will reprise his role as Q in Picard Season 2!

The USS Stargazer was under Picard’s command for more than twenty years, seemingly from the 2330s to the 2350s. Having spent so much of his life aboard the ship, revisiting it makes a lot of sense for the show! It’s also an almost-blank slate, as aside from a few references and lines here and there across The Next Generation, the Stargazer’s exploits are largely unknown. We do know that the ship was involved in the Cardassian Border Wars, and that Jack Crusher served aboard the ship before being killed. In voiceover, Picard talked about time being the real “final frontier,” and about the desire to do things differently.

A couple more hints about the storyline and Q’s involvement came in the panel which followed. Sir Patrick Stewart made a couple of references to Q appearing in an “episode” using the singular, so perhaps Q will be back for just one appearance! It doesn’t sound as though Q caused whatever time-related event is happening, which is also a point of note.

The very creative way Q’s involvement was announced!

Q’s arrival was said to come at a “shattering moment” – perhaps the moment that time shattered? Or perhaps a moment in which Picard feels traumatised, as Sir Patrick Stewart and others made reference to Picard being “traumatised” both by his past and whatever is going on in the new season.

There seemed to be a hint that Picard may visit more than one time period, as well as Jonathan Frakes’ inclusion suggesting that Riker may make a reappearance in Season 2 as well. My first thought, putting all of these elements together, is some kind of follow-up to the events of All Good Things, the finale of The Next Generation. In that story, Q allowed Picard to move between three time periods in order to solve a puzzle – events in the future were having a causal effect on events in the past! Perhaps some kind of similar “anti-time” story is on the cards?

An hourglass running backwards was one of the key visuals in the teaser.

Q appeared in the first episode in which we met Picard – Encounter at Farpoint right at the beginning of The Next Generation’s run. As I said once, it would be poetic if he were also to appear in the episode – or at least the season – which marks Picard’s end as a Star Trek character as well. Though a third or even fourth season of Picard was said to be there for the taking if Sir Patrick Stewart wanted to do it, I wonder if Q’s inclusion in Season 2 may mean that it will be the last season of the show – and may even see Picard killed off.

That’s pure speculation on my part, though!

With production having only been going on since late February, I’m not surprised that Picard didn’t have more to show at this stage. It seems certain we won’t see Season 2 before next year, and that’s actually okay! As excited as I am to continue the journey, we’ll have plenty of Star Trek to get stuck into later this year.

What relationship will Paradise Lost have to the plot?

So that wraps up my thoughts on the three teasers (plus one image) that we got during yesterday’s First Contact Day event. Before we go, though, I want to talk briefly about the other panels.

This year is the 25th anniversary of Star Trek: First Contact (gosh I feel old now, as I remember seeing it at the cinema!) There was a panel hosted by Wil Wheaton that featured Sir Patrick Stewart, Jonathan Frakes, Brent Spiner, and Alice Krige – the actress who played the Borg Queen in that film. It was a very sweet panel, as all the participants had fond memories of working on the film.

Krige in particular spoke very highly of working with the cast of The Next Generation, and being welcomed aboard by a team that had been working together for almost a decade at that point. There were some lighthearted moments too, as Frakes was quizzed over his “Two Takes Frakes” nickname! It was a lot of fun, and it’s nice to see that, even after so many years, the cast still enjoy one another’s company.

The Star Trek: First Contact 25th Anniversary panel.

The only panel I haven’t touched on yet was that hosted by Mica Burton in which several designers and artists participated. It reminded me of a book I own called Aliens and Artifacts which similarly looks at makeup, uniform design, prosthetics, and so on, and how all of those things are created by artists behind the scenes.

It’s always interesting to learn a little more about how these things work, and it was neat to hear from some of the folks who have been involved with designing new aliens, new uniforms, and other aesthetic elements that go on to be iconic and emblematic of Star Trek.

The artists’ panel was interesting.

So that’s it! First Contact Day was interesting, and we got to learn a lot about upcoming Star Trek projects! The return of Q in Picard Season 2, as well as a time travel story, sounds interesting. Discovery Season 4 looks to be playing up the strengths of Season 3. And Lower Decks looks like another wacky good time! It was great to see Captain Janeway’s design in Prodigy, as well as learn a little more about that series. Though I hoped to find out when it will debut or even see a trailer, I’m content to wait and let the creators get it ready first!

I had fun with First Contact Day, and I encourage you to check out all of the panels in full if you haven’t already. At the very least, watch the teasers for yourself! You can find all of the First Contact Day panels by clicking or tapping here to go to the Paramount+ YouTube channel.

The Star Trek franchise, including all properties 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.

This Sceptred Isle – is it in poor taste?

Well that didn’t take long! The first major television drama about the coronavirus pandemic was announced recently, and is currently scheduled to debut on Sky here in the UK next year. But surely, with coronavirus still raging as the series is being filmed, it’s far too soon for this kind of show. Isn’t it?

This Sceptred Isle is billed as an examination of the UK government’s response to the “first few months” of the pandemic. And in many ways, such a story is worth telling. The UK government did not handle the pandemic’s arrival particularly well, being slow to put measures into place that were already being taken by other countries, in particular Italy. As a result, the UK’s per capita death toll has been higher than many comparable western nations, and despite the success of the vaccine rollout – I got my first dose of the vaccine last month – that remains a stain on the government’s handling of the pandemic.

Promo picture of Kenneth Branagh as Boris Johnson in This Sceptred Isle.
Picture Credit: Sky TV.

But something about This Sceptred Isle just rubs me the wrong way. It feels like it’s in incredibly poor taste to create a fictionalised drama series based on something so significant and that has cost so many lives while it’s quite literally still raging on. Not to mention that planning for the series, writing scripts, hiring producers, and so on must’ve been going on for months already – pre-production on any show takes time, and for This Sceptred Isle to have begun filming at the end of February it must’ve been conceived at the latest by last summer, with plots and storylines already prepared.

What I fear will be the case is that the series will have an axe to grind, and rather than making any real attempt to faithfully retell the events of the early weeks and months of the UK’s pandemic response, it will instead descend into a farcical and utterly fictitious portrayal of Prime Minister Boris Johnson and his government. I’m not a political person, and the electoral fortunes of Mr Johnson are not my concern. But a series like this presents itself as factual, or at least fact-based, and I seriously question how it can be.

This Sceptred Isle is being produced by British satellite broadcaster Sky TV.

No major government figure has broken ranks since the pandemic began to tell “their side of the story.” Actual verifiable information of what went on behind closed doors in Downing Street in the first half of 2020 doesn’t exist; at best This Sceptred Isle will be based on hearsay. When a series is trying to bill itself as having at least a basis in fact, that’s not acceptable.

One of my favourite miniseries of the last few years was HBO’s Chernobyl. Like This Sceptred Isle, Chernobyl took a factual event – the 1986 Chernobyl nuclear disaster – and dramatised it for television. As I noted once, some pretty significant changes were made, including the creation of a fictional “composite” character. However, the events surrounding the Chernobyl disaster were well-established by 2019, with books written about the subject, involved persons having given frank first-hand accounts of what took place, and decades of historical analysis of the precise details of the disaster and its consequences for the creative team at HBO to draw on. The result was one of the best pieces of television made in the last few years, and something which is as accurate as can be for a dramatic work.

HBO’s Chernobyl earned widespread acclaim… but was produced years after the events it depicted.

All of that was possible because of the series’ distance from the events it depicted. Almost a quarter of a century had passed since the Chernobyl nuclear disaster, and the passage of time allowed for more information to be available, making the show more accurate. This Sceptred Isle is filming now, right in the middle of the pandemic. Despite some signs of progress in some parts of the world, the pandemic is not dying down nor going away, and we can’t say what the state of affairs will be in six weeks or six months from now, let alone by the second half of next year. That context is crucial to a series like This Sceptred Isle, and will be entirely absent from the production.

How we reflect on the pandemic’s early days will depend entirely on what course it takes over the remainder of this year and into next year. Will it die down with the rollout of vaccination programmes across the world? Or will it adapt, flare up, and continue to wreak havoc? Without knowing the answer to that question, This Sceptred Isle may very well end up on the wrong side of the argument, either being overly-critical of a government that did its best, or by being too lenient in retrospect. It’s an impossible line to walk without knowing what happens next.

This Sceptred Isle aims to look at Prime Minister Boris Johnson’s handling of the pandemic – but the pandemic (and his handling of it) are still ongoing.

In short, This Sceptred Isle is trying to produce a television series based on an unfinished story. We don’t yet know how or when the coronavirus pandemic will end, nor what all of the consequences will be. There will be political fallout from it, that’s all but certain. But without knowing which way to lean, without crucial information that won’t be heard in public for several years at least, the show will be little more than straight-faced pantomime, stabbing in the dark trying to tell a compelling story without the necessary facts or information to do so.

If its objective is to criticise the government and convince people not to support them, maybe the creative team will consider This Sceptred Isle a success. If they don’t care about creating a fact-based depiction of events to begin with, they naturally won’t be bothered by such criticism. But blindly attacking the government at a dangerous moment is not a good thing, and I’m concerned that if This Sceptred Isle is nothing more than a teardown of everything the government has done, it will have implications for the country. If we’re in a position when the series is broadcast where more vaccinations are needed, or where there are still some rules or restrictions in place, a savage attack on every aspect of the government’s handling of the crisis could lead to people ceasing to abide by the rules or become unwilling to get vaccinated.

Could there be unintended consequences if This Sceptred Isle goes too far in its attacks on the UK government?

I’m positive that there was a mad rush on the part of television producers to be the first to make a major drama series based on the pandemic, and Sky jumped the gun and managed to get in ahead of everyone else. But in this case, patience may be a virtue. If This Sceptred Isle is shown to contain scenes which are demonstrably false, that will harm its reputation and damage Sky’s brand.

A series like This Sceptred Isle is important and necessary – but not yet. Right now it’s too soon, and with people still sick and dying both in the UK and around the world, it seems aggressive and downright ghoulish to try to dramatise the pandemic for money. Not only that, but because of the lack of clear and verifiable information about what’s going on in the real world, the series will be inaccurate at best – and completely and utterly wrong at worst. Maybe that’s what it’s designed to be; Boris Johnson and his Conservative Party are not well-supported in the entertainment industry as a whole, and this could simply be a way to attack them. But when the entire offering is based around telling a story grounded in the truth, that’s not good enough.

Art and entertainment will dine out on the pandemic in the years ahead. There are so many different kinds of stories that can be told about it, from the exciting and tense to the wholesome and sweet. Some projects can be timely, considering the effects of things like refusal to wear a mask or vaccine hesitancy. But a project like This Sceptred Isle, with its inclusion of characters based on real people and claiming to depict real events, comes at the wrong moment. It’s too soon – and that makes it feel as though it’s in very poor taste.

This Sceptred Isle will be broadcast on Sky Atlantic and NOW TV in the UK in “Autumn 2022.” International distribution has not been announced at time of writing. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

King of Kings (1961) – an Easter film with a Star Trek connection

I’m not a religious person, and thus Easter has never been an especially important time of year for me. As a kid, Easter meant two weeks off school and chocolate eggs. And as an adult, Easter means a long weekend… and chocolate eggs. That’s about all. But as someone who grew up in England and was frog-marched into church with other schoolkids – back in the days when every school was bound to the local church – I gained a passing familiarity with the holiday. Because I don’t enjoy hot weather, late spring and summer are my least-favourite times of year! Easter, as the event which signals the beginning of that time of year, has always felt at least a little unwelcome as a result, even if the abundance of chocolate serves as a suitable bribe.

But enough about my weather preferences! It’s Easter, and aside from chocolate, Easter means one thing: Jesus. Jesus of Nazareth was crucified, of this even non-Christians widely agree. Sometime between AD 30 and AD 40, Jesus was executed by Roman authorities in the province of Judea, and his resurrection three days later is what Christians celebrate at Easter. Jesus’ life and death have been depicted countless times in art and entertainment, and this time I thought it could be interesting to briefly look at a mid-century example: the 1961 film King of Kings.

The film’s opening title.

The title of this article promised you a Star Trek connection – since the Star Trek franchise is one of my biggest fandoms and a subject I write about often here on the website! The lead role in King of Kings is, naturally, the character of Jesus. In this case, Jesus is played by Jeffrey Hunter – better-known to Trekkies as Captain Christopher Pike, the original captain of the USS Enterprise.

Hunter’s life was tragically cut short, and he died aged only 42 following a fall that may have been caused by a stroke. Though he’s well-remembered today for his single Star Trek appearance – even more so since footage of him was incorporated into Season 2 of Star Trek: Discovery – he was a prolific actor in the 1950s and ’60s, appearing in films like Fourteen Hours alongside Grace Kelly, and The Searchers with John Wayne. He also appeared in a number of television roles, including in big ’60s shows like The FBI and Daniel Boone.

Jeffrey Hunter (1926-1969)
Photo Credit: jeffreyhunter.net

If you’re familiar with Star Trek’s early production history, you’ll recall that Hunter declined to reprise his role as Pike for the show’s second pilot, opting to focus on cinema instead. By the time The Menagerie was made – the two-part episode which reused most of the footage from the show’s first pilot – Hunter was unavailable, leading to the character of Pike being recast and creating the iconic disfigured, wheelchair-bound look.

But all of that is incidental! King of Kings was released in 1961, four years before Hunter would meet Gene Roddenberry and agree to work on Star Trek. The film received mediocre reviews, but was considered a box office success for film studio MGM. And having seen it for myself a few years ago, it was certainly an interesting experience!

Jeffrey Hunter as Jesus in King of Kings.

This was my first time seeing Jeffrey Hunter outside of The Cage – at least, that I’m aware of. Though he’s slightly younger and sports both Jesus’ typical long hair and beard he is recognisable in the role, and that was certainly something neat to see.

The film itself is typical mid-century fare. As I think I’ve explained on more than one occasion, the early 1960s is about as far back as I’m willing to go for most films and television shows, simply because the quality of practically every aspect of production declines more and more the further back in time a film or series was made. Early cinema holds an interest from an academic point of view – the way techniques were developed, how different genres came into being, how technologies were first pioneered, and so on – but I find that actual entertainment value, and my ability to get lost in a production really cannot survive the wooden sets – and wooden acting – of early cinema!

A Roman scene in King of Kings.

King of Kings falls into this trap at points, with some sets and backdrops being pretty obviously fake, and the general acting style being in line with other projects of its era. But it’s perfectly watchable despite those shortcomings.

The film aimed to be an “epic,” recreating the magic of earlier Biblical epic films like 1956’s The Ten Commandments, and of course Ben-Hur, which was released in 1959. Even the film’s poster imitates Ben-Hur’s visual style. I don’t know if I’m the right person to compare these films for you; all are roughly equal in terms of being watchable for me, with similar drawbacks that I find with films from this time period. What we can say, though, is that King of Kings is probably less well-remembered than the other two, with Ben-Hur in particular being widely considered a classic.

Hunter as Jesus of Nazareth at the film’s climax.

The story of Jesus’ life and death has been recreated in cinema on a number of occasions. The 1912 film From the Manger to the Cross is the earliest one I could find, and in the century since there have been countless others. One of the best-known in recent years is Mel Gibson’s epic The Passion of the Christ, which is a pretty gory and harrowing watch in parts – deliberately so. And who could forget Monty Python’s Life of Brian, a parody of the Bible story?

King of Kings fits somewhere in the middle, the kind of film I’d never choose to watch but for the combination of its Star Trek connection and the holiday we’re celebrating today. It’s a curiosity rather than something I could recommend for pure enjoyment, but if you’ve seen other, better-known depictions of the life and times of Jesus, King of Kings might’ve slipped under the radar. It’s worth a look if that’s the case!

Even for non-Christians, the basic message Jesus of Nazareth preached is worth listening to. Being kind and treating others with respect is something we can all aspire to, especially in today’s politically divided, pandemic-riddled world. King of Kings, like many Bible films, hammers that message home in what is, at times, a ham-fisted way. But the message itself is still worth paying attention to, and for one day a year, we can take a moment to appreciate that.

King of Kings is out now on DVD and Blu-ray, and may also be available to stream depending on location. King of Kings was directed by Nicholas Ray and may be the copyright of Metro-Goldwin-Mayer and/or MGM Holdings. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Will we ever see the Suliban or Xindi return?

Spoiler Warning: There are spoilers ahead for Star Trek: Enterprise, Star Trek: Discovery, and for other iterations of the franchise.

Star Trek: Enterprise is the only series in the franchise to be set in the 22nd Century. As such, it exists semi-independently, with very few opportunities for characters, factions, themes, or storylines to cross over and appear in newer Star Trek projects. As a prequel, many of the characters and events that debuted in Enterprise were not mentioned or referenced in shows that supposedly took place years later – as those storylines had not yet been conceived.

Enterprise thus exists in a strange place in Star Trek’s broader canon. There was a brief mention of Captain Archer in both Season 1 of Discovery and the 2009 film Star Trek, but both were little more than blink-and-you’ll-miss-it affairs.

Captain Archer’s name was briefly seen on a monitor in the Discovery Season 1 episode Choose Your Pain.

I’ve written about this phenomenon before in relation to Star Wars, where I termed it the “prequel problem.” Introducing wholly new story elements in a prequel is a risky storytelling strategy, as not only might it adversely impact the original work (or franchise, in this case) but it could also cut off the prequel in terms of story, isolating it and making connections with the original work difficult.

While Enterprise managed to avoid most of the pitfalls that befell the Star Wars prequel trilogy, one area where I feel the “prequel problem” is noticeable is in terms of two of the main antagonist factions the show introduced: the Suliban and the Xindi.

A Suliban…
…and two of the five extant Xindi races.

Both factions played significant roles in Enterprise across its first three seasons in particular. The Xindi, it could be argued, became one of the key driving forces in the expansion of Starfleet, leading to early deep-space exploration and allowing Starfleet to hone many of the skills and technologies it would use in future missions of exploration and discovery.

The attack by the Xindi on Earth was also a significant moment, one which history should preserve for future generations of Starfleet officers and Federation citizens. While some of the events of the Temporal Cold War (or Temporal Wars, as Discovery called them) may have arguably been classified, the existence of the Suliban clearly was not, and both factions could – and almost certainly should – still be around in the 23rd, 24th, and 32nd Centuries.

The Xindi weapon-probe which attacked Earth.

Setting aside the obvious production-side reason that the Suliban and Xindi were created for Enterprise years after The Original Series and The Next Generation went off the air, in order to answer my question of whether we’ll ever see either return we need to consider possible reasons for their absence. In short, is there anything we could point to from an in-universe point of view to indicate why these major factions would have simply disappeared by the 23rd or 24th Centuries?

There are many factions and races seen in Star Trek that have only made a single appearance in the franchise so far, including many that could easily be revisited. The First Federation, encountered in The Original Series Season 1 episode The Corbomite Maneuver, are one example, as are the Sheliak, from The Next Generation Season 3 episode The Ensigns of Command. While we know the Milky Way galaxy is populated by a large number of alien races, some simply choose not to have much contact with the Federation.

The First Federation appeared once in The Original Series and have yet to return to Star Trek.

Location is an issue in this case, though. Enterprise depicted Earth’s first major mission of exploration, and the races encountered in the show – presumably including both the Xindi and Suliban – can’t have been located that far away (relatively speaking). The NX-01 Enterprise had a maximum speed of warp 5, limiting its possible range.

Star Trek has kept many locations and their distances from one another deliberately vague to allow for maximum storytelling leeway, and that’s probably no bad thing. I don’t want to get into the weeds on just this one point, but in short what I’m trying to say is that both the Suliban and Xindi are likely to be much closer to Earth than, for example, Bajor or Talos IV.

The planet Talos IV – a long way from Earth.

We’ve never seen it suggested that the Suliban ever joined the Federation in future, but the Xindi certainly had. Xindi were known to serve in Starfleet by the 26th Century – according to the time-travelling Crewman Daniels – and this further suggests that Federation-Xindi relations existed and grew over the years, even if they didn’t officially join up until centuries later.

In the aftermath of their conflicts with Earth, both of which were due to external manipulation by time travelling factions, it’s possible that both the Suliban and Xindi simply chose to cut off all contact, isolating themselves and maintaining no relationship with the Federation, and this is arguably the most likely in-universe explanation for the lack of appearances in the 23rd and 24th Centuries.

The Suliban Helix – their mid-22nd Century base.

However, it’s still possible that there were accidental encounters out in space, or that the Federation pursued a policy of attempting to reestablish contact and diplomatic relations behind the scenes, even if those attempts were rebuffed. Discovery’s Season 1 premiere gives us an interesting glimpse at how Starfleet handled the reappearance of a faction they had no contact with – let’s hope that second contact went better with the Suliban or Xindi than it did with the Klingons!

Bringing either the Suliban or Xindi into modern Star Trek would be a huge way to connect the ongoing franchise back to Enterprise in a way that hasn’t yet been attempted. I think it’s absolutely worth doing for that reason alone, and in a way, just as Discovery did with the Klingons, the two factions could be changed to fit the needs of a new story.

Degra, a member of the Xindi Council in the mid-22nd Century.

In fact, there’s arguably far greater scope to reimagine both the Suliban and Xindi than there ever was with the Klingons! The Klingons had been thoroughly established across fifty years of Star Trek before Discovery came along, and while the show managed some aesthetic changes (I genuinely loved the ancient Egyptian influence in parts of the Discovery redesign) it was constrained by both past and future depictions of the Klingon Empire. There are two huge reasons why the Suliban and Xindi don’t have similar constraints.

The first is that both the Suliban and Xindi were only seen in the 22nd Century. Depending on which series they were to reappear in, there’s been either a century, two-and-a-half centuries, or an entire millennium for their cultures to have changed, allowing the writers of modern Star Trek to adapt either faction to a far greater degree than the writers of Discovery Season 1 could with the Klingons.

The Klingon redesign was controversial when Discovery made its debut.

Secondly, this will be our first time seeing either faction free of the manipulation of time travelling villains. The changes made by interference in the timeline to both the Suliban and Xindi is impossible to overstate, and after finally freeing themselves from their time travelling benefactors, we simply don’t know what position either faction would be in.

Both of these reasons mean that, in my opinion at least, there’s a lot of potential in both the Suliban and Xindi if they did return. Since we know that the Xindi joined the Federation, perhaps Discovery Season 4 could bring back at least one Xindi character in the 32nd Century, establishing that the Xindi remained loyal even in the aftermath of the Burn.

Daniels explained to Captain Archer that the Xindi joined the Federation by the 26th Century.

The Suliban are more complicated, and could make for a return either as an antagonist or ally of the Federation, depending on which way the writers and producers wanted to take things. There’s no proof that the Suliban would simply become friendly toward the Federation and Earth, even after Silik’s death, and if they had withdrawn and cut off ties as I suggested above, they may have continued to have a burning hatred of Earth and the Federation.

Strange New Worlds could see the return of the Suliban, perhaps through the kind of deep space encounter that I mentioned. If such a story makes clear that it’s the first time anyone from the Federation has seen a Suliban in roughly 100 years, this would go some way to closing the hole their absence in the 23rd and 24th Centuries generated.

What might the Suliban be like a century or a millennium after we last met them?

I could see Pike trying hard to establish some kind of diplomatic ties with the Suliban, only to see his efforts fail and the Suliban attacking the Enterprise. A skirmish like this wouldn’t lead to a larger conflict necessarily, but it would again confirm that the Suliban remained isolated and unfriendly well into the 23rd Century.

Discovery, as mentioned above, could bring back the Xindi. While we certainly could see them on friendly terms with the Federation, we could also see either the Suliban or Xindi looking to exact revenge for the Burn – an event I’m sure at least someone blames the Federation for!

A Xindi-Aquatic.

Given that Enterprise is less well-remembered than the Star Trek shows of the 1990s, perhaps we won’t see a major tie-in any time soon. There have been a couple of name-drops as mentioned, with the Suliban being mentioned once in Lower Decks. But so far, no major connection has been made. While we can say that the setting of modern Star Trek shows precludes all but a few major character crossovers, I think the absence of major factions like the Suliban and Xindi is more obvious, and at the very least, establishing an in-universe reason for why they disappeared after the mid-22nd Century would be worth doing.

Both factions have interesting elements that could be explored. The Suliban – or at least, some individuals – had undergone extensive genetic engineering at the behest of someone from the future, and the impact of that genetic engineering on Suliban society could be explored. Did they, as their one reference in Lower Decks seemed to hint at, retain some of their abilities, like shape-shifting? If so, did those traits get passed down to future generations? What are the consequences of their involvement in the Temporal Wars and their fight with Earth?

Hardly anything from Enterprise has appeared in modern Star Trek… yet.

The Xindi are not a single species. They are, in fact, five different species that evolved together on one planet. A sixth species had been wiped out by the mid-22nd Century. In a way, the Xindi could be a microcosm of the Federation – different species working together. There’s potential for the Xindi to be an analogy for real-world problems of different races and groups working together, and thus the faction presents a way for Star Trek to do something it’s always done: use its sci-fi setting to look at real-world issues.

I would make the argument that there are good reasons to bring back either faction. Not only are they relatively blank slates – getting blanker the further into the future their reappearances end up being – but bringing them into a current Star Trek project would connect back to Enterprise, something which hasn’t been done since Star Trek returned to the small screen almost four years ago.

Discovery had opportunities in its first two seasons to make reference to either the Suliban or Xindi – or other factions or events from Enterprise – but failed to do so in any significant way. With Strange New Worlds (and possibly the Section 31 series) picking up the baton for the 23rd Century, it perhaps makes arguably the most sense to bring them back there. But I could also see it being possible for an appearance in Picard, Discovery, or even Lower Decks or Prodigy. In short, there are many ways either faction could come back.

Whether the Suliban or Xindi ever will come back, though… well, that’s up to the creative team in charge of Star Trek!

Star Trek: Enterprise Seasons 1-4 are available to stream now on Paramount+ in the United States and other territories where the service is available. Further international streaming is available via Netflix. The series is available on DVD and Blu-ray too. The Star Trek franchise – including Enterprise and all other properties 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.

Cyberpunk 2077: Version 1.2 might be a step in the right direction, but it’s still got a long way to go

If Cyberpunk 2077 had been released today, with all of the improvements version 1.2 brings – and all of the other hotfixes and patches rolled out since its abysmal release in December – it would have received the exact same negative response from players and critics. This is a game that, for all of the minor improvements made, still has a long way to go to get to a decent state. At least, that seems to be the consensus now that the latest version of the game is live.

Cyberpunk 2077 is a game that, quite frankly, is still in development. But CD Projekt Red opted to release it to the public before development was finished. The game will go down in gaming history as one of the worst and most egregious examples of the horrible “release now, fix later” business model that has plagued the industry for the better part of a decade. Whatever improvements may come in future as development on the game continues, its reputation has been defined by its catastrophic launch. Don’t believe me? Just look at No Man’s Sky, another game that took years to get to where it should have been at launch. No matter what happens now with No Man’s Sky, it will forever be known as the game that was overhyped, lied about, and that players hated upon release. Cyberpunk 2077 is in the same boat.

Cyberpunk 2077 is the new No Man’s Sky.

Even the game’s biggest fans and supporters seem practically united in their unwillingness to recommend Cyberpunk 2077 in its current form, even after the updates and fixes brought by version 1.2. “If you’ve held off this long, you can wait a little longer,” suggested one Cyberpunk 2077 fan on YouTube. If that isn’t damning, I don’t know what is.

The problem with Cyberpunk 2077 isn’t just that it was full of bugs, glitches, crashes, frame-rate problems, and graphical errors. Ironically, those issues concealed what may come to be seen as the game’s worst traits – awful enemy and non-player character AI and scripting, unrealistic physics, and a game with what is considered to be an engrossing story held back by first-person shooter gameplay that’s average at best.

Fixing those things, if it’s even possible, will take a long time.

An NPC clipping through a vehicle.
Picture Credit: Gameranx via YouTube.

Taking on an ambitious project should be commended, and CD Projekt Red were certainly ambitious with Cyberpunk 2077. As with No Man’s Sky, though, the ambition was clearly not backed up with sufficient skill, knowledge, and management. CD Projekt Red stepped away from the style of their previous title – the critically-acclaimed Witcher 3 – to tackle a wholly new genre. There’s clearly a big difference between a third-person action-roleplaying game and a first-person shooter roleplaying game, and for CD Projekt Red, the transition from working on one style of game to the other did not go smoothly – to say the least.

Perhaps one day we’ll learn more from those involved about how Cyberpunk 2077 went so far off the rails, and that will be an interesting story. However, even without knowing the details, we’ve been in this position so many times over the years with so many different games that we can make some reasonable assumptions. Developers were pushed into working on a totally different style of game without sufficient backup or training. Management kept changing their minds about the direction of aspects of the project. Despite being announced way back in 2012, development didn’t begin in earnest until 2016, meaning the game was developed in a scant four years, not eight. An absolute rock-solid deadline of the end of 2020 was in place and immovable, despite the game not being ready. And so on.

Driving in Cyberpunk 2077 is one aspect that has been improved – but still isn’t right.

Many of those points about poor project management, a lack of necessary skill and training on wholly new systems and engines, and rushing to meet deadlines applied to games like Fallout 76, Anthem, Mass Effect: Andromeda, and many others. I wouldn’t be surprised at all to learn something similar happened to Cyberpunk 2077.

It’s clear, though, that CD Projekt Red lack the development skill to match other open world games, even those from years ago. Grand Theft Auto V, while not directly comparable as it isn’t a roleplaying game, uses a densely-packed city as the main part of its open world, with systems like driving and evading the police that are present in Cyberpunk 2077. Yet that game manages to do every aspect better. Police in Cyberpunk 2077 randomly appear out of nowhere, spawned into the game within feet of the player. Even older Grand Theft Auto titles didn’t do that. Heck, even a game like Saint’s Row 2 from 2008 handles driving, pedestrians, and police way better than Cyberpunk 2077 version 1.2, and that game was released twelve years earlier and cost an awful lot less to develop!

Saint’s Row 2 managed to do better than Cyberpunk 2077 at several key aspects of gameplay.

For me, this is the real problem with Cyberpunk 2077, and it’s one that is not easily sorted out. The bugs and glitches at launch took attention and focus away from the fact that some pretty major gameplay elements are sub-par, and now that some of the glitches are finally going away (though by no means are all the problems fixed, especially on consoles) people are beginning to come around to the simple fact that the game itself is suffering from some significant issues.

Far from being a quick patch job, with the game being fixed and playable by the summer or even the end of 2021, Cyberpunk 2077 is in the early stages of a complete root-and-branch overhaul. The version that launched should have been a beta. Heck, it should have been an alpha. The game is still in development, but it’s already been released. This has to be one of the single worst examples of the “release now, fix later” business model that plagues the modern video games industry.

Cyberpunk 2077 promised a lot, and failed to deliver on much of it for many players.

Individual developers are not to blame, and they never are in cases like this. That’s why I was so upset when some “fans” seemed to be celebrating the company being hacked a few weeks ago. This is a failure of management. Management failed to understand the complexities of the project they were taking on. They were overambitious. They failed to ensure the development team had adequate resources to do their jobs. And when it came to marketing Cyberpunk 2077, they allowed a ridiculous hype bubble to get completely out of hand.

Version 1.2 may be the biggest step so far toward getting Cyberpunk 2077 into a more enjoyable – or even just basically playable – state. But the task facing CD Projekt Red, at a time when harsh but deserved criticism has surely lowered staff morale, is a truly daunting one. I wouldn’t want to be in their shoes!

Cyberpunk 2077 is out now for PC, Xbox One, and PlayStation 4. Cyberpunk 2077 is the copyright of CD Projekt Red. Some screenshots and promo artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Here’s why Shades of Gray is the best episode of Star Trek: The Next Generation

Spoiler Warning: There are spoilers ahead for Star Trek: The Next Generation.

It isn’t. This “article” is just a horrible April Fool’s Day joke.

Gotcha!

I need to write something convincing here so that I can use it as an excerpt on the homepage. Let’s see what we can come up with… By expertly blending these different scenes together, Shades of Gray compiles the very best of Star Trek: The Next Generation into a single package. There, that’ll do. What can I say? I used to work in video game marketing. I can spin and bullshit about any subject I choose!

While we’re here, though, it’s worth noting a couple of things about Shades of Gray if you have the time. And yes, I’m serious this time. Pinkie promise.

Riker was injured on an away mission… setting up a clip show.

Shades of Gray is the only clip show that Star Trek ever made. With the decline of clip shows in general, and modern Star Trek shows having shorter seasons that don’t need to be padded out to fit archaic broadcast television schedules, I doubt that we’ll ever see another one. That makes it utterly unique in the Star Trek franchise. “Unique,” though, does not mean “good.”

The only reason Shades of Gray was made, as I alluded to above, was to fulfil The Next Generation’s contract of producing twenty-two episodes in its second season. Problems earlier in the season caused shoots to run longer than planned, and several episodes ended up being more expensive to produce than expected – most notably Q Who, which introduced the Borg for the first time, but also Elementary, Dear Data. This left the show in a place where it was necessary to produce an episode as cheaply as possible. It was thus little more than a money-saving measure, as clip shows almost always were.

The final scene of the episode – and of the entire second season. They were lucky a third had already been commissioned!

The poor reception to Shades of Gray meant that no other attempts were made to make clip shows, and the creative team behind The Next Generation and other Star Trek shows of the ’90s were very keen to avoid them.

It’s the only episode of The Next Generation to feature all of the show’s main cast. In addition to the main cast of Season 2, Dr Crusher and Tasha Yar returned in clip form from Season 1. So it’s got that going for it… which is nice.

Finally, and this is the most bittersweet part for me, is that Shades of Gray marked the unceremonious end of Diana Muldaur’s role as Dr Pulaski.

Captain Picard and Dr Pulaski.

I’ve yet to meet another fan of The Next Generation who likes Dr Pulaski as much as I do. Where Dr Crusher was often – and I’m sorry to say this – rather bland and uninteresting, even in episodes which gave her a significant role, Dr Pulaski has much more personality and more character. She’s headstrong and opinionated, and while some of her opinions – such as her ideas about Data being less than human – did not win her any fans, I liked that about her.

I would say that the Data issue was only really present in a couple of places across the season, and certainly by the time the season really got going she and Data had developed much more of a rapport. But her initial conflict with Data was supposed to mimic Dr McCoy’s argumentative tone with Spock in The Original Series. Indeed Dr Pulaski was intended to be a Dr McCoy-type character, designed to shake up the dynamic in what was still a new series. I do like Dr Crusher, and she had some great episodes, particularly in Seasons 5 and 6. But I would have dearly loved to have seen more of Dr Pulaski.

Perhaps we should save that for a Dr Pulaski article somewhere down the line? Remind me if I forget!

I’m not going to waste any more of your time for this silly April Fool’s Day joke. I hope it was a bit of fun!

Star Trek: The Next Generation is available to stream now on Paramount+ in the United States and other regions where the service is available. The series may also be available internationally on Netflix, and is available to buy on DVD and Blu-ray. The Star Trek franchise – including The Next Generation and all other properties 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.

Evil Genius 2 – first impressions

This is somewhat of a rarity for me – writing up my first impressions of a brand-new game while it’s still brand-new! Evil Genius 2 – or to give it its full title, Evil Genius 2: World Domination – was released for PC only yesterday. It’s the sequel to Evil Genius, a game from 2004 that I don’t recall playing at the time, but the fun concept and aesthetic appealed to me enough to give this sequel a shot.

Evil Genius 2 is a base-builder, but that hardly sums it up. You take on the role of the titular “evil genius” – a supervillain of the kind you’d expect to see in a James Bond film, and the base you build is their lair. Perhaps Dr Evil from the Austin Powers film saga is a more appropriate comparison, given the game’s sense of humour! With a casino as a “front,” the objective is to make money, run evil schemes, and build a “doomsday device,” all the while avoiding detection and capture by the forces of good.

The game’s title screen.

If you’ve ever played a tycoon game – the likes of Theme Hospital, Rollercoaster Tycoon, etc. – then the style of gameplay will be familiar to you. Evil Genius 2 confronts you with a lot of different screens showing every aspect of your evil empire, and you have the ability to micromanage practically all of it.

Hiring, training, and firing of your evil minions – and even executing them if they displease you – is one aspect of the game. Minions can be trained to perform different tasks, both in the casino and behind the scenes, with a number of different specialisations. Guards can man guard posts and act as security, and valets can work in the casino greeting (and scamming) tourists, to give two examples.

A worker minion (left) and a casino employee minion (right).

But minions also need to be looked after – at least in a basic way! They have needs, such as food, rest, and relaxation time, and you’ll need to balance your evil lair to make sure that minions aren’t overworked.

There are a number of different rooms that can be constructed – by digging them into your mountain lair, naturally. Every evil genius needs an office, of course, and then a vault to store their ill-gotten gold. There are rooms to train minions, house them, generate power for the facility, and many more besides.

A staff room for minions.

Building is not entirely straightforward. Like other tycoon games, rooms are built on a grid. However, in order to simulate being underground, not every tile is able to be built on, and there are some which are inaccessible – at least in the beginning. This can make building rooms a tad frustrating, as can the camera control. If you don’t get the room perfect and need to edit it before it’s built, it can take a few camera rotations and clicks to remove unwanted sections and get the room laid out the way you want.

I also found doors to be a tad frustrating. In short, doors can only be placed in an area four tiles wide, and need an additional two tiles of rock/dirt on either side. Not every room needs a door, some can simply be built directly off another room or corridor, but this requirement was odd and unexpected. Doors can be important for security reasons, especially in rooms like a vault!

This feels like it’s more than $40,000 worth of gold – at least at today’s prices!

As with any new tycoon game, it will take a while to fully get the hang of the way all of the different in-game screens, stats, and systems work. Evil Genius 2 throws a lot of different aspects at you all at once, and players who aren’t used to this kind of experience might feel overwhelmed. This issue is exacerbated by the lack of a tutorial. The game simply drops you into gameplay right from the title screen.

There are three game types available, the first of which is a “quick start” that drops you into an already-open casino. The second mode is a standard game, and this offers three levels of difficulty, as well as a custom difficulty selector allowing players to choose from a variety of difficulty options. This customisation is great, and is something I wish more games would offer. For example, it’s possible to tone down the threat from the forces of good to focus more on managing the lair, or to reduce the cost of different types of in-game events like evil schemes or scientific research. All of which is great!

The custom difficulty options screen.

The final game type is a sandbox mode, allowing players to build their perfect evil lair without limitations. As is often the case in games like Evil Genius 2, this is a great place to get started! Learning more about the way the game works and what some of the requirements are while not under pressure is a much more enjoyable experience – at least for me!

In the couple of hours I’ve spent with Evil Genius 2 so far, I didn’t see any bugs, glitches, or other issues, though there are two very minor points of note. Firstly, booting up the game prompted a warning message, telling me that my graphics drivers were out-of-date. This isn’t the case (I checked to make sure) so I’m not sure what caused this warning to occur. Regardless, the game plays fine once you get into it and doesn’t suffer from any graphical issues, low frame-rates, or anything of the sort. On my 4K display it looks fantastic.

The warning pop-up.

Secondly, on a 4K display (my monitor has a resolution of 3840 x 2160 pixels) the initial pop-up when the game launches is very small. The desktop icon is likewise a low resolution; both are clearly designed for screens no larger than 1080p even though the game itself supports 4K. This isn’t something you have to contend with very much, but it’s worth pointing it out. In 2021, games shouldn’t have these silly issues as 4K has become commonplace on PC.

The art style is cute and cartoonish, a step away from the realism a lot of modern titles go for. I like games that are visually different, and tycoon games like Evil Genius 2 do well with this kind of exaggerated style. If you’ve played Two Point Hospital I think you’d agree that the art style – bright colours, cartoonish characters, and bold, silly items and décor – is clearly drawing inspiration from a similar place.

I like the game’s visual style (minions pictured).

Evil Genius 2 has a pleasant soundtrack to compliment its visual style, and while I wouldn’t say I was blown away and need to rush out and buy a copy, it’s just fine. It works well in combination with the rest of the game. Sound effects are the same – they work very well with the overall cartoony style.

The voices for a couple of the game’s characters are interesting! Actors Brian Blessed, best known for his role in Flash Gordon and for being a mainstay on British television, and Samantha Bond, known for her role as Moneypenny in four of the James Bond 007 films (GoldenEye through to Die Another Day) star as two of the game’s evil villains (i.e. playable main characters). That was unexpected, and I had to double-check to make sure I’d got that right!

Samantha Bond (pictured in the 1999 James Bond film The World Is Not Enough) lent her voice to Evil Genius 2.

I like Evil Genius 2, but more than that I want to like it. I remember tycoon games from the mid-1990s like Theme Park and Theme Hospital with incredible fondness, and this is a great attempt to recreate that older style of gameplay. Some modern tycoon games can go overboard with the stats and micromanagement options, making just learning the basics of how to play feel like a chore and a full-time job. Evil Genius 2 seems to have avoided that pitfall and struck the right balance between recreating that older style of game, but bringing it into the 2020s.

With a 10% discount at time of writing, Evil Genius 2 will set you back £32 (or $36 US). That’s not cheap, but it’s also not catastrophically expensive either. However, there is a “season pass” available to purchase for an additional £23 (or $25). Judging by the size of the DLC screen, there’s room for a lot of potential future updates and/or expansions, so watch this space. I would suggest that expansions could add new lairs – there are only three in the base game right now – or new playable villains, as there are currently four. I don’t think that these feel like extreme limitations, as part of the fun of a game like Evil Genius 2 is going back and replaying levels, completely redesigning your base.

Emma, one of four playable evil geniuses in the game.

In short, there’s a lot of potential replayability even with the four characters and three levels currently available. The existence of a season pass, though, seems to suggest there won’t be significant free expansions or updates, and I would assume that if you want to take advantage of new content as and when it’s available you’ll need to either buy the season pass or buy the individual expansions. This makes Evil Genius 2 basically a full-price game at £54 (or $61 US).

Evil Genius 2 started strongly, and I think it’s going to be a lot of fun. Over the next few weeks I’m sure to spend a lot more time with it, and if I have anything more to say perhaps I’ll write more about it at that time. For now, suffice to say I’m having fun with it. Living out my evil genius fantasy is a lot easier in video game form than it is in real life!

Evil Genius 2: World Domination is out now for Windows PCs and is available to purchase on Steam. Evil Genius 2: World Domination was developed and published by Rebellion Developments. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Season 1 theory – Saving Captain Lorca

Spoiler Warning: There are spoilers ahead for Star Trek: Discovery Seasons 1-3, and for other iterations of the franchise.

At this very early stage, with Strange New Worlds having only just entered production, we don’t know what storylines the series might include. It’s far too early to speculate, especially because we don’t even know who most of the main characters will be. But that won’t stop me!

I’ve been kicking around this theory since Strange New Worlds was announced last year, and while I’ve mentioned it on a couple of occasions I think it’s time to spin it out into its own official theory! I have already made some suggestions and preliminary predictions for things we might see during Season 1 of the upcoming series, but this is my first standalone pre-season theory.

So here goes: Pike and the crew will find a way to cross over to the Mirror Universe to save the Prime Universe version of Captain Lorca.

The Prime Universe version of Captain Lorca is missing.

To briefly recap, Captain Lorca was the original captain of the USS Discovery back in Season 1 of Star Trek: Discovery, but the character we met wasn’t the Prime version, he was from the Mirror Universe. We wouldn’t get to know that until the latter part of the season, but a transporter accident saw Lorca swap places with his Prime counterpart sometime prior to the events of Season 1.

While it was stated by Admiral Cornwell that Prime Lorca would not have survived in the Mirror Universe this was never confirmed on screen, and judging by the reaction of characters like Mirror Tilly and Mirror Georgiou to Lorca’s reappearance, they didn’t believe him to be dead or imprisoned. Thus Prime Lorca’s fate is unknown – which means he could be brought back.

Admiral Cornwell believed Lorca to be dead – but she had no proof of that.

Let’s go over the evidence in favour of Lorca’s survival first, then we’ll see if we have any evidence that Strange New Worlds might include a storyline of this nature.

Firstly, we never saw Lorca die on screen. Only one character – Admiral Cornwell – assumed he was dead, and then the subject was dropped as the crew had to focus on ending the Klingon War. This opens the door to Lorca’s survival, as in almost any film or series, a character should not be assumed to be dead unless we as the audience see that for ourselves! Star Trek has, on occasion, sprung surprises like this, bringing back characters who had “died” – such as Tasha Yar in The Next Generation Season 3 episode Yesterday’s Enterprise. The existence of different timelines and different versions of characters means we cannot be sure that practically anyone is truly dead and gone!

Secondly, in Discovery Season 1, when the crew crossed over to the Mirror Universe, nobody native to that universe expressed surprise about Lorca’s presence. If the Prime version of Lorca had arrived and been killed or captured, at the very least we’d expect Empress Georgiou to have commented on his reappearance. If she believed him to be dead or languishing in one of her torturous prisons, she wouldn’t have simply allowed Burnham to bring Lorca to her aboard the ISS Charon – surely she would have considered that to be a trap.

Empress Georgiou gave no indication that she believed Lorca dead or imprisoned.

We know from The Original Series episode Mirror, Mirror that transporter accidents – which Lorca is said to have experienced – don’t kill people. If Mirror Lorca arrived in the Prime Universe, it stands to reason that Prime Lorca crossed over to the Mirror Universe at the same moment. Characters in Season 1 made this same assumption, and I think we can be relatively sure that Prime Lorca did in fact end up there.

When he arrived, he would have immediately come under attack by Terran forces. However, there was also a significant contingent of Lorca loyalists, and if he could have survived the initial battle and gotten his bearings, he could certainly have gone into hiding to avoid Empress Georgiou’s assassins.

Could Captain Lorca have survived his initial encounter with the Mirror Universe?

This is semi-confirmed by the recent Discovery Season 3 episodes Terra Firma, Part 1 and Terra Firma, Part 2, in which Georgiou revisited a version of the Mirror Universe via the Guardian of Forever. In those episodes, Lorca’s absence was a pretty significant story point, and his planned coup attempt was brought up numerous times by Mirror Universe characters. These events supposedly took place during Discovery Season 1, shortly before Mirror Lorca’s return to the Mirror Universe. Prime Lorca had therefore already crossed over, and doesn’t seem to have been captured or killed.

If we’d learned in Terra Firma that Lorca was dead or imprisoned, that would be that. But his absence leads me to believe that he survived his initial encounter with Georgiou’s forces. After getting his bearings and realising he’d ended up in a different reality, Lorca’s first instinct would have been to find a way home. However, priority number one in such a situation is to survive to fight another day, and going into hiding to avoid further attacks makes a lot of sense.

We saw no indication in Terra Firma that Lorca was considered dead. In fact, his absence was a source of concern for Georgiou and others.

Just as Mirror Lorca was able to pass as his Prime counterpart, Prime Lorca may have been able to convince those around him that he was the Mirror version. We saw Kirk, Dr McCoy, Scotty, and Uhura manage to do so in Mirror, Mirror – and Spock remarked that it was “far easier for you, as civilized men, to behave like barbarians than it was for them as barbarians to behave like civilized men.” Survival in the Mirror Universe can be accomplished.

If Lorca were able to convince even a handful of loyalists to go into hiding, perhaps commandeering a shuttle or ship, they could have disappeared and gone off the grid shortly after his arrival. This would have the added benefit of giving Lorca time to regroup and figure out what happened and how to reverse it. At the very least, he would want to try to send a message back across the divide to the Prime Universe.

Lorca with some of his loyalists.

In the Mirror Universe, the existence of the Prime Universe was known to senior Terrans. The crossover of the USS Defiant (as seen in Star Trek: Enterprise) gave them a century’s head start on learning about their Prime cousins. Just as Michael Burnham was able to learn about the Defiant during Season 1, Lorca may have been able to come by this information too – especially because his Mirror counterpart seems to have been aware of the two universes.

So the pieces begin to fall into place. Lorca was resourceful, and may have been able to avoid detection long enough to survive. Following Mirror Lorca’s coup and Empress Georgiou’s disappearance, we don’t know what became of the Imperial throne or who the new Emperor is. It stands to reason, though, that with Mirror Lorca dead the heat would be off, and perhaps Prime Lorca would have been able to leave his hiding place and finally send his message across the divide.

The end of Georgiou’s reign may have allowed Prime Lorca an opportunity to break cover and contact Starfleet.

In short, it all hangs on those crucial first few moments after his arrival. If Lorca could survive in the Mirror Universe long enough to get his bearings, I firmly believe he could have passed himself off as his Mirror counterpart, gone into hiding to avoid Georgiou’s assassins, and laid low while he planned his next moves. When he learned of Georgiou’s death, breaking cover long enough to send a message would have been risky, but possible.

We don’t know exactly how communication between universes would work. But as mentioned, Lorca is a resourceful individual, and with the Mirror Universe’s knowledge of the Prime Universe, it stands to reason he could have figured out something. And if he could send a message asking for help, well that’s where Pike comes in.

Captain Pike.

We know for a fact that Captain Pike is aware of the existence of the Mirror Universe. As he departed the USS Discovery for the final time, Georgiou told him she was from there. His cheeky wink suggested he already knew of its existence – and of her origin – but even if he didn’t and was bluffing, after that moment we can say definitively that he knew of its existence. Given his rank, he could have learned more from Starfleet about the Mirror Universe – Discovery’s crossover was well-documented, after all.

Captain Pike would not leave any Starfleet officer behind, so if he picked up Lorca’s distress call – or was assigned to rescue him by Starfleet – he would figure out a way to do so. It’s in his nature to want to help, and as we saw across Discovery Season 2, Pike exemplifies the best of Starfleet. As two captains serving at the same time, it’s possible Pike and Lorca knew each other, or even that they were friends. This relationship could be explored, and would give Pike an added incentive to rescue Lorca.

Captain Pike would not want to abandon Lorca.

So the question now is how? How would Pike cross over to the Mirror Universe to retrieve Lorca? There are two reliable ways we know of to access the Mirror Universe (not including a warp core leak in a wormhole): the transporter and the mycelial network. With the USS Discovery gone (and the USS Glenn destroyed) using the mycelial network is clearly not possible. So that leaves the transporter.

By recreating the conditions of Lorca’s transporter accident, perhaps Pike could figure out a way to cross over and enter the Mirror Universe – and crucially, a way to get home again afterwards. However, this method means that Pike and a small team would be effectively on their own in the Mirror Universe, with no ship and no backup!

Is a crossover via the transporter on the cards?

Discovery reintroduced the Mirror Universe in a big way, and while it’s never been my favourite setting within Star Trek, it seems that the Mirror Universe episodes have gone down well with fans. It’s at least possible that Strange New Worlds would want to try its own Mirror Universe story, and I can’t think of any that would be better than rescuing Captain Lorca.

Spock’s presence may complicate matters, though. In Mirror, Mirror he seemed entirely unaware of the Mirror Universe when Kirk and the others crossed over, so perhaps he would have to be kept out of such a story. It wouldn’t be impossible to accomplish this; perhaps the mission is classified so only officers of a certain rank can know, or perhaps Spock was away on another assignment or injured and unable to participate. If a suitable in-universe reason could be found, it would be possible to keep Spock out of this story – preserving Star Trek’s internal timeline.

Spock would need to be kept out of any Mirror Universe stories in Strange New Worlds.

On the production side of things, Jason Isaacs – who played Lorca – has indicated he’d be up for a return to Star Trek, and as mentioned the Mirror Universe has been popular within the franchise in recent years. There are no practical reasons that I can see which would make a story like this impossible.

So that’s the extent of this theory – at least for now! Captain Lorca is alive, stranded in the Mirror Universe. He sends a message to Starfleet, and Pike is sent to rescue him. This story could be a lot of fun, and bringing back Lorca would be a really interesting move, one which could have repercussions for Strange New Worlds, the Section 31 series, and any other 23rd Century Star Trek projects. Lorca could go on to be a recurring character in any and all of these shows.

It would be great to welcome Lorca back to Star Trek.

Obviously we don’t know at this stage whether this will happen in Season 1 – or at all! However, it would be a great big connection between Discovery and Strange New Worlds, tying together two parts of the ongoing Star Trek franchise, which you know I’m always in favour of.

Lorca was an interesting character in Season 1 – the hardball Starfleet captain who didn’t always play nice. It seems as though the Prime version was similar, in many respects, to his Mirror counterpart, which is one of the main reasons Mirror Lorca was able to avoid detection for so long. This kind of character is uncommon in the franchise, and bringing Lorca back would be a lot of fun, even if it was just for a single episode.

If we don’t see Lorca return in Season 1, I’m still going to keep my fingers crossed. Perhaps he’ll make an appearance in Season 2 or in the Section 31 series instead!

Star Trek: Strange New Worlds will be broadcast at some point in future on Paramount+ in areas where the service is available. Further international distribution has not yet been announced. The Star Trek franchise – including Strange New Worlds, Discovery, and other properties 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.

The Section 31 series – when is it set?

Spoiler Warning: There are spoilers ahead for Star Trek: Discovery Seasons 1-3, Star Trek: Picard Season 1, and for other iterations of the franchise.

At the end of Star Trek: Discovery Season 2, Mirror Georgiou surprised me – and a lot of other viewers as well – by remaining aboard the USS Discovery as it headed into the future. Michelle Yeoh, who plays the character, had been announced as the lead in a new spin-off series based on the shadowy organisation Section 31 in the run-up to Season 2’s broadcast, and it was assumed that the new series would take place in the 23rd Century. Georgiou’s departure into the future seemed to complicate that!

Part of that story has since been resolved, and we now know that Georgiou will not be remaining in the 32nd Century with Burnham and the rest of Discovery’s crew. The Guardian of Forever sent Georgiou to an unknown destination in the episode Terra Firma, Part 2. Georgiou’s destination was left ambiguous, deliberately so. And in my Discovery Season 3 theories post after Terra Firma, Part 2 was broadcast I speculated about a few possible time periods that she could find herself in on the other side of the Guardian’s portal. This time I’m going to expand on that a little, looking at the possibilities of different time periods, as well as the possible pros and cons of each from both an in-universe and production perspective.

Mirror Georgiou – played by Michelle Yeoh – is set to headline the upcoming Section 31 series.

Before we get into the different time periods, it’s worth considering the Section 31 show’s status. Despite being announced in early 2019, before Discovery Season 2 was broadcast, the show has yet to enter production. Comments from Alex Kurtzman and particularly the two lead writers/producers (Bo Yeon Kim and Erika Lippoldt) seem to suggest that the show’s fate is not certain, and recent news about Star Trek projects through at least the first half of 2022 explicitly excluded the Section 31 series. It seems as though it won’t be entering production any time soon, perhaps not until Discovery, Picard, or Strange New Worlds have concluded their runs.

I must admit that this news doesn’t leave me feeling great. The Section 31 series already took a back seat to Strange New Worlds – fans were clamouring for more of Anson Mount and Ethan Peck as Pike and Spock after Discovery Season 2, and that definitely stole the Section 31 show’s thunder. Fans just weren’t as excited about Mirror Georgiou and Section 31 as they were for Pike, and as a result we’ve seen Strange New Worlds greenlit and enter production before Section 31, even though it was announced later.

Strange New Worlds is already in production, despite being announced after the Section 31 show.

I was one of the fans who wasn’t particularly excited for Section 31 during Discovery Season 2. But I have since come around to the idea of this show, and I feel that – if properly executed – it could be a truly interesting and different part of a growing Star Trek franchise. A James Bond-esque spy thriller, which is what the series seems to want to be, holds a lot of appeal, and may even succeed at bringing in new viewers beyond Star Trek’s usual crowd. That’s all to the good!

So despite my initial reaction, I’m now firmly in the camp that’s looking forward to Section 31 – and I hope it does manage to enter production before too long! With that out of the way, let’s start to consider just when in the Star Trek timeline the series could be taking place. My usual caveat applies: I have no “insider information.” This is guesswork from a fan, and a chance to spend a bit more time with Star Trek. Nothing more.

A black Section 31 combadge, as seen in Discovery Season 2.

To briefly recap, Discovery Season 3 took the crew – including Mirror Georgiou – to the 32nd Century. For technobabble reasons, crossing over from a parallel universe and travelling forward in time caused Georgiou to become terminally ill, suffering as a result of her molecules being pulled in two directions. In order to save her life, Burnham and the AI aboard Discovery took Georgiou to an isolated planet in the Gamma Quadrant, which was later revealed to be the new home of the Guardian of Forever. After putting Georgiou through a test in which she appeared to revisit the Mirror Universe, the Guardian allowed her to use the portal to travel backwards through time.

The one thing we need to pay closest attention to is what the Guardian said of Georgiou’s destination. He didn’t specify in any real way where or when he was sending her, instead opting to ambiguously tell her that he was sending her “to a time when the Mirror Universe and the Prime Universe were still aligned.” That does not necessarily mean the 23rd Century, and it’s largely because of this line that we can theorise about Georgiou’s destination!

Without further ado, let’s look at my list of possible destinations for Georgiou, and thus the possible settings for the Section 31 series.

Number 1: The 23rd Century

Despite everything else I’m going to say on this list, the 23rd Century has to be the most likely destination for Georgiou. From the production side of things, this is what we were told when the show was announced, and it would allow for possible crossovers with Strange New Worlds and any future series or films set in this time period. And from an in-universe point of view, the only way to cure Georgiou’s technobabble illness was either to return her to her own time period – the 23rd Century – or to the Mirror Universe. None of the other time periods on this list would, as far as we know, cure her condition.

However, the Guardian of Forever’s statement, quoted above, seems to rule out the 23rd Century. As we’ve seen in both The Original Series and Discovery, by the 23rd Century the two universes were very much not in alignment. The Federation and the Terran Empire are about as far apart as it’s possible to be, and Discovery even implied that there are genetic differences between Terrans and humans.

Kovich, the Federation official who conducted Georgiou’s debriefing in the 32nd Century.

Returning to the 23rd Century could see Georgiou reunite with Ash Tyler, the head of Section 31 as of the end of Discovery Season 2. Tyler could have an interesting role to play in the new series, and the clash of personalities between him and Georgiou – as well as a potential for them to bond over their mutual love for Burnham – could see some truly interesting and perhaps even emotional character moments.

If Georgiou does arrive in the 23rd Century, one of the big storylines would surely be the disappearance of Section 31, explaining how it went from being an open secret in Discovery’s era to something entirely underground by the time of Deep Space Nine 120 years later. Ash Tyler may have started that process – and it could even be something we see hinted at in Strange New Worlds if he makes an appearance there – but Georgiou could be the driving force behind cloaking Section 31 in secrecy – and may even kill off Starfleet officers who are aware of the organisation’s existence.

Section 31 was hidden and its existence unknown to most Starfleet officers by the mid-24th Century.

The Guardian of Forever’s line may count against it, but I believe that the 23rd Century remains Georgiou’s most likely destination. She may arrive within days, or even hours, of her departure, or she may not arrive until several years later. The latter may be more likely, but either way the potential for crossovers with Strange New Worlds exists and is enticing.

In addition to seeing the organisation disappear and move into the shadows, Section 31 stories set in the 23rd Century could bring back races and factions we got to know in Discovery and The Original Series. We could explore in more detail the relationship between the Federation and the Romulans in this era, for example, which would tie in with Star Trek: Picard‘s Romulan focus. Or we could see how Section 31 reacted to Pike and Kirk’s missions of exploration.

Number 2: The Mirror Universe

As noted above, there are two known ways to cure Georgiou’s technobabble illness: return her to her own time period, or return her to her native universe. Perhaps the Guardian of Forever was so impressed by Georgiou’s attempts to reform the Terran Empire (depicted in Terra Firma, Part 1 and Terra Firma, Part 2) that he chose to send her back there to continue that work – even though he said he wouldn’t!

This raises its own question of when Georgiou will arrive – will it be in the Mirror Universe’s 23rd Century, or will she arrive at some other time? If the Section 31 show goes down the Mirror Universe route it would already be a pretty significant curveball, so I would assume she would return to the 23rd Century rather than complicating matters further by having her arrive in a different time period.

Georgiou with her honour guard in Terra Firma, Part 1.

So let’s assume this theory is right and Georgiou arrives back “home” in the Mirror Universe. What would that mean for the show – it’s supposed to be based on Section 31, not the Mirror Universe! There could be a Mirror version of Section 31, perhaps one which acts in a different way to the Section 31 of the Prime Timeline. Georgiou may even establish such an organisation to further her attempts at reforming the Terran Empire.

In the timeline of the Mirror Universe shown in Deep Space Nine, reforms put in place by Spock led to the collapse of the Terran Empire, and the Mirror Universe by the 24th Century came to be dominated by a Klingon-Cardassian alliance. Perhaps the tragedy of the Section 31 series will be that the reforms Georgiou tries to put into place will ultimately lead to Terrans being enslaved and subjugated.

Terrans like Mirror O’Brien were conquered and enslaved by the 24th Century.

I’m not sure that this would be the best way to go, even though on the surface it appears to be something different. The Mirror Universe, as I’ve said on more than one occasion, can be okay to visit for one-off stories, but the over-the-top violent nature of the setting tends to mean Mirror Universe characters are boring and pretty one-dimensional, all enjoying gratuitous violence for its own sake. The Mirror Universe also descends far too easily into pantomime, with hammy, over-the-top performances even from otherwise good actors.

The role of Section 31 in the Mirror Universe is not clear either, and it doesn’t seem like something the Terran Empire would necessarily need. If they’re already successful as a dominant, authoritarian state with a huge military, an organisation like Section 31 just seems like overkill! Not to mention that, thanks to Terran morality, there’d be no reason for such an organisation to be clandestine. It could be out in the open, just another branch of the Terran military. In short, while a Mirror Universe series may seem interesting to some fans, I don’t think this would be the right way to do it. It would be too much of a twist on the series we’re expecting to see, and it would be limited in its scope.

Number 3: The 25th Century

Specifically I’m thinking that Georgiou could arrive at the very beginning of the 25th Century. Why? Well, basically the entire reason for this hangs on the production side of things! The dawn of the 25th Century is when Star Trek: Picard is set. Having Georgiou arrive at this time would potentially allow for the Section 31 show to cross over with Picard. Even if that didn’t happen, it would expand the 25th Century setting, perhaps laying the groundwork for more shows and films in this era.

Out of all of the possible destinations for Georgiou, this one has the least going for it from an in-universe point of view. There’s nothing we know of to suggest that the Mirror and Prime Universes are in some kind of alignment by this time, nor would sending her here cure her technobabble condition. In fact, if she did arrive here she should arguably still be suffering from it. It would be a contrivance, one set up specifically to allow Georgiou to cross over and appear in Picard – or other future Star Trek projects which also occupy this place in the timeline.

Picard and the crew of La Sirena.

I mentioned Deep Space Nine’s Mirror Universe episodes above, and in theory we could see a connection to those episodes if the dawn of the 25th Century is when the Section 31 show is set. If the Terran Rebellion depicted in Deep Space Nine was a success, the Terrans we met in that show seemed far less aggressive and domineering than their 23rd Century counterparts. Perhaps we could learn that they didn’t simply re-establish the Terran Empire and created a more enlightened democratic society in its place.

However, there are two issues with this. The first is that in Discovery Season 3, Kovich at least implied that some form of Terran Empire or Terran-centric society existed after the 24th Century. Kovich appeared to be an expert on Terrans, and while he did say that the Terran Empire had collapsed “centuries” before the 32nd Century, he didn’t say exactly how long ago that happened. The second point comes from the production side of things: how many viewers will be familiar with those five episodes of Deep Space Nine? Us Trekkies will be, of course, but most casual viewers of the series won’t remember them, and thus there isn’t any real benefit to tying Georgiou and the Section 31 show to Deep Space Nine in a big way.

Number 4: The 21st Century

Could the Section 31 series be the first ever Star Trek show to be set in the present day?! Well, no. But maybe!

Here’s why I think it could at least be possible that a mid-to-late 21st Century setting is on the cards. The Guardian of Forever’s statement, quoted above, says that Georgiou is being sent to a time when the Mirror and Prime Universes were aligned. In Star Trek’s timeline, the earliest point of divergence that we know of came in the year 2063, during first contact between humans and Vulcans.

In the Prime Timeline, first contact went smoothly and led to an alliance between Earth and Vulcan that eventually evolved into the Federation. In the Mirror Universe, Zefram Cochrane led a mob that massacred the arriving Vulcans. In fairly short order, Terra had conquered Vulcan and the Terran Empire was born. We can’t be certain that this is absolutely the earliest point of divergence, but it’s the earliest we can be sure of.

The Guardian of Forever in the guise of “Carl.”

Using this logic, the 21st Century is the best fit for the Guardian’s statement, as it can be argued that prior to first contact, the Mirror and Prime Universes were in total alignment. Sending Georgiou to the mid-21st Century – perhaps the 2050s or 2060s – would thus cure her of her technobabble illness, which was the whole point of sending her back in time.

While this is certainly a good fit (we can argue about “best fit” till we’re blue in the face!) for the Guardian of Forever’s statement, what would it mean for the Section 31 show? If Georgiou arrived in the 2050s or 2060s, she’d be on Earth either during or shortly after the Third World War. This event has been referenced a few times in Star Trek but never really explored, and we could learn more about the factions involved, as well as more about the impact first contact had on humanity.

Might Georgiou arrive some time before the events of Star Trek: First Contact?

However, for a Star Trek show, I think a 21st Century, pre-first contact setting would be a severe limitation. Instead of Georgiou trekking across the galaxy kicking butt, she’d be limited to Earth and the solar system, with adversaries being humans and perhaps the occasional Vulcan. That limitation would be difficult, and as we’ve never seen a Star Trek show set so early in the timeline, there would be unique challenges to overcome.

However, on the flip side it could be interesting to learn that Georgiou – the former Terran Empress – was instrumental in the creation of the Federation. By laying the groundwork for Section 31, perhaps even creating the organisation itself, Georgiou could keep humanity safe in its crucial early days as a spacefaring people. Georgiou could be seen not just as the leader of Section 31, but as its first ever leader, laying down the ground rules for how Section 31 will operate, and its objective of defending the Federation at all costs.

Number 5: The 27th Century

In the Discovery Season 3 episode Die Trying, Kovich gave us a bit more information about the Mirror Universe. Specifically, he explained that the “distance” between the two parallel realities had been slowly growing, meaning that by the 32nd Century it was no longer possible to cross between them as it had once been. The last crossover before the 32nd Century came “five hundred years” earlier – which would put it sometime in the 27th Century.

Does this mean that it fits with the Guardian of Forever’s statement about the two universes being “aligned?” I don’t think so, and it’s a stretch to make that argument. However, as the 27th Century was (indirectly) referenced only a few episodes before Georgiou’s departure, I think we have to consider it as a possibility for her ultimate destination. If it wasn’t in play at all, why bring it up? Maybe it’s just a red herring; a throwaway line I’m too focused on! But maybe there’s more to it than that.

Burnham and Georgiou chat with the Guardian of Forever.

What do we know about the 27th Century? The answer is “very little.” It was referenced in The Next Generation Season 3 episode Captain’s Holiday, when a powerful weapon created in this period was sent back in time. Time travel had been definitively invented by this time, and the Federation used it in some capacity. Otherwise, all we can be sure of is that the Federation existed in this era.

Having an almost-blank slate like this is what a lot of creators and producers want! So in that sense, it would be a great setting for a new Star Trek series, just as the 32nd Century was for Discovery Season 3. However, unless there’s a bigger plan to bring more Star Trek projects to this time period, it would isolate the Section 31 show, separating it by hundreds of years in both directions from everything else in the franchise. I’m not sure that would be a positive thing.

So that’s it. We’ve looked at five possibilities for the Section 31 show’s setting, largely based on a single ambiguous line from Terra Firma, Part 2!

At this stage, if I had to place a bet with my own money I’d have to say that the 23rd Century is most likely to be the right choice. The others all have drawbacks, and while all five have the potential to tell different and interesting stories, the plan all along seems to have been for the Section 31 series to use a 23rd Century setting. The reason for all of this speculation, of course, is that we didn’t see for ourselves where – or when – Georgiou ended up after she stepped through the Guardian of Forever’s portal!

This is the last we saw of Georgiou. Her destination? Unknown.

I’m still hopeful that the positive reception received by Star Trek: Picard will lead to more projects occupying its 25th Century setting in future, and if that’s the case then bringing the Section 31 series to that time period would make a lot of sense. As I’ve said on a number of occasions, when Star Trek was at the pinnacle of its success in the 1990s, the shows and films being produced all shared the same setting and time period, something which modern Star Trek has opted to disregard. From the point of view of casual fans and viewers, this unquestionably makes the Star Trek franchise harder to follow, so consolidating as many projects as possible into a single time period makes a lot of sense.

However, if Strange New Worlds proves to be the success that ViacomCBS – and many fans – are hoping for, returning to the 23rd Century with the Section 31 series would still accomplish that goal. There could be crossover episodes between the two series, and future projects – like the potential Ceti Alpha V miniseries – could also be incorporated into a broad, interconnected set of shows.

Georgiou just before leaving the 32nd Century.

I remain hopeful that the Section 31 series will make it. Though it seems as if production may be months or even years away right now, the show remains in contention over at ViacomCBS, and would certainly take Star Trek to different thematic places. As I said when I wrote up a wishlist of things I’d like to see included, a spy thriller has the potential to tell some fascinating stories, and perhaps some that are morally ambiguous. I see the future cast of Section 31 – including Georgiou – as antiheroes; a team kind of like the DC Comics villains in the film Suicide Squad, doing bad things to bad people in the name of keeping others safe.

I hope you’ll stay tuned for any and all future Section 31 news! If we hear any major announcements, casting information, or see a trailer, I’ll do my best to cover it here on the website. There’s a huge amount of Star Trek on the horizon, and Section 31 could be a significant part of that. Time will tell what will ultimately happen, but I’ll be keeping my fingers crossed!

Stay up to date with my Section 31 articles on my dedicated Section 31 page. The untitled Section 31 series currently has no broadcast date scheduled. However, it will almost certainly premiere on Paramount+ in the United States, Australia, and other countries and territories where the service is available. Further international distribution has not been announced. The Star Trek franchise – including the Section 31 series, Discovery, and all other titles mentioned above – is the copyright of ViacomCBS. Some stock photos courtesy of pixabay. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Has space exploration become… boring?

I’m a huge fan of Star Trek – which you probably know if you’re a regular around here! What would become the Star Trek franchise was born out of the space race of the 1960s; the incredible excitement of launching rockets, sending human beings into space, and the Apollo programme that would eventually send Neil Armstrong and Buzz Aldrin to the surface of the moon in July 1969.

It’s hard to remember now, almost fifty years since mankind last set foot on the moon, but the pace of technological progress required to get there in the first place was incredible. The Wright brothers made the first ever powered flight in a heavier-than-air vehicle in 1903. Sixty-six years later, Neil Armstrong took that “giant leap for mankind.” In less than the span of a single human lifetime, we went from the horse and cart to the Saturn V rocket.

It’s been more than fifty years since Neil Armstrong took the first steps on the surface of the moon.

This was the world my parents’ generation grew up in. My father would’ve been in his late twenties when the first moon landing happened, and like practically everyone his age he can remember that event vividly. My grandfather, on the other hand, could distinctly remember the excitement he and his schoolfriends felt at seeing an automobile – a rarity when he was a child.

For all of the monumental accomplishments made in the field of space exploration in my lifetime, nothing compares to landing on the moon, launching the first satellite, or sending the first people to space. And that’s for a pretty simple – yet devastating – reason: we don’t do those kind of big missions any more. The space race ended, and with it the investment of governments shrank significantly. The scope of future missions was curtailed, and NASA in particular looked to money-saving measures.

The launch of a Saturn V rocket.

We’ve heard in every decade since the eighties the promise that we’d land humans on Mars within ten years – then the decade draws to a close and the promise is repeated. If you’d spoken to someone of my parents’ generation in the late ’60s, the idea that humanity would still have never gone to Mars – or even left Earth’s orbit – over fifty years later would have seemed utterly absurd! Surely, they felt, the pace of technological change and improvement would simply continue, and with it, more exciting space missions would come.

But the fundamental technologies involved in space travel haven’t really changed. The rockets that launch all of our satellites, probes, and astronauts are based on the same technology that Wernher von Braun created for the V-2 rocket during the Second World War. The engines and reactors powering our probes have hardly changed since the days of the Pioneer and Voyager programmes. When the money dried up, and the impetus pushing humans to explore space also dried up, technology stagnated.

Dr Wernher von Braun (circled) initially developed rockets for Nazi Germany before working for NASA.
Photo Credit: Bundesarchiv, Bild 146-1978-Anh.023-02 / CC-BY-SA 3.0, CC BY-SA 3.0 DE https://creativecommons.org/licenses/by-sa/3.0/de/deed.en, via Wikimedia Commons

The development of the reusable space shuttle was a double-edged sword. On the one hand, it allowed for more frequent missions, sending more humans to space and putting up more satellites and probes than ever before. On the other, it limited humanity’s manned missions to Earth orbit only, and restricted the size and weight of those same satellites and probes. The shuttle remained in service for thirty years, and in all of that time, the development of other spacecraft slowed to a crawl.

There are financial and political reasons why this is the case, especially in the United States. For the US government, space exploration is expensive, and thus NASA’s budget is first on the chopping block when savings need to be made! But there are also political reasons – many politicians have promised a return to the moon and further manned missions, yet were unable to deliver due to changes in political control of the White House and Congress.

All of this has contributed to a sense that I have, as a non-scientist and layman, that space exploration has lost much of its excitement.

The Space Shuttle Enterprise during a test-flight.

The recent landing of the Perseverance Rover on Mars kind of encapsulated this, and is what prompted me to write this piece. Because as amazing an accomplishment as Perseverance’s successful landing was, it’s an almost-identical vehicle to Curiosity – a rover which has been on Mars, sending back data and photos since 2012.

From a scientist’s point of view, the two rovers may have different equipment. Perseverance may be able to conduct experiments that Curiosity couldn’t, and that’s fine. As scientific instruments I’m not doubting their merits. But as a layman looking in, we’ve been seeing photos of the barren Martian landscape for decades, and in high-definition for almost ten years. It’s pretty much a given that Mars once held liquid water and some forms of bacteria, even if the “smoking gun” evidence has yet to be found, so even if Perseverance were to conclusively prove that Mars once harboured microscopic life… even that wouldn’t feel all that interesting.

The Perseverance Rover recently landed on Mars.

The same applies to manned missions. No human has left Earth’s orbit in my lifetime. Manned missions to “space” today take humans to the barest edge of what we could reasonably call “space” – a few hundred miles above our planet’s surface, locked in orbit. The International Space Station, like the space shuttle before it, may be a wonderful engineering accomplishment, and its experiments may achieve interesting results for scientists, but after more than twenty years of continuous occupation of the ISS, it’s not exactly exciting is it?

The last time I felt truly awed by a space mission was New Horizons’ flyby of Pluto in 2015. Seeing images of a planet – or dwarf planet, to give Pluto its official designation – that had never been visited before was genuinely interesting. New Horizons completed the set – all nine planets that I learned about in school had now been visited and photographed by human space probes. That was an interesting moment.

Pluto in true colour, as seen by the New Horizons probe.

I’m increasingly sceptical, though, that any manned mission in the years to come will recapture that feeling. We’ve heard every few years that a manned mission to Mars is in the planning stages, but so far it’s never happened. There are certainly still technical and medical issues to overcome with such an endeavour, such as the long-term effects of low gravity on human bodies and the not-so-easy feat of constructing a large enough and powerful enough spacecraft to make such a journey. I doubt we’ll see it before the most-recent promised date of 2030.

Nor does a return to the moon seem to be on the agenda – again, despite promises to the contrary. The United States had talked about a manned mission sometime this decade, but nothing seems to have been done to further that objective in a long time; NASA’s “back to the moon” web page hasn’t been updated in several years, and I haven’t heard any talk of the proposed mission in a long time.

NASA’s “back to the moon” web page.

So we’re left with more missions to Earth orbit and probes to places we’ve already been. Nothing about that inspires me right now, and the missions that humanity sends into space have become mundane and routine. Perhaps that’s a comment on how we’ve become a spacefaring species: that rocket launches which would have drawn huge attention in years past are now considered dull. But I think it’s also a comment on how space exploration has lost some of its focus and impetus, with missions opting to stay in – relatively speaking, of course – “safe” territory.

As we come to learn more about space and our place in it, the expectation from decades past that we’d be up there exploring it has failed to come to pass. We’ve discovered thousands of planets orbiting stars in our galaxy, yet we have no way to ever practically visit them. We’ve sent countless rockets up into space to undertake a variety of missions, yet never tried to develop an alternate method of propulsion or getting into space. Because the fundamental technologies underlying our space missions haven’t been replaced, space exploration itself has kind of stagnated.

A SpaceX Falcon 9 rocket uses the same basic technology as the V-2 did in the ’40s.
Photo Credit: U.S. Air Force photo by Airman 1st Class Zoe Thacker.

As a kid I can remember wanting to be an astronaut and having a fascination with all things space. In the late ’80s and ’90s it seemed that there was still the potential to keep exploring and do bigger and better things – even if that potential had gone unrealised for twenty years or more. But it never came to pass, and I find it quite sad in a way that no human has walked on the moon, or even left Earth orbit, in my entire lifetime.

Perseverance landed on Mars a few weeks ago, and I have no doubt that it will send back data and images that will be of interest to scientists. It may even make the long-awaited breakthrough regarding ancient microbial life on the red planet. But as I look in as a layman, I can’t help but feel that I want to see something else. Why not go to Venus, to Mercury, to the moons of Jupiter? Why not send a probe to visit Neptune or Uranus, neither of which have been visited since the Voyager probes flew past them in the ’80s?

Perseverance at NASA prior to travelling to Mars.

Above all, our goal should be to send humans out into space, pushing the boundaries of science and technology to go where no man has gone before. And there’s the rub. We’re sending probes where probes have already gone before. Rovers to planets where rovers have already gone before… and are still actively exploring. Humans are going to a space station where more than 200 people have gone before. More than 550 humans have spent time in Earth orbit. It’s beginning to stretch the truth to call the most recent ones “pioneers.”

There are some interesting-sounding missions on the horizon, including planned missions to Saturn’s moon Titan, flybys of asteroids, and the James Webb Space Telescope, which will be an improvement over the decades-old Hubble Space Telescope and may potentially help scientists learn more about the formation of galaxies and stars. But there aren’t any manned missions I can feel excited about yet – and as I said I’ll be sceptical of any mission claiming to send humans anywhere other than the ISS until the rocket is on the launchpad and the astronauts are suited up. We’ve been down this road too many times for me to have any confidence, I’m afraid.

NASA’s upcoming Dragonfly mission will visit Saturn’s moon Titan. (Artist’s impression)

I know how this article comes across, and it’s for that reason I didn’t want to publish it immediately after Perseverance landed on Mars. That is undeniably an accomplishment, one which the team can and should take pride in. And as I keep saying, I’m not a scientist. These missions achieve a lot from a scientific standpoint, bringing in a lot of data about different aspects of the cosmos. The data we gain from missions like Perseverance, for example, will hopefully further inform a future manned mission to Mars.

The fact that we have so much technology in space, and that we see so many rocket launches that they don’t even make the news any more are accomplishments. Humanity’s space infrastructure may not have developed in the way I would have wanted, or in the way people of my parents’ generation may have expected in the aftermath of the moon landings, but we have achieved a lot. None of that should be in dispute, and that isn’t what I’m trying to say in this article.

The International Space Station over Florida.

Space exploration isn’t just about raw data and scientific interest. It needs to be inspirational, calling out to future generations of scientists and astronauts to say “hey, look at this absolutely amazing thing we’ve done.” And for me, that inspiring aspect hasn’t been present for a while. The decisions made going back fifty years or more to focus on Earth orbit and unmanned probes to Mars at the expense of other destinations has led space exploration to feel boring by 2021. I think that’s a shame, but I also worry that if that inspirational aspect remains lost, we may never get it back. If nobody cares about going into space because the things we do in space have already been done before, the resultant loss of interest will mean future generations won’t even try to develop new technologies or push forward to new destinations.

Necessity, as they say, is the mother of invention. And with space exploration having become a luxury rather than a necessity, there has been no real drive toward creating new and better ways of doing it. Why spend time, money, and resources inventing some kind of anti-gravity thruster when chemical rockets from the 1940s still work? But without that need, that drive, I really do believe we’ve seen space technology stagnate and fail to improve.

The Nazi V-2 rocket (modern replica pictured) was the first truly successful long-range rocket.
Photo Credit: Lars Aronsson, CC SA 1.0 http://creativecommons.org/licenses/sa/1.0/, via Wikimedia Commons

None of these things are easy, and it’s outstanding in many ways that we’re in as good a position as we are in terms of space exploration and space technology. But I can’t be the only one who feels this way. There hasn’t been a truly pioneering manned mission since we last went to the moon in the early ’70s, and when we’re sending probes and rovers to planets that have seen probes and rovers visit on a number of previous occasions… let’s just say that the first time is always interesting, but each subsequent one draws less and less attention and excitement.

The sad reality, I suppose, is that there isn’t any compelling reason to go to space beyond the thrill of exploring it. And thrills don’t pay the bills! We have all of the resources we need here on Earth – at least in the short-to-medium term – and the expense of doing something commercial in space, like mining or collecting resources, versus the potential profit seems to rule it out. Space is hard to commercialise right now, and thus we seem not to be as interested as we were in decades past.

The planet Uranus – last visited by a human probe in 1986.

SpaceX, the most successful commercial space company, makes its money by launching satellites and other missions in Earth’s orbit – as well as from the upcoming Starlink satellite internet service. That aspect of space can and has been commercialised. But the rest of it – the moon, the asteroids, the planets, and beyond – are currently beyond our reach, at least in terms of a cost-to-profit ratio. It falls solely to government-sponsored agencies, then, to engage in exploration.

I always keep my fingers crossed for interesting and exciting news from space. And it isn’t all doom and gloom; there have been some interesting events, such as the recent transit of ʻOumuamua – which may have been the first interstellar object ever detected. But even then, I’m left with a sense of a missed opportunity. We didn’t send a probe to investigate ʻOumuamua because we couldn’t. We lacked the technology to catch up to the fast-moving object, and thus we’ll never know for certain exactly what it was or what it looked like.

Will we put humans back on the moon – or even on Mars – in the next few years, or even in my lifetime? I can’t answer that question with any certainty any more, and having been let down so many times, I don’t think I’ll believe it until I see the astronauts strapped into their seats on the launchpad. I want space to be interesting, for humans to push the boundaries and strike out into the great unknown. And I want probes to do the same, visiting distant parts of the solar system in the name of exploration. Revisiting Mars and the ISS may provide interesting scientific opportunities, but speaking for myself as a layman, these things no longer hold my interest. Space exploration has become boring.

Some images and artwork courtesy of NASA and/or Wikimedia Commons. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Five secondary characters from Star Trek’s past that I’d bring back

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1, Star Trek: Lower Decks Season 1, Star Trek: Discovery Seasons 1-3, and the casting of Star Trek: Prodigy. There are further spoilers for older iterations of the Star Trek franchise.

A few days ago I took you through a short list of five main characters from past iterations of Star Trek that I’d love to see come back. This time, in a similar vein we’re going to look at five secondary or recurring characters that likewise could make for interesting returns to the franchise. Though most Star Trek shows have primarily focused on a main cast of characters, every series to date has featured at least one or two recurring characters as well.

For this list, I’m counting characters who appeared on more than one occasion – not one-off guest stars. And as with my previous list on this topic, these are characters I’d like to see return to the franchise in a general sense, not characters I’m predicting will appear in any specific upcoming show or film.

As always, I have no “insider information!” This is purely for fun and a chance to highlight some of these characters, as well as speculate about what their futures (or pasts) might be like beyond what we saw of them in their original appearances.

Number 1: Shran

We don’t know for sure how long Andorians live, but it’s at least a possibility that Shran – who appeared in Enterprise as an antagonist and later ally to Captain Archer – could still be alive in the 23rd Century. If he is he’d be well over 100 years old, but that doesn’t necessarily count against characters in Star Trek!

Jeffrey Combs played Shran, and also played recurring characters Brunt and Weyoun on Deep Space Nine. As someone who has close ties to the franchise, it would be wonderful to bring him back. It was amazing to hear JG Hertzler’s voice in Lower Decks last year, and it would be amazing to welcome back Jeffrey Combs as well.

Shran offers the Star Trek franchise an opportunity to tie in Enterprise in a significant way. At the moment, Enterprise is very much an outlier in the Star Trek canon; cut off all on its own in the 22nd Century. Despite there being opportunities in the three films and two seasons of television set in the 23rd Century, only the briefest references to Enterprise have been made since it went off the air in 2005.

Strange New Worlds is the prime candidate for Shran to reappear, but if the untitled Section 31 series uses a 23rd Century setting, he could potentially appear there as well. Shran was depicted primarily as a soldier, but the passage of time could have softened that side of him, and I would love to see him occupy a less-aggressive role, perhaps as a Federation ambassador. However, if there were a story featuring the Andorians in a major way, we could certainly see him included there as well.

Number 2: Garak

We got to know Garak very well across the latter part of Deep Space Nine, and his backstory as a spy was given plenty of attention. What we don’t know, of course, is what came next – what happened to Garak after the Dominion War was over?

Sooner or later, I hope Star Trek takes us back to Bajor and Cardassia in a major way, looking at the aftermath of that conflict. I know that the Dominion War wasn’t wildly popular with everyone – some of my Trekkie friends regard it as the worst part of ’90s Star Trek! But it was a major event in the fictional history of the franchise, one which seriously impacted the Federation. Exploring its aftermath, and looking at how the Federation managed to rebuild, would be worth doing.

Garak was last seen on Cardassia Prime at the end of the Dominion War. With Damar dead and the Dominion withdrawing, it’s possible he would have been in some kind of leadership role, at least temporarily. His years living with the Federation on DS9 would have put him in a unique position to liaise between Cardassia and the Federation alliance.

However, I don’t think Garak would have necessarily stayed in a leadership position. As a former agent of the Obsidian Order he represents Cardassia’s past – an empire governed from the shadows. Having fought hard to overthrow their Dominion oppressors, the Cardassians may have wanted to look to civilian leadership. I doubt Garak would have been re-exiled or returned to DS9, but may have gone into quiet retirement instead.

Number 3: Morn

Morn was really just a background character in Deep Space Nine, but the fun alien design was unique and made him instantly recognisable. As a result he became a somewhat ironic fan favourite, and ultimately got his own episode in Season 6: Who Mourns for Morn? Though he never spoke a line in the series, Morn was a significant character at points, and during the Dominion War smuggled information to the Federation from the occupied station, allowing for the success of Operation Return.

In at least one future timeline, Morn took over Quark’s bar, so perhaps a story that revisited DS9 could see him in that role. If Quark’s is still around, perhaps Morn is simply seen there as a regular patron – he appeared to be semi-retired, after all. Even if a return to DS9 simply saw him in his familiar background role, that would be good enough!

Who Mourns for Morn already explained a lot of his backstory, so there really isn’t a lot of room to go into more detail in that regard. A story that brought back almost any of the Deep Space Nine cast could include Morn, though, perhaps as a trusted confidante. With Picard and the crew of La Sirena operating outside of Starfleet, if they found themselves in Bajoran space perhaps they’d need someone like Morn – he seems like the type who could be very helpful at flying under the radar!

Maybe this would completely ruin things, but I would dearly love to see Morn speak if he did return. Even a single line of dialogue would be more than enough! I’m sure some fans will scream and say “no! Leave Morn alone!” but I think it could be a really sweet moment if done well. If we did return to DS9, seeing Morn sitting on his usual barstool would feel like a homecoming of sorts – almost as though no time had passed.

Number 4: Naomi Wildman

Naomi Wildman made 19 appearances across Voyager, the majority of which came in Seasons 5 and 6. The show tried to explore the idea of her being the only child on a ship full of adults, but only really managed to land that kind of story once – in the episode Once Upon A Time. The introduction of Icheb and the other ex-Borg children potentially gave Naomi playmates, but we never truly saw much of this. And on at least one occasion, Naomi was not included in a story that focused on the Borg children – the episode The Haunting of Deck Twelve.

As a character who quite literally grew up in space, and aboard the lost USS Voyager no less, Naomi may have a rather unique perspective after growing up. How did she react to Voyager’s return to Earth – which would have happened when she was around six years old? In at least one future timeline she’d joined Starfleet, but whether she’d do so in the prime timeline is unknown.

Naomi had a close relationship with Seven of Nine, who is currently a recurring character in Picard. She was also close with Icheb, who we know was killed a few years prior to the events of Picard. Exploring her post-Voyager relationships with those two characters could prove very interesting. If Picard Season 2 – or any future seasons of the show – spend more time with Seven, we could be reintroduced to Naomi and learn what she’s been up to.

The death of Icheb, if explored in more detail, could also be an opportunity to bring her back. Did they remain in touch after returning to the Alpha Quadrant? Icheb joined Starfleet – did Naomi join too? If so, maybe they served together before Icheb’s untimely demise. Otherwise we could see Naomi return in any story featuring main cast members from Voyager. So perhaps an appearance in Prodigy – where Captain Janeway is set to return – is on the cards?

Number 5: Jack Crusher

Jack Crusher was the deceased husband of Dr Beverly Crusher and father to Wesley Crusher. He served on the USS Stargazer under Captain Picard’s command, and that’s about all we know. He was killed during an away mission, and it was at least implied that Picard bears a degree of responsibility for that, either through something he did or didn’t do.

As a deceased character, Jack Crusher could only come back via a flashback, time-travel story, or story set in the past. But where I think there’s scope to see more of him is in Star Trek: Picard, particularly if Beverly and/or Wesley Crusher return. We could learn the circumstances of his death, and it could be a very interesting story if Jack Crusher’s death were somehow connected to some event taking place in the current Picard era.

For example, Picard, Dr Crusher, and the crew of La Sirena may have to travel to the world where Jack was killed, only to learn that the beings responsible for his death were the super-synths, the Zhat Vash, or someone else that we met in the new series. There would be something cyclical about bringing back, even if just in flashback form, Jack Crusher.

In the future timeline shown in The Next Generation’s finale, Picard had married Dr Crusher. While there was no evidence for or against that outcome in Picard Season 1, any story that explores Picard and Dr Crusher’s post-Nemesis relationship could be made to include flashbacks to Jack. He was a significant character in both of their lives, and in addition, his legacy may have been a factor in Picard and Dr Crusher never taking their relationship beyond friendship in the prime timeline. A story that took them back to his death could be interesting for both of them.

So that’s it! Five recurring or secondary characters who I believe could be welcomed back to the Star Trek franchise in some form.

This was the second part of a two-part miniseries looking at the possibility for certain characters to reappear in the franchise. It’s unlikely to be the last time we talk about such things – with so many different Star Trek projects on the go, practically anyone from the past could come back in some capacity!

Aside from those who have been definitively killed off within the prime timeline, I would argue that basically any character could return. Not all of them would be suitable for the current crop of shows, but if the franchise continues its renaissance… who knows? Maybe we’ll finally get Star Trek: Morn after all!

The Star Trek franchise – including all series mentioned above – is available to stream now on Paramount+ in the United States and other territories where the service exists, and on Netflix in the United Kingdom and elsewhere. The Star Trek franchise – including all properties 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.

The worst things about modern video games

The first home console I owned – after saving up my hard-earned pocket money and pestering my parents for ages – was a Super Nintendo. Gaming has changed a lot since then, and while many of those changes have been fantastic and introduced us to new genres, not every change has been for the better! In this list I’m going to cover some of my biggest pet peeves with video games in 2021.

As always, this list is entirely subjective. If I criticise something you like, or exclude something you hate, just keep in mind that this is only one person’s opinion. Gaming is a huge hobby that includes many people with many different perspectives. If yours and mine don’t align, that’s okay!

Number 1: No difficulty options.

Some people play video games because they love the challenge of a punishingly-difficult title, and the reward of finally overcoming an impossible level after hours of perseverance. I am not one of those people! In most cases, I play video games for escapism and entertainment – I want to see a story unfold or just switch off from other aspects of my life for a while. Excessive difficulty is frustrating and offputting for me.

As someone with health issues, I would argue that difficulty settings are a form of accessibility. Some people don’t have the ability to hit keys or buttons in rapid succession, and in some titles the lack of a difficulty setting – particularly if the game is not well-balanced – can mean those games are unavailable to folks with disabilities.

While many games are too difficult, the reverse can also be true. Some titles are just too easy for some people – I’m almost never in that category, but still! Games that have no difficulty settings where the base game is incredibly easy can be unenjoyable for some folks, particularly if the challenge was what got them interested in the first place.

In 2021, most games have difficulty options as a standard feature. Difficulty settings have been part of games going back decades, and in my opinion there’s no technical reason why they shouldn’t be included. There’s also not really a “creative” reason, either. Some developers talk in grandiose terms about their “vision” for a title being the reason why they didn’t implement difficulty options, but as I’ve said before – the inclusion of an easier (or harder) mode does not impact the game at all. It only impacts those who choose to turn it on, and considering how easy it is to implement, I find it incredibly annoying when a game is deliberately shipped without any difficulty options.

Number 2: Excessive difficulty as a game’s only selling point.

While we’re on the subject of difficulty, another pet peeve of mine is games whose entire identity is based on their difficulty (or perceived difficulty). Think about this for a moment: would Dark Souls – an otherwise bland, uninspired hack-and-slash game – still be talked about ten years after its release were it not for its reputation as impossibly difficult? How many late 2000s or early ’10s hack-and-slash games have dropped out of the cultural conversation? The only thing keeping Dark Souls there is its difficulty.

A challenge is all well and good, and I don’t begrudge players who seek that out. But for me, a game has to offer something more than that. If there’s a story worth telling under the difficult gameplay I’m impressed. If the difficult, punishing gameplay is all there is, then that’s boring!

Difficulty can also be used by developers as cover for a short or uninteresting game. Forcing players to replay long sections over and over and over can massively pad out a game’s runtime, and if that’s a concern then cranking the difficulty to ridiculous levels – and offering no way to turn it down – can turn a short game into a long one artificially.

I’m all for games that offer replay value, but being forced to replay the same level or checkpoint – or battle the same boss over and over – purely because of how frustratingly hard the developers chose to make things simply isn’t fun for me.

Number 3: Ridiculous file sizes.

Hey Call of Duty? Your crappy multiplayer mode does not need to be 200 gigabytes. Nor does any game, for that matter. It’s great that modern technology allows developers to create realistic-looking worlds, but some studios are far better than others when it comes to making the best use of space! Some modern games do need to be large to incorporate everything, but even so there’s “large” and then there’s “too large.”

For a lot of folks this is an issue for two main reasons: data caps and download speeds. On my current connection I’m lucky to get a download speed of 7 Mbps, and downloading huge game files can quite literally take several days – days in which doing anything else online would be impossibly slow! But I’m fortunate compared to some people, because I’m not limited in the amount of data I can download by my ISP.

In many parts of the world, and on cheaper broadband connections, data caps are very much still a thing. Large game files can take up an entire months’ worth of data – or even more in some cases – making games with huge files totally inaccessible to a large number of people.

This one doesn’t seem like it’s going away any time soon, though. In fact, we’re likely to see file sizes continue to get larger as games push for higher resolutions, larger environments, and more detail.

Number 4: Empty open worlds.

Let’s call this one “the Fallout 76 problem.” Open worlds became a trend in gaming at some point in the last decade, such that many franchises pursued this style even when it didn’t suit their gameplay. Read the marketing material of many modern titles and you’ll see bragging about the size of the game world: 50km2, 100km2, 1,000km2, and so on. But many of these open worlds are just empty and boring, with much of the map taken up with vast expanses of nothing.

It is simply not much fun to have to travel across a boring environment – or even a decently pretty one – for ages just to get to the next mission or part of the story. Level design used to be concise and clever; modern open worlds, especially those which brag about their size, tend to be too large, with too little going on.

The reason why Fallout 76 just encapsulates this for me is twofold. Firstly, Bethesda droned on and on in the weeks before the game’s release that the world they’d created was the “biggest ever!” And secondly, the game had literally zero non-player characters. That huge open world was populated by a handful of other players, non-sentient monsters, and nothing else. It was one of the worst games of the last few years as a result.

Open worlds can work well in games that are suited for that style of gameplay. But too many studios have been pushed into creating an open world simply to fit in with a current trend, and those open worlds tend to just flat-out suck because of it. Even when developers have tried to throw players a bone by adding in collect-a-thons, those get boring fast.

Number 5: Pixel graphics as a selling point.

There are some great modern games that use a deliberately 8-bit look. But for every modern classic there are fifty shades of shit; games that think pixel graphics and the word “retro” are cover for creating a mediocre or just plain bad title.

It may be hard to remember, but there was a time when the idea of using a deliberately “old-school” aesthetic would have been laughed at. The first few console generations were all about improvements, and I’m old enough to remember when 3D was a huge deal. It seemed like nobody would ever want to go back to playing a SNES game after trying the Nintendo 64, and while there are still plenty of gamers who love the retro feel, I’m generally not one of them.

That isn’t to say that realistic graphics should be the only thing a game strives for. And this point works for modern graphics or visual styles in general – bragging about how detailed the graphics are, or how unique a title’s art style is, means nothing if the game itself is shit. But it likewise works for pixel-graphics games – an outdated art style does not compensate for or cover up a fundamentally flawed, unenjoyable experience.

Games with pixel graphics can be good, and many titles have surprised me by how good they are. I’ve written before about how Minecraft surprised me by being so much more than I expected, and that’s one example. But I guess what I’d say is this: if your game looks like it should have been released in 1991, you’ve got more of an uphill battle to win me over – or even convince me to try it in the first place – than you would if your game looked new.

Number 6: Unnecessary remakes.

We called one of the entries above “the Fallout 76 problem,” so let’s call this one “the Mass Effect: Legendary Edition problem.” In short, games from even ten or fifteen years ago still look pretty good and play well. There’s far less of a difference between games from 2011 and 2021 than there was between games from 1991 and 2001 – the pace of technological change, at least in gaming, has slowed.

“Updating” or “remaking” a game from ten years ago serves no real purpose, and in the case of Mass Effect: Legendary Edition I’ve struggled at times to tell which version of the game is the new one when looking at pre-release marketing material. There’s no compelling reason to remake games that aren’t very old. Re-release them or give them a renewed marketing push if you want to drum up sales or draw attention to a series, but don’t bill your minor upgrade as a “remake.”

There are some games that have benefitted hugely from being remade. I’d point to Crash Bandicoot and Resident Evil 2 as two great examples. But those games were both over twenty years old at the time they were remade, and having been released in the PlayStation 1 era, both saw massive upgrades such that they were truly worthy of the “remake” label.

I’ve put together two lists of games that I’d love to see remade, but when I did so I deliberately excluded titles from the last two console generations. Those games, as I said at the time, are too recent to see any substantial benefits from a remake. In another decade or so, assuming sufficient technological progress has been made, we can talk about remaking PlayStation 3 or PlayStation 4 games – but not now!

Number 7: Fake “remakes.”

On a related note to the point above, if a title is billed as a “remake,” I expect to see substantial changes and improvements. If all that’s happened is a developer has run an old title through an upscaler and added widescreen support, that’s not a remake!

A lot of titles that acquire the “HD” suffix seem to suffer from this problem. Shenmue I & II on PC contained a number of bugs and glitches – some of which existed in the Dreamcast version! When Sega decided to “remake” these two amazing games, they couldn’t even be bothered to patch out bugs that were over fifteen years old. That has to be some of the sloppiest, laziest work I’ve ever seen.

There are other examples of this, where a project may have started out with good intentions but was scaled back and scaled back some more to the point that it ended up being little more than an upscaled re-release. Kingdoms of Amalur: Re-Reckoning springs to mind as an example from just last year.

Remakes are an opportunity to go back to the drawing board, fix issues, update a title, and bring it into the modern world. Too many “remakes” fail to address issues with the original version of the game. We could even point to Mass Effect: Legendary Edition’s refusal to address criticism of the ending of Mass Effect 3 as yet another example of a missed opportunity.

Number 8: The “release now, fix later” business model.

This isn’t the first time I’ve criticised the “release now, fix later” approach taken by too many modern games – and it likely won’t be the last! Also known as “live services,” games that go down this route almost always underperform and draw criticism, and they absolutely deserve it. The addition of internet connectivity to home consoles has meant that games companies have taken a “good enough” approach to games, releasing them before they’re ready with the intention to patch out bugs, add more content, and so on at a later time.

Cyberpunk 2077 is one of the most recent and most egregious examples of this phenomenon, being released on Xbox One and PlayStation 4 in a state so appallingly bad that many considered it “unplayable.” But there are hundreds of other examples going back to the early part of the last decade. Fortunately, out of all the entries on this list, this is the one that shows at least some signs of going away!

The fundamental flaw in this approach, of course, is that games with potential end up having launches that are mediocre at best, and when they naturally underperform due to bad reviews and word-of-mouth, companies panic! Planned updates are scrapped to avoid pumping more money into a failed product, and a game that could have been decent ends up being forgotten.

For every No Man’s Sky that manages to claw its way to success, there are a dozen Anthems or Mass Effect: Andromedas which fail. Time will tell if Cyberpunk 2077 can rebuild itself and its reputation, but its an uphill struggle – and a totally unnecessary one; a self-inflicted wound. If publishers would just wait and delay clearly-unfinished games instead of forcing them to meet arbitrary deadlines, gaming would be a much more enjoyable hobby. Remember, everyone: NO PRE-ORDERS!

Number 9: Forcing games to be multiplayer and/or scrapping single-player modes.

Some games are built from the ground up with multiplayer in mind – but many others are not, and have multiplayer modes tacked on for no reason. The Last Of Us had an unnecessary multiplayer mode, as did Mass Effect 3. Did you even know that, or notice those modes when you booted up those story-focused games?

Some games and even whole genres are just not well-suited to multiplayer. And others that are still have the potential to see single-player stories too. Many gamers associate the first-person shooter genre with multiplayer, and it’s true that multiplayer games work well in the first-person shooter space. But so do single-player titles, and aside from 2016’s Doom and the newer Wolfenstein titles, I can’t think of many new single-player first-person shooters, or even shooters with single-player modes that felt anything other than tacked-on.

Anthem is one of the biggest failures of the last few years, despite BioWare wanting it to be the video game equivalent of Bob Dylan. But if Anthem hadn’t been multiplayer and had instead maintained BioWare’s usual single-player focus, who knows what it could have been. There was potential in its Iron Man-esque flying suits, but that potential was wasted on a mediocre-at-best multiplayer shooter.

I started playing games before the internet, when “multiplayer” meant buying a second controller and plugging it into the console’s only other available port! So I know I’m biased because of that. But just a few short years ago it felt as though there were many more single-player titles, and fewer games that felt as though multiplayer modes had been artificially forced in. In the wake of huge financial successes such as Grand Theft Auto V, Fortnite, and the like, publishers see multiplayer as a cash cow – but I wish they didn’t!

Number 10: Early access.

How many times have you been excited to see that a game you’ve been waiting for is finally available to buy… only to see the two most awful words in the entire gaming lexicon: “Early Access?” Early access billed itself as a way for indie developers to get feedback on their games before going ahead with a full release, and I want to be clear on this point: I don’t begrudge indie games using it for that purpose. Indies get a pass!

But recently there’s been a trend for huge game studios to use early access as free labour; a cheap replacement for paying the wages of a quality assurance department. When I worked for a large games company in the past, I knew a number of QA testers, and the job is not an easy one. It certainly isn’t one that studios should be pushing off onto players, yet that’s exactly what a number of them have been doing. Early access, if it exists at all, should be a way for small studios to hone and polish their game, and maybe add fan-requested extras, not for big companies to save money on testers.

Then there are the perpetual early access games. You know the ones: they entered early access in 2015 and are still there today. Platforms like Steam which offer early access need to set time limits, because unfortunately some games are just taking the piss. If your game has been out since 2015, then it’s out. It’s not in early access, you’ve released it.

Unlike most of the entries on this list, early access started out with genuinely good intentions. When used appropriately by indie developers, it’s fine and I don’t have any issue with it. But big companies should know better, and games that enter early access and never leave should be booted out!

Bonus: Online harassment.

Though this problem afflicts the entire internet regardless of where you go, it’s significant in the gaming realm. Developers, publishers, even individual employees of games studios can find themselves subjected to campaigns of online harassment by so-called “fans” who’ve decided to take issue with something in a recent title.

Let’s be clear: there is never any excuse for this. No game, no matter how bad it is, is worth harassing someone over. It’s possible to criticise games and their companies in a constructive way, or at least in a way that doesn’t get personal. There’s never any need to go after a developer personally, and especially not to send someone death threats.

We’ve seen this happen when games are delayed. We’ve seen it happen when games release too early in a broken state. In the case of Cyberpunk 2077, we’ve seen both. Toxic people will always find a reason to be toxic, unfortunately, and in many ways the anonymity of the internet has brought out the worst in human nature.

No developer or anyone who works in the games industry deserves to be threatened or harassed. It’s awful, it needs to stop, and the petty, toxic people who engage in this scummy activity do not deserve to be called “fans.”

So that’s it. Ten of my pet peeves with modern gaming.

This was a rant, but it was just for fun so I hope you don’t mind! There are some truly annoying things – and some truly annoying people – involved in gaming in 2021, and as much fun as playing games can be, it can be a frustrating experience as well. Some of these things are fads – short-term trends that will evaporate as the industry moves on. But others, like the move away from single-player games toward ongoing multiplayer experiences, seem like they’re here to stay.

Gaming has changed an awful lot since I first picked up a control pad. And it will continue to evolve and adapt – the games industry may be unrecognisable in fifteen or twenty years’ time! We’ll have to keep our fingers crossed for positive changes to come.

All titles mentioned above are the copyright of their respective developer, publisher, and/or studio. Some stock images courtesy of pixabay. Some screenshots and promotional artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

No, Sony is NOT going to “delete all of your PlayStation 3 games”

Fans of Sony’s PlayStation 3, PSP, and Vita consoles have been disappointed to learn in recent days that the PlayStation Store (Sony’s digital shop) will no longer be available on those machines later this year. It makes sense – the PlayStation 3 is fifteen years old this year, and an entire console generation has come and gone since it was last relevant. But we’ll look at that in a moment. What surprised me is the frankly hysterical reaction from some PlayStation super-fans who seem to think – and in the cases of some content creators have told their large audiences – that Sony is about to “delete all of their digital games!”

This is absolutely not true.

Sony shutting down the PlayStation Store on these older consoles doesn’t mean that players will lose games that they have downloaded. They won’t be deleted from the system, nor will they suddenly become impossible to boot up. All it means is that buying any additional titles won’t be possible; PlayStation 3, PSP, and Vita players looking to add to their collections will have to do so with physical discs and cartridges in future.

That’s all.

Sony’s PlayStation 3 console arrived on the scene in 2006.

Sony has been generous to support all three machines digitally for as long as they have. Maintaining a digital shop on three different, out-of-date systems is not free, and even just patching security issues and exploits takes time and costs money. Considering that the number of people using these older systems’ shops must be absolutely minuscule by now, it was probably veering close to loss-making territory just to keep them in working order.

Sony has been badly hurt in the past by exploits in the PlayStation Store. In 2011, a hack exposed millions of users’ information, including credit card and bank numbers, as well as other personal information. This hack was hugely damaging to Sony’s brand, and left the PlayStation Network offline for almost a month. For obvious reasons, Sony can’t afford a repeat of this, so shutting down the shops that hardly anyone is using on two old machines and one failure makes perfect sense.

The PlayStation Store handles users’ private information and financial information, so any exploits hackers find could potentially see a repeat of the 2011 attack. Even if Sony kept PlayStation 4 and 5 players’ data wholly separate, a hack could still expose the data of anyone who’d ever bought anything on PlayStation 3, PSP, or Vita – and that’s an unacceptable risk.

The 2011 PlayStation hack made headlines around the world.
Picture Credit: Channel 4 News via YouTube.

As technology improves, older, simpler systems become much more susceptible to this kind of cyber attack. Newer software is more sophisticated, and hackers are thus able to more easily break into older systems. This is why Microsoft has ended support for older versions of Windows, for example, because maintaining them and keeping them secure is increasingly a full-time job – and if practically nobody is using those systems, why bother?

That’s not to say that there won’t be consequences for this shutdown, though. Sony has not been great when it comes to backwards compatibility, either on PlayStation 4 or PlayStation 5, and there will be some older PlayStation 3 games that were either digital-only or only saw limited disc releases that will be much more difficult to access as a result of this decision. Indie titles like Fat Princess or the HD version of Marvel Vs. Capcom 2 are currently only available on PlayStation 3 digitally, and will no longer be available to purchase after the shop closes.

Likewise, a number of PSP and Vita titles that were digital-only will no longer be available.

The PlayStation Vita was Sony’s second attempt at making a handheld console.

However, as we have seen with older consoles like the SNES, Dreamcast, and PlayStation 2, emulation will still offer players a way to access most of these titles. Game preservation used to be a fairly niche activity, existing in a legal grey area, but nowadays a lot of people take it very seriously. There are still games that are entirely out of print, but you can find many copies of older games – even completely obscure titles released on unsuccessful hardware. There are functioning emulators already for PSP and PlayStation 3, and Vita emulation is being worked on. Give it a few years and most, if not all, of the digital-only titles on these systems will be preserved and available to play.

At the end of the day, this decision from Sony is going to disappoint a small number of gamers who still regularly use these older systems. But the vast majority of folks have already moved on; PlayStation 3 is now two generations out-of-date, PSP is older too, and hardly anyone bought a Vita. Sony is making a sensible business decision, and considering how long it’s been since any of these machines were relevant, it’s hardly one that can be said to be unexpected.

If you need to get any PlayStation 3, PSP, or Vita games digitally, you better get on with it!

Given that there has been this misinformation flying around about “games being deleted,” I wanted to add my two cents to the conversation and clarify that nobody is going to delete your games. If you buy a game and download it before the shops close – and at time of writing they are still open and accepting new purchases – you will literally notice nothing. All of those games will still be there on your console for as long as the machine itself lasts, and if you find yourself in possession of a rare, obscure title that you feel needs to be preserved for posterity and for the enjoyment of future generations, then I daresay you can figure out how to do so!

It’s always worth taking a deep breath when you hear news like this. Rationally think through what’s being said and try to figure out what’s really going on. “All PlayStation 3 Games Are Being Deleted!!!1!” may bring in a lot of clicks on social media, but it’s patently false. Promoters of such clickbait should be ashamed. And now you know the real story – buying new titles on those old machines will be impossible, but no one is going to delete your games.

The PlayStation brand – including PlayStation 3, PSP, and others mentioned above – is the copyright of Sony Interactive Entertainment. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Raya and the Last Dragon – a review

The first part of this review contains no major spoilers for Raya and the Last Dragon. The second part does, however, and the end of the spoiler-free section is clearly marked.

Raya and the Last Dragon is an expensive film right now, available only via Disney’s “premiere access” feature on Disney+ for £20 in the UK or $30 in the United States. My review of the film has to be seen through that lens, because it’s not simply a title you can watch as part of your regular Disney+ subscription – though it will surely become available on Disney+ in the coming months. If Raya and the Last Dragon follows the same path as last year’s Mulan, it may be available to stream as part of Disney+ in the summer.

So the big question is this: can I recommend it for £20? Or is Raya and the Last Dragon a title that you’re better off waiting for?

I’m kind of an impatient person! And because Raya and the Last Dragon was one of the titles I was most looking forward to this year, for me it was unquestionably worth it. Raya and the Last Dragon is a great animated film that easily hits the highs of other recent Disney projects. I don’t mind paying a little extra for that under the circumstances – it’s about the price of two or three cinema tickets, so if you consider it from that point of view, it doesn’t seem too bad.

But there’s no getting away from this price discussion, and I want to briefly add my two cents. On the one hand, it can seem unreasonable for Disney to insist on an additional £20 on top of the monthly fee for Disney+. If it were an either/or case it would perhaps sit better with folks, but being asked to either pay £20 on top of your £8 a month, or to have to sign up at £8 on top of the £20 to see Raya and the Last Dragon certainly feels anti-consumer, and I get why folks feel that way.

Raya and the Last Dragon was originally supposed to get a theatrical release.

I’m sick to the back teeth of companies using the pandemic as an excuse for everything, and there’s no denying that Disney could simply have waited and released Raya and the Last Dragon in cinemas either later this year or next year if needs be. That’s the approach taken by Eon and MGM for the upcoming James Bond film No Time To Die, which has been delayed for well over a year. However, despite all of that, I like this method of distribution, and I think we’re seeing the beginnings of a shift away from theatrical releases in favour of streaming.

My health and disability means that I can no longer go to the cinema, so from my selfish perspective I love the idea of bringing more titles straight to streaming platforms, and on an occasional basis for a big release that I’m very keen to see, paying a little extra to watch it is no big deal. As television screens get better (and bigger) the so-called “cinema experience” offers less and less value anyway, and being able to watch a film on one’s own schedule, with the ability to pause, rewind, take breaks, etc. is so much nicer than going to the cinema in many ways. So in my opinion, bringing Raya and the Last Dragon to Disney+ for a fee is acceptable. Would I have preferred it to be included in the price? Of course. But these projects are hugely expensive, and recouping some of that money is going to be necessary for Disney, so I understand why they’ve done it this way. It feels like a compromise – not one that everyone will love, but one I find acceptable.

Young Raya during the film’s opening moments.

Before we get into the main section of the review, here are my spoiler-free thoughts.

I would describe the animation as competent. Nothing blew me away with how amazingly detailed it was – like the snow in Frozen or the oceans in Moana did – but there was nothing wrong with it and it was in line with other modern Disney films from the last decade or so. Considering a significant portion of the work on Raya and the Last Dragon was done remotely, that’s pretty good in my opinion.

The story was surprisingly heavy and emotional for a kids’ film, and it was thoroughly enjoyable. In the first few minutes it was perhaps a little fast-paced for my liking, dropping quite a few characters, locations, and themes all at once. But after that fast beginning it settled in, and followed Raya on her quest at a reasonable pace that wasn’t overwhelming. There were light-hearted and comedic moments, plenty of different environments for Raya and her friends to explore that were all based on different parts of southeast Asia, and the vocal performances were outstanding. Aside from the credits there weren’t any musical numbers, and that was something I wasn’t expecting. The score was great, and had an Asian-inspired theme to it, but after the likes of Moana and Frozen in recent years saw huge success with their songs, I was expecting at least a couple.

So that’s my non-spoiler summary.

This is the end of the spoiler-free section of the review. Expect spoilers from here on out!

Raya and the Last Dragon began with an immediate dump of exposition, explaining the backstory of the broken land of Kumandra – based loosely on southeast Asia. As indicated above, this opening section of the film was quite fast-paced, almost rushed, and introduced characters, themes, magic, locations, and backstory all at once. As I sat through those opening minutes I was hoping that the rest of the film would slow down, and luckily it did after a few minutes. That makes the opening, unfortunately, the weakest part of the film overall.

Raya and the Last Dragon follows the titular Raya as she seeks to save the fractured world of Kumandra, whose people have split up into five competing, squabbling, and warring lands in the aftermath of the disappearance of the dragons. But saving the world is just a side-quest for Raya, whose real objective for much of the film is to save her “ba” – her father, and the chief of her people. Yes, that makes Raya a Disney Princess!

Chief Benja, Raya’s father.

The story takes Raya to all five of the different lands, and each was based on a different area of southeast Asia. We spent just enough time in each land to take in the setting, but I think that taking a few minutes more to really get a feel for each – or perhaps the film including one fewer land – might’ve improved things. This is really the only point of criticism, because each of the lands was unique and richly detailed. At first I wasn’t sold on using English names for these places: Fang, Heart, Spine, Tail, and Talon. However, the metaphor made the ultimate payoff to the film’s story more easily understood, especially for younger viewers. The point of these names was to hammer home, at every opportunity, that the people of Kumandra were artificially divided; that the resolution to their problems would be in learning to trust one another and come together. Like the parts of an animal can’t function independently, neither can the peoples of Kumandra. Each land, represented by a piece of the dragon, brings something that the others lack, and working together is the only way.

This theme carried over into the film’s climactic final battle, as each of the friends Raya had made along the way – each from a different land – stood together and used the last of the dragon gem’s magic to help the people of Fang. This metaphor was certainly omnipresent, but didn’t feel laboured. The film knew, from the very beginning when Chief Benja introduced us to the idea of reunifying the fractured land, that this was the direction of the story. The names of the lands fed into that, as did the way Raya assembled her motley crew from different places.

Raya’s friends work together to help the people of Fang.

At time of writing, there’s a renewed focus on anti-Asian hate and hate crimes in the United States. I’m not an American, but I’d like to offer my perspective on how a film like Raya and the Last Dragon fits at this moment. We often hear criticism of Disney for taking legends and stories and twisting them, “Disney-fying” them to sanitise them for a western audience. And you know what? Raya and the Last Dragon, just like other Disney films based on folklore and legend, is Disney-fied. But there’s incredible value in representation, even in this simplified style, and with Disney’s unique reach that extends across borders, cultures, and ages, Raya and the Last Dragon offers representation to an under-represented group of people in cinema, animation, and the cultural mainstream.

We could devote an entire essay to debunking the argument that “representation and diversity for their own sakes are negative things,” but in the context of this film, coming at this particular moment, let me just say that positive representation is important. It’s important that people of all backgrounds feel included, and being depicted positively in mainstream entertainment – particularly in something as significant as a Disney animated film – is an historic moment. Raya and the Last Dragon draws on the mythology and folklore of southeast Asia in the same way as Moana drew on Polynesian legend, and it’s a net positive for people of Asian heritage to see such representation.

Raya and the Last Dragon presents a positive depiction of Asia and Asian people at an important moment.

Kelly Marie Tran is also uniquely positioned at this moment. Tran suffered horrible racist and sexist abuse online in late 2017 through 2018, and I’m so pleased to see her back in such an inspiring role. Raya and the Last Dragon is a story about bringing people together, learning to trust and overcome hatred, and as someone who has, sadly, experienced hatred firsthand, there’s something even more powerful in knowing who it is bringing Raya to life through an outstanding voice performance.

I don’t like to get “political,” but the release of Raya and the Last Dragon happened to coincide with a significant moment for people of Asian heritage in the United States, and I felt it important to at least acknowledge that.

Kelly Marie Tran voices the character of Raya.
Picture Credit: Jimmy Kimmel Live via YouTube.

In the west, we usually associate dragons with fire. Fire-breathing dragons are both a part of European folklore and have gone on to become a trope in fantasy fiction, so it was very interesting – and more than a little unusual – to see a water dragon as the main focus in a dragon-themed film. This is, of course, a reflection of the film’s Asian-inspired story, as was the design of Sisu herself.

Continuing the theme of breaking with common western depictions of dragons, Sisu is presented in an Asian style – a long body, no wings, and covered in fur. Sisu’s design is a Disney take on that concept, blunting its sharp edges and making it child-friendly. And it worked. I daresay Sisu toys and teddies will become a major part of Disney’s merchandise this year and beyond!

Sisu had a great design, inspired by Asian folklore but with a Disney twist.

The other character with a cute design was Tuk Tuk, and right from the opening moments of the film it was clear he’d been designed to be the cute animal sidekick that so many Disney protagonists have. Tuk Tuk worked best in the film’s prologue, after which he’d grown large and basically served as a form of transportation for Raya and Sisu, though the design remained largely the same.

With Tuk Tuk I think we can point to one of the few examples of Raya and the Last Dragon stumbling, at least somewhat. Aside from having a cute (and merchandisable) design, Tuk Tuk was clearly set up for some light-heartedness; some comic relief. Yet the introduction of Noi (the baby) and her three monkeys largely switches the comic relief focus away from him. It’s not a case of “too many characters,” but rather that the film didn’t really know what to do with two sets of comic relief characters. There was less for Tuk Tuk to do as a result.

Raya and Tuk Tuk near the beginning of the film.

The only other point of criticism I have comes at one of the film’s climactic moments. Raya and her friend-turned-nemesis Namaari are involved in a standoff. Namaari planned to take Sisu and the dragon gem pieces back to Fang on her mother’s orders, and Raya drew her sword to stop her. As Namaari points her crossbow at Sisu, Sisu asks Raya to trust that she knows what she’s doing – but Raya doesn’t, and the result is that Namaari’s crossbow fires, killing Sisu.

This moment was meant to show that Raya is the one who bears most responsibility for Sisu’s death; that if she had trusted Sisu, as Sisu asked her to, Namaari was about to stand down. But it simply wasn’t clear that that was the case, and it would be easy for a casual viewer – or a child, and this is a children’s film, after all – to simply see this moment as Namaari shooting Sisu.

Who was really responsible for pulling the trigger?

For such an important moment, I think it needed to be clearer that Raya is the one to blame. This is her character arc across the film’s final act: learning to trust, and being willing to make the first step to establish trust. If we as the audience see this moment as the culmination of Raya’s failings – an unwillingness to trust either Sisu or Namaari – then the rest of her actions and her arc make sense. If we miss that crucial context and simply see this moment as Namaari the betrayer shooting Sisu, what Raya does later on – giving up her pieces of the dragon gem to signify her willingness to trust – doesn’t make as much sense in context.

Namaari’s words to Raya during their epic final fight also ring hollow when the film is seen in this way. Instead of a heartbroken Namaari laying a harsh truth on Raya, it could be interpreted as another attempt by a liar and trickster to get under Raya’s skin. The moment with the crossbow was set up perfectly, but it was too easy to miss that it was Raya, not Namaari, who was really to blame for what happened, and as the rest of the plot turned on this moment I think that should have been much clearer.

Raya chose to trust Namaari at the film’s climax.

We could also talk about how easy it seems to be to slay a dragon in this film’s lore! It seems like an unimportant point, and perhaps I’m the only one who cares or feels this way, but the way the film treated dragons across the first hour or more made it seem as though they’re magical, almost god-like creatures. The way the film’s human characters worship Sisu – and the other dragons – represents this well. Yet all it took to kill Sisu was a single crossbow shot, and I guess what I’m trying to say is that it doesn’t seem to gel. On the one hand we have the film establishing dragons as magical creatures that provided for humans, bringing water and literally giving life to the world, being worshipped and deified centuries after the last of them were wiped out. Yet on the other hand, they’re no different from any other animal and a single crossbow bolt can kill them.

Perhaps this is my western perspective, thinking about dragons not in the context of Asia but in the context of JRR Tolkien and other works of high fantasy. In western dragon lore going all the way back to the legends of Saint George and King Arthur, slaying a dragon is considered an incredibly difficult task worthy of song and celebration. In the world of Raya and the Last Dragon it seems to be something any competent soldier could do. Who knows, maybe that’s why the other dragons went extinct!

Namaari the dragon-slayer!

Raya and the Last Dragon features a cast whose major characters are all female, with male characters in secondary supporting roles. This is something new to Disney, as even past female-led films like Moana, Frozen, or Mulan have included major male characters. The creative choice to have both the main hero and villain both be female actually works really well, and Raya manages to have a closer relationship with Namaari as a result.

Namaari being a redeemable villain – and the film essentially having no overall “big bad” who has to be killed to be stopped – was also a great choice, one that fit perfectly with the theme of overcoming hate and coming together. The whole story of Raya and the Last Dragon was about learning to trust one another, setting aside differences in order to work together for the common good. This theme would have been completely undermined if the final act required Raya to kill Namaari or even her mother, so making both characters redeemable was essential to the story.

Namaari needed to be a redeemable villain for the story to work as intended.

The real villains of the piece were the non-human Druun, depicted as a non-sentient force of nature rather than a character or faction. The design of the Druun managed to strike a balance between being intimidating but not scary and offputting for young children, and I would think that all but the most sensitive children would be able to watch Raya and the Last Dragon without feeling frightened by these crackling clouds of dark purple energy.

More could have been made of the Druun’s relationship with humans. At one point it was suggested by Sisu that the Druun are an embodiment of the arguments and lack of trust between humans, yet this wasn’t really developed further. It’s not clear whether humans directly caused the Druun to appear, whether they came from someplace else to feed on this mistrust and hatred, or what their precise origins are. If the world of 500+ years ago was populated by humans and dragons and was united, with no mistrust and no hatred, how the Druun even arrived in Kumandra is not clear. Perhaps that’s something a future title will explore in more detail, because I think it’s potentially interesting to say that humanity is responsible for giving strength to this powerful foe.

The Druun were the main adversary for Raya and her friends to overcome.

So I think that’s about all I have to say. Raya and the Last Dragon was a thoroughly enjoyable film and a worthy successor to the likes of Frozen and Moana. Disney has been on a roll for almost a decade now, since the release of Frozen in 2013, and the hits keep coming. In the very short term I doubt that Raya and the Last Dragon will catch fire in the way Frozen did, largely because of the cost of accessing it on Disney+ via the “premiere access” feature. However, once the film becomes generally available that should change. In a few months’ time, when it arrives for all Disney+ subscribers, it should see a significant boost.

Unlike Frozen and Moana, the choice not to include musical numbers means that there can’t be a breakout song. Let It Go and, to a lesser extent, You’re Welcome and Shiny went on to not only define the films in which they featured, but arguably bring in more viewers. By “going viral” in a sense, the songs drew more attention to their respective films, and this is something Raya and the Last Dragon won’t have.

The main characters at the end of the film.

I had a great time with Raya and the Last Dragon. I can’t tell you whether you’ll get £20 or $30 worth of entertainment and enjoyment from the film, because such things depend on your budget and your perception of value. But this time, as a one-off and as something I won’t repeat for the rest of the year, I didn’t mind spending the extra money. I didn’t spend money on last year’s Mulan remake, and having seen the film subsequently I think that was the right call. But this time, for the latest Disney animated film, I think it was worth it. Raya and the Last Dragon was funny, emotional, and clever, and told a story about people coming together that is timeless. Its Asian roots shone through, and though some will surely argue that it was a dumbed-down version of Asian traditions, that’s Disney’s trademark style.

If you enjoyed previous Disney animated films, especially recent ones, I daresay you’ll have a good time with Raya and the Last Dragon.

Raya and the Last Dragon is available to stream now on Disney+ via the “premiere access” feature for an additional fee. Raya and the Last Dragon is the copyright of Disney Animation Studios and the Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Five main characters from Star Trek’s past that I’d bring back

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1, Star Trek: Discovery Season 3, and for other iterations of the franchise.

This is going to be the first part of a short two-part series in which I look at a few significant characters from past iterations of Star Trek that I would love to see return. Rather than tying these characters to a specific series, film, or ongoing project, this list is more general. I’m not advocating, for example, for any of these characters to necessarily appear in Picard or Strange New Worlds, but rather to return to the franchise at some point, when a suitable story could be written.

The Original Series Season 2 cast (without George Takei).

It goes without saying that practically every major character (at least those who weren’t killed off) could be brought back in some capacity, and with the franchise continuing to expand I think it’s increasingly likely that we’ll get some significant moments where characters reappear. For the sake of this list I’m not counting characters who are starring in shows that are currently in production, so I’ll be limited to characters from The Original Series, The Next Generation, Deep Space Nine, Voyager, Enterprise, and the films.

The Next Generation cast in Season 4 – plus Whoopi Goldberg as Guinan.

By my count there are 42 characters across those five series that we could call “major” – i.e. they regularly had their names listed in the main credits, and weren’t considered guest stars or just recurring secondary characters. This time I’m picking on just five, and my usual caveat applies: I don’t have any “insider information!” This is just a short list of characters that I think could be fun to bring back in some capacity, nothing more.

The Deep Space Nine cast in Season 4.

Of the 42 characters that occupied major starring roles in at least one season of the five aforementioned shows, I’m excluding five: James T Kirk from The Original Series, Data and Tasha Yar from The Next Generation, Jadzia Dax from Deep Space Nine, and Trip Tucker from Enterprise. All the exclusions are for the same reason: those characters have died in-universe. While there could be convoluted ways to bring back alternate versions (such as we saw with Sela, for instance) the original character can’t return after death.

The Season 2 cast of Voyager.

Though it may be controversial, I don’t believe that the death of an actor necessarily excludes a character from returning. The Kelvin films recast the entire main cast of The Original Series, and Star Trek: Picard recently recast a couple of legacy characters as well. So characters whose primary actors have passed away are still in contention.

Now that we’ve laid down the ground rules, let’s take a look at my choices.

Number 1: Chakotay

This one is inspired by the return of Seven of Nine in Season 1 of Picard. I’ve written about this before, but Seven’s return to Star Trek was cathartic for me, because the passage of time allowed her to be a very different, more emotional, and much more human character than she ever was in Voyager. Seven was sometimes annoying and difficult to root for, especially toward the end of Voyager’s run, and basically the reason was that she’d always seem to “reset” after learning what should have been a big and important lesson in how to be human. It made her character bland and repetitive. But we’re not here to talk about Seven of Nine!

Chakotay didn’t have a lot to do in Voyager, despite being the first officer. There were a handful of episodes in which he was given a storyline, but a lot of the time he was just a presence, someone there for other characters to bounce ideas off or to tell Captain Janeway he didn’t recommend she do something we all knew she’d end up doing anyway. In short, bringing back Chakotay is something I would see as a chance for his character to get a Seven of Nine-like “redemption,” with some genuine development and a significant storyline.

One thing Voyager touched on briefly but never really explored was the way Chakotay felt about the deaths of the Maquis. The episode Extreme Risk focused on B’Elanna as she struggled to come to terms with what happened to their former colleagues, but Chakotay never really got a similar moment. As part of a larger story looking at the aftermath of the Dominion War, learning what happened to the Maquis’ colonies in the aftermath of that conflict could include Chakotay, as one of those worlds was his home.

We could also learn that Chakotay was allowed to remain in Starfleet following Voyager’s return to the Alpha Quadrant, and may even have been given his own command. Given that Voyager quite quickly dropped the Maquis angle, I’m not sure this is the route I’d go down because it doesn’t seem like it offers a lot of development or growth potential for his character, but it’s a possibility.

The final few episodes of Voyager’s seventh season saw a burgeoning relationship building between Chakotay and Seven of Nine. With Seven now a recurring character in Picard, and with the possibility of her entering into a relationship with main character Raffi, we could potentially explore what happened between Seven and Chakotay. Voyager’s finale certainly suggested that he had strong feelings for her, even after her death in that timeline.

Unfortunately, for reasons that aren’t especially clear, the producers of Voyager lost interest in – or didn’t know what to do with – the “one ship, two crews” concept that had been part of the show’s inception. Chakotay and the rest of the Maquis were absorbed into the crew by midway through Season 1, and while lip service was paid to Chakotay’s Maquis past at numerous points, I think that’s one aspect of his background that would be ripe for exploration. In any 24th or early 25th Century story that looked at Bajor, Cardassia, and the aftermath of the Dominion War, I’d spend at least an episode or two considering the legacy of the Maquis, and Chakotay could play a major role in such a story.

Number 2: T’Pol

I’ve mentioned T’Pol before in relation to Strange New Worlds, and that series is certainly one where we could see her crop up. Because of Enterprise’s place in the timeline, unless Star Trek plans on returning to the 22nd Century for some other story, there aren’t many characters who could realistically still be active and able to play a major role. The 23rd and 24th Centuries (as well as Discovery’s 32nd Century) are where current Star Trek projects are focused – and I have to say I think that’s the right call. Enterprise was an interesting experiment, but I see no pressing need to return to the 22nd Century at this stage.

The story I’d include T’Pol in would go something like this: she’s a senior Federation ambassador by the mid-23rd Century, and accompanies Captain Pike on a diplomatic mission. The mission would make first contact with a race we met in The Next Generation era, such as the Cardassians. We’d thus tie together all three of Star Trek’s eras in one story! I think an episode like that would be incredibly rewarding for longstanding fans of the franchise; a “love letter” to the fans.

But there are many other roles T’Pol could occupy. Having spent so long with humans during those early days of humanity striking out into space, she could prove an invaluable guide or advisor to a young Spock. Whether Spock is “the first Vulcan in Starfleet” is a point of contention without an obvious answer, but even if he wasn’t it’s clear that the Vulcans continued to operate an independent fleet into the 23rd Century, and thus Vulcans serving in Starfleet seem to have been rare. T’Pol is well-placed to be a kind of mentor to Spock for this reason.

However, both of those story concepts take T’Pol out of her usual scientific role, and perhaps a story could be devised which would be better-suited to her career as a scientist. I’m still thinking of a 23rd Century story, but one which perhaps requires high-ranking Federation scientists to work on a mystery or puzzle.

Number 3: Dr Pulaski

I’ve never met a fan of The Next Generation who likes Dr Pulaski as much as I do. I understand why she wasn’t popular with fans, replacing Dr Crusher after one season and especially because of her early run-ins with Data that amounted to anti-android bigotry. But where Dr Crusher could be fairly bland, Dr Pulaski had a really strong personality that shone through.

On another occasion we’ll talk about Dr Pulaski and how her introduction in Season 2 of The Next Generation was an attempt to shake up the new series and bring in a Dr McCoy-type character. But for now I want to consider how she could return, and what sort of role she could have.

Picard Season 1 missed an opportunity to bring back Dr Pulaski – or another medical officer from The Next Generation like Alyssa Ogawa – in the second episode. Picard receives bad news from a doctor he knew while serving aboard the USS Stargazer, Dr Benayoun. This was a new character created for Picard, and if I’d been writing it I might have chosen to bring back Dr Pulaski at this moment instead. I don’t know if that was ever suggested, because it’s well-known that actress Diana Muldaur didn’t have a great time working on The Next Generation. But it would have been neat to see!

One series that has been doing great with references to less well-known parts of canon is Lower Decks, and perhaps that means Dr Pulaski would be a good fit to return there. I don’t know if Diana Muldaur is still working, nor whether she’d be well enough or willing to reprise the role. But it was at least a little sad that Dr Pulaski was dropped in The Next Generation Season 3 with no explanation. There’s scope, I feel, to learn what came next for her – even if the character has to be recast.

Almost any medical story or story involving characters from The Next Generation Season 2 could see Dr Pulaski return, and of course Star Trek: Picard has to be the prime candidate of the shows currently in production. She could, for example, be one of the chief medical officers assigned to help the surviving ex-Borg now that they’re (presumably) under Federation protection. Or how about this: in a storyline that clearly shows how much she’s changed her attitude to synthetic life, she could be the head of a Federation medical team sent to Coppelius to help the synths. This would cement her “redemption” from her earlier interactions with Data, and would perhaps provide a suitable epilogue to her role in The Next Generation Season 2.

Number 4: Benjamin Sisko

Captain Sisko is probably the character whose return I’ve touted the most! Because of the unique nature of his disappearance in the Deep Space Nine finale – vanishing into the realm of the Bajoran Prophets – he could return literally anywhere, in any time period. The Prophets don’t experience time in the same linear manner as humans, so they could send him to a point in his future, his past, or anywhere along the Star Trek timeline.

This is why I’ve proposed Sisko as a character who could appear in Picard, Strange New Worlds, and Discovery – because he could be sent back by the Prophets at any moment in time. I would argue he would have more to do in a story set in the late 24th or early 25th Centuries than he might in the 23rd or 32nd, but in any story that brought back Bajor, Sisko could play a major role.

He could also be part of a story looking at the aftermath of the Dominion War, at Cardassian relations with the Federation, and of course at Deep Space Nine itself. I think Sisko has the potential to be a useful character too. If he joined the story right at the moment of his return to normal spacetime, he could potentially be a point-of-view character, and an excuse for a film or episode to dump a lot of exposition that could otherwise feel clunky and out-of-place. This would be done under the guise of other characters bringing Sisko up to speed on what he’s missed – and we could catch up on galactic affairs right along with him!

Of all the characters on this list, Sisko is the one whose story feels the most unfinished. There was almost a cliffhanger ending to his role in Deep Space Nine, with a tease that one day he’ll be coming back. Whether we’ll ever see that on screen is another matter, of course, and Avery Brooks has seemed less willing to reprise the role than some other Star Trek actors. But you never know!

Number 5: Montgomery Scott

It would be relatively easy for Scotty to crop up in Strange New Worlds as a junior engineer – or in any other 23rd Century series, for that matter. But that’s not really what I’m proposing this time. That idea has merit, and I think I included Scotty in one of my character ideas lists for Strange New Worlds. However, this time what I’m suggesting is Scotty in the 24th Century.

Relics, the Season 6 episode of The Next Generation, established that Scotty had been kept alive in a form of transporter stasis of his own devising for over eighty years, finally rematerializing when the crew of the Enterprise-D encountered his crashed ship. After working briefly with Geordi La Forge, Captain Picard, and others, Scotty was given a shuttle and set out to explore the new century on his own. We would later learn in 2009’s Star Trek that Scotty had gone back to work, developing a method of “transwarp beaming” that became important to the plot of that film.

After that, however, what became of Scotty is a mystery. He had initially intended to retire, so did his stint with Starfleet continue? Or did he resume his planned retirement in the 24th Century, catching up on the eight decades of galactic history that he’d missed? He reunited with Spock, apparently, and it’s at least possible he would have been able to visit the elderly Dr McCoy as well.

Scotty offers a “coming out of retirement” story, perhaps prompted by some horrible event or disaster that requires an engineering solution. We could learn, for example, that he’d worked alongside Geordi La Forge in preparing the Romulan rescue fleet, or even that he was helping to rebuild the Mars shipyards after the attack by the Zhat Vash. Those are two ideas based on events from Picard Season 1, but of course there are many, many other ways Scotty could have contributed to Starfleet and the Federation in the late 24th Century.

So that’s it… at least for now. The second part of this short series will look at five secondary or recurring characters who I also think could be fun to bring back!

With so many ongoing and upcoming Star Trek projects occupying different places in the timeline, there really is scope to bring back almost any major character, and I hope the creative team don’t feel constrained! As a Trekkie I think I’d be happy with literally any of them making an appearance, though of course it would have to make sense in-universe as well as not be offputting for casual viewers.

The cast of Enterprise during Season 1.

We mentioned the episode Relics, and I think that story manages to walk that line exceptionally well. For fans of The Original Series, Scotty’s return was an amazing treat. But for folks who weren’t familiar with the older series, his inclusion in the episode still managed to make sense. The story was well-written, and while knowing more about who Scotty was and where he’d come from certainly added to it for Trekkies, it didn’t put off casual viewers by demanding a lot of knowledge of Star Trek canon. That’s the kind of model any future episode, film, or story that brings back a character should try to emulate.

We can also point to If Memory Serves, from the second season of Discovery. That episode began with a short recap of the events of The Cage, establishing what happened to Captain Pike on Talos IV, who the Talosians were, who Vina was, and so on. By beginning an episode which features a returning character with a clip or compilation of their past Star Trek exploits, almost any character could be integrated into an ongoing production.

The Discovery Season 1 cast (without Wilson Cruz).

The Star Trek franchise has been running for over five decades, and has a huge roster of wonderful characters. The fact that there are too many to put on the list – or the fact that the list could literally include every single one – is testament to the quality of the franchise and the creative teams who’ve contributed to it over the years.

Stay tuned for the next part in this series, where I’ll look at five secondary or recurring characters who I’d also love to see come back!

The Star Trek franchise – including all series mentioned above – is available to stream now on Paramount+ in the United States and other territories where the service exists, and on Netflix in the United Kingdom and elsewhere. The Star Trek franchise – including all properties 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.

EA Play joins Game Pass

EA Play is bringing a huge library of new games to Microsoft’s Xbox Game Pass service! Because it’s been overshadowed by Microsoft’s recent acquisition of Bethesda, and the arrival of those games to Game Pass in recent weeks, this news seems to have flown under the radar. I almost missed this altogether, and it was only when I saw it on Twitter (of all places) that I realised what a monumental win this is for Microsoft, Game Pass, and quite frankly for subscribers as well.

I initially signed up for Game Pass for PC last year in order to play Forza Horizon 4, and it was well worth it! I’ve since played a few other games on there, and it’s easily value for money at £7.99 ($9.99 in the US) per month, in my opinion. One thing is clear, though, and that’s the fact that Microsoft has continued to invest heavily in the service. The addition of Bethesda’s lineup of titles brought the likes of Fallout 4, Skyrim, and Doom Eternal to Game Pass. And now EA Play has brought games like FIFA 21, Titanfall 2, The Sims 4, Star Wars Jedi: Fallen Order, and many others to the service, too. It seems all but certain that the upcoming Mass Effect: Legendary Edition will be available there as well – so maybe I’ll play it after all!

EA Play and Game Pass have struck a deal.

Game Pass has expanded rapidly, and continues to go from strength to strength. Right now, there’s no question that it’s the best way to get into current-gen gaming, and picking up a preowned Xbox One or – when availability improves – an Xbox Series S will mean that a huge library of games is available to even players on a limited budget. For less than the price of a Netflix subscription there are more games than I could play in an entire year, including some absolutely fabulous ones!

The only pang of regret I feel is because I’d bought a few of these games over on Steam! Of course if you’re worried about permanence it’s better to buy than subscribe, because it’s possible that EA Play and/or any of its games will be removed from the service in future. But just like we’ve seen happen with television and films thanks to the rise of streaming, many people are quite okay with that concept. Sure, losing access to a title is disappointing, and when Netflix removes a big name there’s often a minor backlash. But people have generally come to accept the impermanence of films and television shows on streaming platforms – so I daresay that will happen with games as well.

A few of the titles now available.

In the worst case, if a game you adore is removed from Game Pass, you can always buy it elsewhere. It doesn’t have to be the huge drawback that some folks insist it is. We increasingly live in a society of renting: we rent our homes, vehicles, and sometimes even our furnishings. We rent our films, television shows, and music via services like Netflix, Disney+, Amazon Prime, and Spotify. And now, Microsoft is pushing hard to convince people to rent their game libraries too.

Having built up a Steam library over the better part of a decade I’m not willing to part with it, and I still don’t see Game Pass as a full-time substitute for buying games in a general sense. But you know what? I could be in the minority on that very soon. As mentioned, Game Pass now offers a colossal library of titles, and not only Xbox-exclusive games like Halo: The Master Chief Collection and Sea of Thieves. The FIFA series of football (soccer) games are literally the most popular titles around the world, and now the most recent entries are on Game Pass, with this year’s entry almost certain to follow. And huge multiplayer titles like Apex Legends are as well. Heck, you can even play Anthem… though goodness only knows why you’d want to.

Very specific there, EA.

For a player on a limited budget, Game Pass is now my number one recommendation. Whether it’s on PC or console, I honestly can’t recommend anything else. There’s simply no alternative that offers such a variety of major titles for the cost, and even speaking as someone who doesn’t use it as often as I could, it’s 100% worth it. This new addition of EA titles has taken what was already an enticing offer and made it even better.

There are still some issues with the Xbox app on Windows 10, and it doesn’t always work perfectly. But the games it launches do, and whether you’re interested in a strategy title like Age of Empires II: Definitive Edition or a racer like Forza Horizon 4, there are so many games now that it’s worth a try for almost anyone interested in gaming.

The Xbox Series S with a Game Pass subscription is the most affordable route into this generation – or at least it will be when availability improves!

Microsoft took a risk with Game Pass, banking on players turning away from the model of buying and owning individual titles to rent them via a Netflix-style subscription. As the service continues to grow and expand, both in terms of its library and its playerbase, I think it’s fair to say that the risk is paying off.

So what am I going to play first? That’s a good question! I was tempted by the Mass Effect trilogy, which I otherwise only own on Xbox 360. But with Legendary Edition coming soon I think I’ll wait to see if it comes to Game Pass, which hopefully it will. Titanfall 2 is calling out to me, and despite being a big fan of fantasy I’ve never played the Dragon Age games, so maybe I’ll finally give those a shot. Or maybe I’ll go back and replay Sim City 2000 – there’s nothing like a hit of nostalgia, after all. I feel spoilt for choice!

I might sit down to play some Titanfall 2.

This move makes a lot of sense for both companies. EA’s Origin platform and EA Play have both struggled to bring in huge numbers of players since they launched, and with EA diversifying and bringing many of its titles to Steam, joining in with Game Pass feels like a no-brainer. And from Microsoft’s point of view, anything they can do to increase the appeal of Game Pass shores up the service, and that can only have the effect of bringing in new subscribers as well as convincing existing ones to stick around.

When taken alongside the recent Bethesda acquisition and the launch of the weaker but cheaper Xbox Series S, I have to say that Microsoft is off to a very strong start in this new console generation – far better than I had expected even six months ago.

Xbox Game Pass is available now for PC, Xbox One, and Xbox Series S/X. Prices were correct at time of writing (March 2021). This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Could AI be the key to a Deep Space Nine and Voyager remaster?

The most popular article I’ve written here on the website is about Star Trek: Deep Space Nine and Star Trek: Voyager, and how neither series has been remastered. In the late 2000s and early 2010s, The Original Series and The Next Generation were given a complete overhaul and rebroadcast, then re-released on Blu-ray (and HD DVD, if anyone remembers that failed format!)

For a number of reasons, though, The Next Generation in particular didn’t see great sales numbers on Blu-ray. Because of the significant cost involved in upscaling and remastering it, and the lack of a significant return on that investment, ViacomCBS hasn’t been willing to spend money on Deep Space Nine or Voyager. As a result, both series remain in “standard definition,” a.k.a. DVD quality. On today’s ever-larger television screens, the difference between a remastered episode of The Next Generation and a non-remastered episode of Deep Space Nine is incredibly noticeable.

Captain Picard in The Next Generation remaster (left) and Deep Space Nine DVD quality (right). Even allowing for image compression, the difference in quality is easy to spot.

Star Trek has been one of the big franchises that ViacomCBS has used to push its rebranded Paramount+ streaming service. Paramount+ is now the digital home of all things Star Trek – yet two of its flagship series that many folks remember with fondness from the 1990s don’t look great. As I noted last time, that’s a problem. It makes Paramount+ look cheap, as though ViacomCBS simply can’t be bothered to put in the effort.

Netflix runs some shows in DVD quality, but by far the majority of its content is in high definition. As Paramount+ attempts to position itself as a competitor to Netflix, Disney+, and other platforms in a very crowded market, having two big flagship shows in low quality standard definition is not a good look, and it’s something that needs to be addressed.

But last time the company made a significant investment in remastering Star Trek it didn’t pay off, so how should they proceed?

The Next Generation did not sell particularly well on Blu-ray.

There are a few factors at play here. The first is that ViacomCBS (and its predecessor, CBS) measured the success of the remastered Star Trek series purely by Blu-ray sales. The problem with this approach is that, even by the early 2010s, optical media in general was in decline. Fewer people had made the switch to Blu-ray than DVD, and with the rise of on-demand streaming platforms it seemed only a matter of time before Star Trek would be available to watch. I owned a number of The Next Generation stories on VHS, I’d also bought the entire series on DVD, and in the early 2010s I just wasn’t prepared to spend that money all over again on the same show – especially when it seemed inevitable that eventually the series would be available online. I was right.

Physical media sales are a poor measure of success in the days of on-demand streaming, and the value in investing in any project – be it a remaster or the commissioning of a new series – is less about pure sales numbers and more about the number of subscribers it will drive to your streaming platform. ViacomCBS has invested in Paramount+, so why not go the extra mile and remaster these classic shows for the service too?

One of the commercials for Paramount+ focused on Star Trek.

That’s the first aspect of this issue – the business side and how to calculate a return on investment. Raw sales numbers are less and less valid as a metric of success in a world that’s moved on to streaming, so making that calculation isn’t easy. But I bet that remastering Deep Space Nine and Voyager would drive new subscribers to Paramount+, as well as convince wavering subscribers that it’s worth sticking around. Both of those things are what any streaming service needs to survive.

The second point to consider is that the cost of remastering any television series is dropping all the time. There is software that uses AI that can produce creditable results from DVD-quality sources, such as the existing versions of Deep Space Nine and Voyager. Consumer-grade versions of this software exist, and can be bought for less than $100. You can even find homemade upscaled clips of Deep Space Nine and Voyager on YouTube and elsewhere online – and they look pretty darn good.

There are many fan-made upscales of clips from Deep Space Nine and Voyager online.

As software continues to improve and come down in price, the cost of a project like this drops dramatically, and we may only be a few years away from fans being able to fully upscale their DVD collections at home. In some ways, we’re arguably there already. Rather than ViacomCBS having to spend huge sums of money recruiting new artists and animators to recreate whole sequences from scratch, it’s going to be possible to run entire episodes of the show through software and just have a small team of people make tweaks on the resultant upscaled version to knock it into shape. It’s far less of a project than it was ten years ago – so there are fewer and fewer reasons not to do it.

With ViacomCBS having the original tapes of these shows, it should be even easier to get a good result than it is for someone using the DVD version. I’m not saying it can all be done from home for a few dollars – the project will still cost money – but it’s a far less significant expense than it was last time the company chose to send Star Trek to the remastering suite, and waiting even just a couple of years could see those costs fall yet further.

Sisko and O’Brien in Emissary, the Deep Space Nine premiere.

I really hope that ViacomCBS will consider giving both shows a proper remaster at some point in the future. It’s something that would undoubtedly provide Paramount+ a boost, especially if the service were the only place to access the newly-upgraded shows. And it surely would be, because why bother with a Blu-ray release? Physical media continues its decline, with fewer people than ever upgrading to the latest 4K Blu-ray standard, so there’s almost no point. Remaster the shows, stick them on Paramount+, and enjoy a nice subscriber boost.

I truly believe AI and software offer a path to remastering these shows – and a lot of others, too. There are a few other series from the ’80s and ’90s that are yet to be properly remastered, and the same solution potentially exists for those as well. I’m not a tech expert, but I think the results speak for themselves. When I’ve seen upscaled clips online, created incredibly inexpensively by amateurs using commercially-available software, it really feels like ViacomCBS is missing a trick. Maybe upscaling the series this way wouldn’t be as good as spending huge amounts of money to do it from scratch, but it would be something – and the result would almost certainly be a better-looking show than the currently-available SD version.

Paramount+ would get a boost if both shows were remastered.

As I mentioned at the beginning, the most popular article I’ve written is about Deep Space Nine and Voyager needing a remaster – so there is clearly huge interest there from both Trekkies and casual fans. People who watched the shows years ago may want to rewatch them. New Star Trek fans who’ve joined the fandom since the release of the Kelvin films or Discovery may want to go back and watch older Star Trek shows. And of course us Trekkies would love nothing more than to see the two series get an overhaul. There’s a sizeable audience out here asking for a remaster, an upscaling, or whatever you want to call it. AI could be a good solution – saving money while giving fans what we’ve been asking for for years!

At the very least, I think it’s worth considering. And if ViacomCBS never does it… maybe someone else will. These pieces of software get better and cheaper all the time, and we could be in a position in a very short span of time where fan-made remasters of whole episodes, not just clips, will be widely available.

Deep Space Nine and Voyager were a big part of Star Trek’s most successful era to date, and a lot of casual viewers and Trekkies remember them with fondness. While there’s nothing wrong with the DVD versions, as screen technology improves and televisions get larger, what viewers expect from their programming has changed. For a lot of people in 2021, standard definition isn’t good enough – especially on a streaming service that costs $9.99 per month. If ViacomCBS is serious about continuing to invest in the Star Trek franchise, a portion of that investment needs to be directed backward, to remastering these two shows that have been sidelined. Part of the marketing for Paramount+ highlighted that it was the place to watch every episode of Star Trek – some fans will have been disappointed to learn that over 300 of those episodes don’t look great.

AI and software offer a solution to this problem, one ViacomCBS should take advantage of as soon as possible.

Star Trek: Deep Space Nine and Star Trek: Voyager are available to stream now (in SD quality only) on Paramount+ in the United States, and on Netflix in the UK and other countries and territories. Both series are also available on DVD. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Unsolicited Star Trek pitches for shows that will never be made!

Spoiler Warning: There are minor spoilers ahead for Star Trek: Lower Decks Season 1, Star Trek: Discovery Season 3, and for other iterations of the Star Trek franchise.

In the early days of the website I put together a short list of ideas for future Star Trek projects. The list was, naturally, pure fantasy – I’m highly unlikely to ever be in the position of making a single episode of television, let alone working on Star Trek! But it was fun to write out some of these concepts and ideas that have been rolling around my head – in some cases for decades! So this time I’m going to update and expand upon that original list, and give you five of my Star Trek fantasies!

Wait, that sounds inappropriate.

There’s been a fair amount of talk over the last couple of years about potential Star Trek projects. Some have made it into production – like the “Captain Pike series,” a.k.a. Strange New Worlds! Others, like a sequel to Star Trek Beyond and a couple of other feature film projects appear to have been shelved. And some, like the Ceti Alpha V miniseries that I covered recently, are supposedly ready-to-go but languishing in development hell. This time it’s my turn to churn out some Star Trek ideas!

It’s my turn to put (metaphorical) pen to paper!

Though this is just a bit of fun – and a total fantasy, as there’s no way any of these projects will ever be made – I think there’s something valuable for any critic or commentator in thinking creatively. I spend a lot of time discussing Star Trek from the point of view of an independent critic, but many people have put in a ton of hard work to create the television shows, films, and games that I write about. Creative writing and criticism are very different tasks in many ways, and it’s no bad thing for a critic to try their hand, on occasion, at being creative.

Before we get started, two of my usual caveats apply. First, I have no “insider information.” I’m not claiming any of these projects are being secretly worked on over at ViacomCBS; this is pure fan-fiction. Second, these are projects that I feel would be fun in my subjective opinion. If you disagree and think they’d be awful, that’s fine. You’re entitled to your opinion!

With that out of the way, let’s get started!

Number 1: Colony World

The planet Terra Nova, as seen in Enterprise Season 1.

The original premise of Deep Space Nine was that it should be akin to a town in old Western stories – Commander Sisko as the “sheriff,” the Bajorans as “natives,” Quark’s Bar as the “saloon,” and so on. That concept can be seen at points early in the show’s run, but I’d argue that it had evaporated at least somewhat when the decision was made to make the Bajoran wormhole so important. The railroad came early to Star Trek’s frontier town!

Deep Space Nine largely moved away from being an isolated frontier station, and the huge amount of traffic that ran through the wormhole and the Bajoran system turned it into an important trading and diplomatic post. Thus we’ve never really seen what life is like out in the wilds, far away from the nearest Starbase. And that’s where my Colony World concept comes in.

Chief O’Brien greets Commander Sisko and Jake Sisko as they arrive on DS9 for the first time in Emissary.

This series wouldn’t be set on a starship or even a space station. It would be set on a remote colony, perhaps a brand-new one that’s just beginning to get established. There would be a small Starfleet outpost – perhaps a command officer and a couple of security personnel. The sheriff and his deputies, to use the analogy above! But the rest of the main cast would be Federation civilians, and there’d be scope in a series with a static setting to bring in a number of secondary recurring characters. Being set primarily in one location would potentially keep costs down, too, and without needing to spend a lot of money on expensive special effects the series might be inexpensive to make.

We could explore the motivations Federation citizens have to colonise the frontier. Why leave behind the paradise that is 24th Century Earth? Perhaps someone among the group has a past they’re looking to escape, and this could be a source of drama. And we could examine something Commander Sisko briefly confronted in the Deep Space Nine premiere – being assigned to an awful, unwanted posting. Because of the importance of DS9 and his role as the Emissary, Sisko only really had to deal with that for one episode, but we could see our Starfleet officers spending whole seasons coming to terms with being assigned to a post that they don’t want because of its remoteness.

A small Starfleet base seen in Insurrection.

Colony World presents an opportunity to look at the reasons for colonisation in a general sense. In the 21st Century, almost all of us live in established settlements; no one really goes anywhere new and just builds an entire town from scratch. So we could look at the environmental impact of doing so, both to be an historical parallel and to comment on future plans to colonise the moon and Mars. Taking an unspoilt wilderness and building on it, even with 24th Century technology, will contaminate the environment and change it; what does the Federation do to mitigate that?

Finally, the series could consider territorial disputes. Perhaps the planet targeted for colonisation is claimed by some other faction, or once had other occupants who left. There are so many contemporary parallels for land claims and arguments over territory that the series could touch on, and this could be a way for Star Trek to use its sci-fi lens to examine real-world issues.

Number 2: Borg Invasion

Multiple Borg Cubes seen in the Lower Decks title sequence.

On both occasions where the Borg attacked Earth they came in one single ship, and on both occasions they were defeated by Starfleet – albeit at great cost! But what would it be like if the Borg actually put real effort into assimilating the Federation? In The Next Generation Season 7 episode Parallels, we got a brief glimpse when a dimension-crossing Worf encounters a parallel universe Enterprise-D. The Federation put up a fight, but seem to have been overwhelmed.

The Borg have genuine horror series potential, and a Borg Invasion story could definitely cross over into the horror genre, playing on themes from zombie fiction like The Walking Dead. If you read my essay on the Borg a few months ago, you may remember that zombies are such a good analogy because in both cases, everyone the heroes lose can potentially be turned into another enemy to fight. That’s a terrifying concept, as is losing one’s sense of self-identity through assimilation; a fate worse than death.

Assimilation, as seen in the Voyager Season 5 episode Dark Frontier.

This wouldn’t make for a good film, it would really need to be a series. And not only that, but a limited series with a planned story from the beginning. If it were to run for, say, three seasons, Season 1 would start as normal with the Federation doing its thing, with a huge Borg attack in episodes 1-2. The remainder of Season 1 would see Federation losses mount, akin to Seasons 5-6 of Deep Space Nine when they had the Dominion War. Season 2 would look at attempts to recruit allies, perhaps restoring broken alliances with the Klingons or Romulans. Season 3 would see the development of some kind of Borg-killing weapon that would finally turn the tide, and the series finale would end in victory, driving the Borg from Earth.

The question of timeframe arises, especially with Discovery establishing the 32nd Century Federation and the Temporal War. Perhaps I’d put it in the 26th or 27th Centuries; far removed from established Star Trek in both directions.

The Enterprise-D in pursuit of a Borg Cube in The Best of Both Worlds.

Finally, and perhaps most controversially, this would be the Borg’s swansong; their final Star Trek appearance – at least for many, many years. A villain that is beaten too often becomes boring, and the Borg were certainly in danger of becoming stale toward the end of Voyager’s run. If the Star Trek franchise were to dedicate an entire series to the Borg Invasion, I would have it end with the Borg’s total and utter defeat, ending the faction permanently. It would be possible, of course, for future Star Trek projects to go back and do Borg-focused prequels, but for me this would be the end of the Borg – going out with a bang! Some factions, by their nature, are suited to one-off stories, and although the Borg are absolutely iconic within Star Trek, I don’t believe the franchise can keep doing Borg stories indefinitely. So this would be their end!

Aside from the obvious horror vibe, with elements from classic sci-fi horror films like Alien or The Terminator, there would be scope for such a series to tell dark and gritty war stories like we saw in episodes of Deep Space Nine such as The Siege of AR-558. Borg Invasion would be one of the darkest Star Trek shows ever put to screen. Whether that’s something you’re into will be a matter of personal taste, of course, but I think it could work exceptionally well.

Number 3: Hospital Ship

The medical ship USS Pasteur.

This is the concept that I’ve been kicking around for the longest time! I first started thinking about this idea in the mid-90s when The Next Generation and Deep Space Nine were still on the air. In short, this series would be “ER in space.” A hospital ship – something like the USS Pasteur from The Next Generation’s finale – would travel to places suffering from diseases and disasters to lend its expertise.

In my original (’90s) version of this idea, I thought it could be fun to bring back characters like Dr Pulaski and Dr Bashir; a crossover of some of my favourite medical officers from the 24th Century! That’s obviously not going to happen now, but the underlying concept remains valid. Not every episode would focus on some horrible plague or catastrophe, and there would be quieter stories in between to allow for character arcs and development.

My original version of this idea brought back Dr Pulaski.

Some of the ship’s activities would be routine, such as transporting medical equipment to a new colony, but other times they would be called upon to fight hard to cure a truly awful disease that had broken out on a starship or base, and seeing the medical crew race against time to save lives would be incredibly tense and dramatic – just like it is in other medical drama series.

The ship could also be sent to the aftermath of battles, triaging wounded officers and using its facilities to save as many lives as possible. If you can think of a concept done in a show like ER or even House, this series could put a sci-fi spin on it.

This series would be “ER in space.”

While most of the main cast would be medical staff – and I would probably put the chief medical officer as the main protagonist – there would also have to be other crewmen and officers on board; a captain, bridge crew, engineers, and so on, and some of these could be side characters or recurring characters. Perhaps in a true disaster situation some of them would be tasked with helping out in the hospital!

I loved ER when it was running in the ’90s and 2000s, and there are a number of other fun medical shows too. Star Trek could do justice to this concept, and without being constrained by real-world diseases and conditions that affect humans, there’s almost unlimited scope for creativity in the health issues suffered by both human and alien patients. As the world of entertainment begins to wrangle with the coronavirus pandemic, this series could be a way for Star Trek to use its sci-fi setting to take a look at one of the biggest events of recent years.

Number 4: The Federation Government

Jaresh-Inyo, Federation President in the mid-24th Century.

If the series above is “ER in space,” then this concept is akin to “The West Wing in space!” Except it’s not in space. It would be in Paris, or perhaps at some other location where the Federation Council is situated. Aside from the Deep Space Nine two-part story Homefront and Paradise Lost, we’ve never really spent any time with the leaders of the Federation. It’s implied that there’s a USA-like power structure, with a President as the executive branch, the Federation Council as some kind of deliberative or legislative body, and a federalist structure with semi-independent worlds under the Federation umbrella. But the specifics of how any of it works has been kept vague for all of Star Trek’s history.

This series would change that, and would explore how the Federation is governed. Exploration appears to be a priority for the Federation, at least in the 23rd and 24th Centuries, but beyond that we don’t know what objectives the Federation government may have. The Federation is usually presented as a post-scarcity society, one in which everyone’s survival needs are met and in which accumulation of wealth and possessions is not a concern. But someone still has to be in charge, ensuring that every Federation member world and every citizen can access things like replicators.

The Federation President in the late 23rd Century.

The Federation President is an elected role, and it’s assumed that members of its legislative body would be elected as well, but whether there are political parties, factions, etc. is not known, and the series could explore that. There are surely lots of people who would have the ambition of becoming President, and many more who would seek to use the position to change the Federation in some way.

Shows like The West Wing and even comedies like Yes, Minister looked not only at the politicians, but also at the civil servants who managed day-to-day government operations, and this series would look at those people as well. Who really holds power inside the Federation government, and are they all as altruistic as they seem?

This series would be Star Trek’s answer to shows like The West Wing.

In addition, we could look at diplomats and thus the Federation’s relationships with other factions. Deep Space Nine saw the building of relations with the Klingons, Romulans, and others, and if the series were set after the Dominion War it would also be interesting to see how relations progressed with both the Cardassians and the Dominion. The admission of a new Federation member – such as Bajor – could be a major storyline in the show as the characters make the necessary preparations.

Finally, the series might look at the relationship between Starfleet and the Federation government. We tend to see the command structure within Starfleet as absolute, because from the point of view of most Star Trek characters, the head of Starfleet has the final say! But in any democratic society, the military – which Starfleet partly is, at least – should not have total leeway to do whatever it chooses. The head of Starfleet must surely take their orders from the Federation government, and setting policies which impact Starfleet could be an ongoing theme in the show.

Number 5: Galactic Wildlife

Book and a trance worm in Star Trek: Discovery Season 3.

Styled as a pseudo-documentary, this series would hop from planet to planet looking at some of the wild animals that live in the Milky Way. Just like real documentaries that follow the lives of animals, we’d spend time following the lives and routines of some of the terrestrial, marine, and even spacefaring creatures that have been shown in Star Trek.

Every Star Trek series to date has looked at animals and non-sentient critters at some point, but rarely has an episode done so in any real depth. Thus, many of Star Trek’s animals are open to a closer look, and there’s plenty of room for creativity even within the confines of previously-established species.

Captain Kirk with tribbles. This must be one of the most iconic images in all of Star Trek!

While I’d want to keep the focus of this series on the animals themselves, there’s the potential to expand it a little, to spend some time with the narrator or even the science team who are following the animals. Again, though, I’d want to keep the documentary-style format going, so perhaps this would be done in the form of recorded logs.

Special effects and CGI continue to improve, so gone are the days when an “alien animal” would be a dog with a horn tied to its head! But the focus on the animals would mean the series would need a pretty high CGI budget, as it would need to look as convincing as possible. The 2019 remake of The Lion King pulled off photorealistic animation, though, so in theory I think it could be made to work – especially as technology continues to improve.

A very convincing alien, seen in The Original Series Season 1 episode The Enemy Within.

Among the creatures we could spend time with are famous ones like the tribbles or the Ceti Alpha V eel, as well as new creatures from recent shows like the gormagander (a.k.a. the “space whale”) or Book’s trance worms. Then there are critters like the Klingon targ, the Vulcan sehlat, the Cardassian vole, or even the gagh worms that Klingons eat.

Star Trek has shown or referenced a huge number of animals over the course of its 800+ stories, and it could be great fun to dive back into the franchise’s history, pull out a lesser-known species like the Regalian fleaspider, and take an in-depth look at the fictional critter. Maybe this, out of all the show ideas I’ve pitched today, is the most nerdy, niche concept of them all! But people like animal documentaries, and a series like this, which looks entirely at fictional creatures, has never been attempted as far as I’m aware. It would be wholly unique, not only within Star Trek but in the entire entertainment realm!

So that’s it. Five pitches for Star Trek shows… that will never be made!

This was a lot of fun to put together, and I have other Star Trek ideas that I’ve been kicking around that I might talk about on a future occasion. As I said at the beginning, this is pure fan-fantasy, and none of these projects will ever be produced – despite the fact that I think they’d be neat. There are many interesting ideas that fans have come up with over the years, some of which ultimately take the form of fan-fiction or even fan-made films. Trekkies are an incredibly creative bunch!

I hope you enjoyed this look at a few of my Star Trek ideas. Perhaps you like some of them as much as I do… or perhaps this list will exist as a reminder of why Alex Kurtzman, not Trekking with Dennis, is in charge of the franchise over at ViacomCBS!

The Star Trek franchise, including all series 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.

All Fall Guys rounds re-ranked!

Back in August, when Fall Guys was the party hit of the summer, I put all of the rounds (i.e. levels) into a ranked list. Since then, a number of new rounds have been added to the game as part of the Season 2 and Season 3 updates. In addition, most rounds now have at least one variant, with alterations to obstacles to keep players on their toes.

I’m hopeful that Fall Guys will have a strong future. With releases planned for Xbox and Switch this summer, and a fourth season coming between now and then, developers Mediatonic are still working hard. But as we noted last time, player numbers have dropped significantly – by as much as 95% on PC – in a little over half a year, so new owners Epic Games have their work cut out to revitalise Fall Guys in 2021.

Fall Guys is coming to Nintendo Switch this summer.

There are presently 38 rounds in the game, and we’ll look at each of them in turn from worst to best. Some rounds have been greatly improved since I last ranked them, whereas others are now overshadowed by newer rounds that are better! So there will certainly be some changes when compared to my previous list.

Before we go any further, a note about team rounds. In order to avoid being too repetitive, let’s get this out of the way first: success or failure in team rounds is inherently dependent on who you’re teamed up with. Lopsided or unbalanced teams (i.e. 5 against 7) have largely been eliminated from the game via updates – which is great news – but if you’re teamed up with people who aren’t great at the round, who aren’t paying attention, who drop out, etc. it’s going to be much harder to qualify. That’s just the nature of team rounds in a game like Fall Guys, and while it can be incredibly frustrating, it’s also something that can’t be avoided. The reverse can also be true – you can play atrociously only to end up qualifying thanks to being on a strong team. So rather than repeat myself with every single team round, I thought I’d just make this clear at the beginning!

Without any further caveats, let’s jump and dive headfirst into the list.

Number 38: Snowy Scrap (Team)

I appreciate what Snowy Scrap was trying to do, and how the developers clearly hoped to create a round that bypassed some of the issues with Rock N Roll – another round which tasks teams of players to push a large ball. The problem with Snowy Scrap is that the physics engine in use in Fall Guys, as well as the deliberately clumsy characters, are not well-suited to a game which requires precision. In Rock N Roll, the large goal at the end doesn’t require this, but in Snowy Scrap the snowballs need to be aimed at small patches of snow on the ground. The clunky balls are difficult to control so delicately, and it’s just a very difficult round as a result.

Number 37: Door Dash (Race)

Last time I ranked Door Dash as the worst round in the game… and nothing has been done to address any of its issues in the patches and updates since. Its combination of being fast-paced yet random means that a single unavoidable mistake – because which doors are real and which are fake is completely random and unknowable – can often mean failure to qualify. It’s a round where, if luck is on your side, you’ll breeze through. If not, however, you’re in trouble. A lot of the rounds in Fall Guys require at least a modicum of skill; Door Dash doesn’t. If you can run and jump, you can play this round just as well as the best players in the world.

Number 36: Fruit Chute (Race)

There’s nothing wrong with the premise of Fruit Chute, which sees players run on a treadmill while obstacles are being fired at them. But it’s an incredibly unforgiving round, and in most cases a single collision can be enough to knock you right out of contention. It’s also a round where not much has been changed, and the variant which added mallets (to sling players forward up the track) doesn’t really seem to help, as landing awkwardly can still mean qualification is out of reach. A fun round, for sure, but horribly unforgiving.

Number 35: Royal Fumble (Finale)

Royal Fumble has slipped way down my list compared to last time for one simple reason: it hardly ever shows up any more. It’s hard to say anything about a round that seems to have dropped off the face of the earth, and I almost took it entirely out of contention. The premise is fine – whoever is in possession of the one single tail when the timer runs out wins the crown – but if, for whatever reason, it’s no longer being used very often, then it can’t be ranked any higher on the list.

Number 34: Tip Toe (Race)

Another round that hasn’t seen any improvement since last time, Tip Toe is another that can be very unforgiving and random. It’s impossible to tell which tiles are fake and which are real without jumping on them, and if you’re unlucky enough to fall near the end, by the time you’ve respawned the round can be over. Because Tip Toe shows up later (usually it’s at least the third round) players are cautious, wanting to qualify for the finale, so it can drag out if no one is willing to try stepping on the next tile. The addition of a mallet in one variant does basically nothing, because even if you jumped perfectly and got hit by it, chances are you’d still land on a tile that will fall away.

Number 33: See Saw (Race)

See Saw sees perhaps the biggest fall from grace since I wrote my first list. Back then I said that it was “a ton of fun, and deceptively tricky.” And that’s true – See Saw can be fun, but one thing I’ve come to realise is just how unfair it is. Players who spawn in at the front of the pack have a far bigger advantage than I realised, and it’s often the case in See Saw that two or three players manage to qualify way before everyone else simply because they had a straight shot to the finish line. However, See Saw is usually a forgiving round, meaning a fall or two doesn’t usually knock you right out of contention. I still like it and have fun with it, but the unfairness is definitely noteworthy!

Number 32: Jump Showdown (Finale)

Jump Showdown is – I think – the finale where I’ve won the most crowns! But it’s quite random when compared to all of the other finales, and it’s possible to lose simply because of where you spawned in at the beginning. When a couple of platforms have fallen away, you can end up in the wrong place simply by chance, and thus I stand by what I said last time: that’s poor for a finale.

Number 31: Rock N Roll (Team)

Rock N Roll usually sees all three teams make identical progress pushing their giant ball through a short obstacle course, and that’s the part of the round that could really use some attention and improvement. Once the balls drop it’s a short run to the goal at the bottom, and this round invariably descends into which team can hold up the others better. I also feel that there’s a disadvantage to being in the middle lane, simply because you have players from both sides who could jump in the way and hold you up. It’s preferable to Snowy Scrap, though!

Number 30: Jinxed (Team)

I hadn’t played many rounds of Jinxed when I ranked it last time, but it seems to come up more often now. It’s okay, and the level is well-designed. It’s a very fast-paced round, better suited to larger teams, but because of the way it starts – with one “jinxed” player per team – it can get lopsided fast if one of the jinxed players isn’t paying attention (or just isn’t very good!) It’s okay, though, and we’re getting into the part of the list where none of the rounds are all that bad, just overshadowed by some that are better!

Number 29: Perfect Match (Logic)

I ranked Perfect Match much higher up the list last time. I enjoy it a lot, and in a game that can be very hectic it’s a refreshingly different offering. However, it’s also a round that invariably ends up eliminating practically nobody. I don’t want to attach the label “too easy,” but it’s hard to know what else to say about a round where 30 out of 31 players qualify. A variant has been added that randomly shoots obstacles at the course, and that helps a little, but right now Perfect Match is an outlier. If it remains the case that it doesn’t eliminate many players, including it is going to end up feeling like a waste of time when it appears. That’s a shame, because in theory I like Perfect Match – it just doesn’t work so well at the moment.

Number 28:Pegwin Pursuit (Team)

The robo-penguins that you have to catch in this game are cute, and the concept is fun. You’ve probably figured out by now that I’m not wild about a lot of the team rounds, and in a way I’d like to see a solo variant of this round as I think that could be fun. If there were, for example, five fewer penguins than players (10 penguins in a 15-player round, and so on) maybe that would work. It’s fine, though, and worked well during the winter-themed Season 3.

Number 27: Team Tail Tag (Team)

Team Tail Tag has one of the best-designed levels, and it’s one that could work well for a whole range of different games. It has ramps, conveyors, slippery slime ramps, mallets… lots of different “terrains” and obstacles. It’s also the only round where I’ve seen four teams instead of two or three! The tail tag concept is fun, and pretty easy to get to grips with. A fun middle-of-the-road round that I don’t really have anything else to say about.

Number 26: Tail Tag (Hunt)

As I said in my previous list, the non-team version of Tail Tag works ever-so-slightly better, in my opinion, because victory or defeat is in your own hands. The map is perhaps slightly less fun, though it has spawned at least one variant with large fans that does mix things up a little. Tail Tag is the one round where what you do at the beginning does not matter in the slightest; it’s won or lost in the last few seconds. That keeps it exciting all the way along, and I appreciate that about it. It’s also on a fixed timer so there’s no waiting around!

Number 25: Hex-A-Gone (Finale)

Hex-A-Gone is fine. It’s a solid finale that does what it says it’s going to do! I’ve seen some players who seem to have very elaborate Hex-A-Gone tactics, including dropping way down to the final layer to make holes in the hopes that other players will fall straight through! I like that it’s a round that inspires some degree of tactical thinking; you can’t just run around and hope for the best.

Number 24: Fall Ball (Team)

I mentioned above that the physics of Fall Guys makes controlling large balls difficult, and while that was frustrating in Snowy Scrap it’s a big part of the fun of Fall Ball. Even after playing many times, I’m still crap at it. But it’s fun, and it’s a change of pace when compared to a lot of the other team rounds. It actually requires a degree of teamwork to qualify – just running around only considering yourself can leave your goal exposed or leave teammates without support, so it’s another round that can be played tactically.

Number 23: Hoarders (Team)

Hoarders is a pretty hectic round, and another that requires players to control large balls. Luckily in this case the objective is just to keep as many as possible in an entire third of the map, which is much easier than scoring a goal or rolling in a specific area! As with Tail Tag, who’s winning at the start doesn’t matter; there are only a few balls so it’s possible to pull off a recovery even at the last second. In that sense it’s a round that never lets up.

Number 21 (tie): Egg Scramble & Egg Siege (Team)

I’m putting these two together because for all intents and purposes they’re the same round. The level design is slightly different – with Egg Siege adding a medieval theme and drawbridges, as well as deeper “nests,” but the changes aren’t substantial enough to make the rounds play any differently from one another. I like both, and the addition of golden eggs alongside regular eggs adds an extra dimension to the rounds. They’re fun and often fast-paced – the only time either are less fun would be when there are only a few players per team. One round I played only had four players on each team, and I think that’s too few!

Number 20: Hoopsie Daisy (Team)

I think we’ve come to my favourite team round! I just love the jumping and diving, and the hoops are just large enough to make a good target without being too big or making it too easy. The addition of golden hoops, and mixing up some of the obstacles on the map, gives Hoopsie Daisy an additional dimension, and I always smile when it crops up. Unless your team falls way behind and stays there, it’s usually competitive right up to the last second, too.

Number 19: Jump Club (Survival)

I prefer Jump Club to its finale cousin for the simple reason that it’s less random. It’s still possible to screw up and fail to qualify, but usually that’s because of a self-inflicted mistake, and not because of the way the round was designed. Otherwise it’s a pretty simple concept – jump over the spinning beam without getting caught by the larger one above it. Hang on long enough while other players get knocked into the slime and you qualify! It’s a round that usually doesn’t drag on too long, either because a lot of players get caught out, or because the beams speed up!

Number 18: Roll Out (Survival)

If there were only the original version of Roll Out it would surely rank lower down the list. That’s because, as I noted last time, that version of Roll Out can take a long time to play out because most people have got the hang of it! But there are two new variants that completely mix it up. In one, two of the five rotating cylinders are gone, meaning there are more players packed into a smaller space. In the other, fruit obstacles are fired at random, knocking players down. These new variants massively improve the round.

Number 17: Wall Guys (Race)

Among the racing rounds, there really isn’t anything quite like Wall Guys. In a way it’s partly a game of logic, trying to piece together the best route across the platforms to scale the walls. But it’s also a round that requires good jumping, diving, and aiming reflexes. A second variant adds in giant fans, which certainly mixes things up. It’s not an easy round by any means, and sometimes positioning a platform in just the right place can mean someone else jumps on it first – but that’s part of the game!

Number 16: Freezy Peak (Race)

Freezy Peak is a fun obstacle course with several sections offering a variety of challenges. The hardest part (at least for me) is getting the timing right to jump across the fans, using the updraft to cross a gap. It’s not easy, but it’s a cleverly-designed round and I appreciate that it offers a lot of variety. It could easily be repurposed to become a finale, with the first person reaching the summit winning a crown!

Number 15: Hoopsie Legends (Hunt)

Hoopsie Legends is the solo variant of Hoopsie Daisy, and it’s great fun. The challenge doesn’t only lie in jumping through the hoops, but also in getting to them ahead of other players, and in moving platforms to just the right place. The map itself is perhaps a little bland, with only the central drawbridge area offering any variety. My only real point of criticism, though, is that in a round where the objective is to score six points, having a few golden hoops that are worth five points each can make it quick and easy for some players to reach the target. It might be better if these were only worth two points.

Number 14: Thin Ice (Finale)

Thin Ice is a slightly better variant of Hex-A-Gone, and that’s really all there is to say. After standing on the hexagon-shaped ice tiles for a couple of seconds, they crack and disappear, dropping players down to the next layer of ice. It’s possible to do well at Thin Ice by taking it slow and focusing on one section of the level. When it gets down to the final layer and a lot of holes, well that’s when it gets hectic! It’s also the finale where I’ve seen the most players – 18 on one occasion, and 15-16 several times.

Number 13: Snowball Survival (Survival)

This is a fun round, and a well-designed level. Two giant snowballs roll across the bowl-shaped map at random, sometimes bouncing off one another. There are patches of ice that crack and fall away, and patches of solid ground. Getting hit by a snowball sends players flying in all directions, and the challenge is in jumping out of the way in time! It’s also a round that can, on occasion, eliminate a large number of players.

Number 12: Fall Mountain (Finale)

Fall Mountain makes for a great finale because it’s fast-paced. It’s a race to the top – while giant balls are being shot down the mountain at you – and whoever makes it and grabs the crown wins. Victory or defeat is entirely in your own hands – quick reflexes are needed to avoid the balls and swinging mallets, and to jump at the right moment to grab the crown. Though it’s kind of basic as far as obstacle courses go, it’s great fun.

Number 11: Slime Climb (Race)

I’m still awful at Slime Climb! More often than not I wind up eliminated through a mistimed jump or by getting knocked over by one of the many different types of obstacle! But as a pure obstacle course it has everything: rolling balls, swinging mallets, slippery slopes, pushing platforms… the lot. And a few different variants have been added, changing up some of the obstacles to keep players on their toes. In terms of the way the level is designed it has to be one of the best in the game – even though I absolutely suck at it.

Number 10: The Whirlygig (Race)

I like what The Whirlygig has to offer, and the fact that a couple of different variants have sprung up keeps it fresh and interesting. I’ve pretty much nailed my tactics for this round, and even on my worst days I can still expect to make it to the finish line! The rotating fans offer a different kind of obstacle, and getting the timing right to avoid getting hit is the key.

Number 9: Gate Crash (Race)

I’m not doing individual awards, but if I were, Gate Crash would win “most improved!” Last time I said that it was too unforgiving, but maybe I’ve just got better at it since then. Regardless, the addition of moving obstacles seems to have helped, and Gate Crash has one of the best final stretches of any round – with a slippery slope leading to a jump. Getting that right requires a bit of skill and the right timing, something that can be tricky!

Number 8: Dizzy Heights

Dizzy Heights now has several different variants to spice things up, including one where its signature spinning platforms have been removed in the middle section! These variants keep it fresh and interesting, as you’re never sure which version will be selected. It’s a fun round, and one which can be difficult, especially toward the end. Those three rotating discs spinning in opposite directions – with balls being shot at you – are difficult to navigate!

Number 7: Big Fans (Race)

I utterly detested Big Fans the first few times I played it! That was because I couldn’t get the timing right to successfully jump between the spinning platforms! But the more I’ve continued to play it I’ve come to appreciate what it has to offer, and while there really isn’t much variety – except on the variant that introduces spinning beams – it’s nevertheless a fantastic, cleverly-designed round that’s incredibly tricky to get to grips with.

Number 6: Roll Off (Finale)

Roll Off is what Roll Out should have been! Where the original version of Roll Out can take a long time to eliminate players, Roll Off speeds up, and the rising slime leaves less and less solid ground available. It’s a truly fun take on Roll Out, massively improving on that round’s gameplay. I just wish, in a way, that it wasn’t a finale so that it would crop up more often!

Number 5: Ski Fall (Race)

The concept of Ski Fall is just fantastic. Jumping and diving through small target rings while slipping down an icy slope makes for a deceptively challenging round, and it’s easy to mistime a jump or bounce off an obstacle and completely mess up! However, it’s also forgiving enough that a mistake or two won’t knock you out of contention altogether most of the time, which is great. Tricky but great fun is how I’d describe Ski Fall.

Number 4: Hit Parade (Race)

Last time, Hit Parade was my winner. It’s slipped down a few places this time, and if I’m being really honest the reason why is that I’ve played it so many times. There are some great variations that have been introduced that have kept Hit Parade fresh, and I still feel that, when considering pure obstacle courses, it beats out many other rounds – especially those which only consist of one type of obstacle! And it’s still great fun, don’t get me wrong… but a couple of newcomers have arrived to topple its crown.

Number 3: Block Party (Survival)

I still absolutely adore Block Party. This timed round sees players standing on a short platform having to run out of the way of walls that come racing toward them. There are some beams to jump over, too. It’s a tricky round that keeps you engaged until the very last second, and it gets progressively difficult as the timer ticks toward zero. My only criticism would be to say that, of all the rounds in the game, Block Party is perhaps the easiest in theory to mix up with new variants, as changing which beams and blocks come and at what time shouldn’t be too difficult. Yet there aren’t many variants that I’ve seen – perhaps two or three.

Number 2: Knight Fever (Race)

So now we come to the top two, and just missing out on the top spot is Knight Fever. This amazing obstacle course has so much going on that I hardly know where to start. There are platforms with holes in, cylindrical platforms with fast-moving spikes that knock you off, crushing cylinders and blocks, and drawbridges. There are several variants, too, which introduce see-saws, fans, and change the timings of the drawbridges. There’s just so much going on that Knight Fever is a wild ride from start to finish, and always keeps me on my toes!

Number 1: Tundra Run (Race)

My number one pick this time is Tundra Run. It was a close call between this and Knight Fever, because both are excellent, varied obstacle courses. But as I thought about it some more, Tundra Run has to take the top spot. As above, it offers a range of different obstacles and terrains, with the icy sections being slippery and difficult to navigate. But it’s so much fun, and incredibly hectic. There’s so much variety that each section feels almost like a new level, and it’s not easy to make it to the finish line!

So that’s it! We’ve put all of the rounds into a list again… one that will be out-of-date as soon as Season 4 rolls around!

I took a break from Fall Guys over the holidays, but after picking it up again last month I’ve been having a whale of a time. I often say that, when it comes to video games, I prefer something with a good story that I can play alone. Fall Guys has reminded me that enjoyable gameplay matters too, and that there’s still value in something unique, silly, and fun. There aren’t that many games like Fall Guys where I sit down to play simply for the enjoyment of playing – not because I’m chasing achievements or following a story.

I’m keeping my fingers crossed for Season 4 being fun with its futuristic theme, as well as for successful launches on Xbox and in particular on the Switch later in the year. Fall Guys deserves to have a great future with many more updates and more content to come – and I’m still hopeful that it can, despite the significant drop in player numbers since launch.

If you haven’t tried Fall Guys yet… well I guess this list won’t have made a lot of sense! But the game is available on Steam and on PlayStation 4, and as mentioned, Xbox and Switch releases are coming. It was suggested – or at least hinted at – that it may go free-to-play in future, so watch this space. But if you ask me, it’s a steal at £15.

I won’t immediately re-rank the rounds when Season 4 arrives, but stay tuned for more Fall Guys-related articles and posts, especially if we get any significant news regarding the game’s future. Perhaps I’ll see you out there, pushing you out of the way to grab a crown!

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

Star Trek: Strange New Worlds – Five new cast members join the series!

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds. The video referenced in this article can be found below.

No sooner had I published my article making a few preliminary predictions (alright, guesses) for Strange New Worlds – my first piece on the upcoming series since July last year – than ViacomCBS dropped the biggest news so far about the latest Star Trek show! What an odd coincidence, eh?

The short video confirmed the rumour that the series has officially started production in Toronto, which is fantastic news. There had been speculation that filming had started, but there were also competing rumours that production hadn’t yet begun, so getting confirmation on that is great. It also firmly debunks the lie spread through some anti-Star Trek groups that the series (and other upcoming Star Trek productions) were cancelled or not going ahead!

In addition to the news that the series was officially in production, we also got to meet five new members of the Strange New Worlds cast. We’ll very briefly look at each in a moment, but first let’s assess the group as a whole.

Firstly, those of you who are good at maths will have worked out that the addition of five new cast members brings the total for Strange New Worlds’ main cast to eight. Discovery had seven during Season 3, and Picard also had seven during its first season, so eight characters is not completely out of the ballpark for a modern Star Trek production! In a series that will almost certainly run somewhere from 10-15 episodes, eight major characters is probably about the maximum number that Strange New Worlds could get away with, though.

Picard Season 1 dedicated several of its episodes and large portions of its runtime to its new characters, and while that was great and generally done very well, it meant that when we got to the season finale and rushed through a huge amount of story (leaving a number of things unresolved) some of that felt wasted. In short, what I’m trying to say is that today’s Star Trek shows have fewer episodes per season than they used to in decades past, and a shorter runtime naturally means you can fit in fewer stories – and arguably fewer major characters. Eight feels like a comfortable fit – but I would be wary of trying to cram in too many more!

Notable by her absence was Amrit Kaur, who played Cadet Sidhu in the 2019 Short Treks episode Ask Not. At the end of that short story, Cadet Sidhu was assigned to a role in engineering aboard the Enterprise, and while it was presented as a standalone story, by introducing a character in that manner, with Strange New Worlds clearly in mind at the time the episode was made, it felt like a deliberate move. Ever since the series was announced last year I felt relatively certain that Sidhu would be back, and while it’s possible she will be included in a future announcement, or reappear as a guest star, I admit I was a little surprised not to see her included here.

The cast members who we briefly met continue Star Trek’s longstanding tradition of diversity in its main characters. Babs Olusanmokun was born in Nigeria. Christina Chong is of mixed Chinese-English ancestry. Celia Rose Gooding is African-American. Melissa Navia is Colombian-American. And Jess Bush is Australian. Quite the mix!

The cast will have more women than men for the first time in the franchise’s history, which is certainly very interesting. On-screen representation continues to improve, and Star Trek has had a long and proud tradition of these big, diverse casts. Strange New Worlds continues that tradition, and the cast looks to be shaping up very well.

I’m afraid that I’m completely unfamiliar with all five of the new faces, though several of them have had roles in films and shows that I’ve heard of or seen parts of, so that’s good. The new cast members will have the opportunity to grow into their roles without bringing too much baggage with them, which is one benefit to bringing on board new faces.

We don’t yet know what roles any of the five will play. Surely we can expect to find at least one non-human in there, but which of them will take on that role and in what capacity is something we still don’t know. Every Star Trek series to date has introduced us to new alien races, as well as brought at least one new alien race into its main cast, and I see no reason why Strange New Worlds won’t do the same.

The final point of note is that, of the characters from The Cage, who were officers aboard the Enterprise under Pike’s command, none of them seem to fit with the new cast. Perhaps Yeoman Colt could be the character one of the new female leads is taking over, but none of the new cast fit with characters like José Tyler, Dr Boyce, or other officers present in that episode. I’ve said several times that I was sure Strange New Worlds was not simply going to recast everyone present in The Cage, and that the creative team would surely want to add in their own new characters, but it’s still worth noting that it doesn’t seem at this stage that any of those original characters are returning in a major way.

So that’s about all I have to say, really. By sheer coincidence this announcement came a few hours after I published my preliminary Season 1 predictions, which is kind of amusing! Hopefully we’ll learn soon what roles these folks are going to play. It looks like a fun group, and unless there’s some shocking announcement to come – like a returning cast member from a previous Star Trek series, or the inclusion of a Hollywood superstar – it feels like this announcement has rounded out the main cast. Eight major characters is more than enough for a series like this, though hopefully we’ll see a few secondary characters given screen time and development as well.

Strange New Worlds is off to a decent start, and I’m looking forward to the moment when I’ll be able to sit down and watch it! Stay tuned, because if we get any more information about the show, the characters, or anything else of note, I’ll be sure to take a look.

Hit it!

Star Trek: Strange New Worlds will be broadcast on Paramount+ in areas where the service is available. Further international distribution has not yet been announced. The Star Trek franchise – including Strange New Worlds – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.


Here’s the full video:

Why is everybody so surprised that future Bethesda titles will be Xbox/PC exclusive?

A few months ago I briefly touched on the Microsoft buyout of ZeniMax – parent company to Skyrim developer Bethesda. The deal, which was announced back in September last year, has finally gone through after months of behind-the-scenes legal wrangling, meaning that Microsoft now officially owns Bethesda Softworks, its subsidiaries, and all of the games they’ve developed and produced. This is a significant acquisition for Microsoft, and looks sure to shake up the games market – at least the single-player games market! It will also certainly provide a big boost for Xbox Game Pass, which has already been touting the arrival of Bethesda’s back catalogue to the service.

Almost all Bethesda titles for at least a decade have been multiplatform, with releases on Sony’s PlayStation consoles and some select releases on Nintendo hardware too, and those games aren’t going to be taken away. Microsoft has also pledged to honour existing contracts for upcoming titles, meaning that both Deathloop and Ghostwire: Tokyo will still have timed exclusivity on PlayStation 5. After that, however, we can expect to see future titles arrive exclusively on Xbox Series S/X and PC.

Ghostwire: Tokyo will still be a timed PlayStation 5 exclusive.

Some games industry commentators seem taken aback at this notion, asking with mouths agape if Microsoft will seriously make upcoming Bethesda projects like Starfield and The Elder Scrolls VI Xbox/PC exclusive. To those folks I ask a simple question: really? This seems like a surprise to you?

Microsoft paid $7.5 billion for Bethesda, and for that huge investment they’re going to want a lot more than a few new titles in the Game Pass library. Exclusive games sell systems, and in 2021 exclusive games drive subscriptions too. Microsoft fell way behind in the last generation as the Xbox One was massively outsold by the PlayStation 4, and a lack of decent exclusive games was a huge factor in explaining why that was the case. Microsoft has tried to rectify the situation by acquiring Obsidian Entertainment, Compulsion Games, Playground Games, Ninja Theory, and other studios, and guess what? Those studios now make games for PC and Xbox only. Some of these investments will take time to pay off, but as the new console generation rolls into its second and third years, I think we’ll see a big push from Microsoft with some of these new exclusive games.

Expect to see future Bethesda titles be Xbox/PC exclusive.

Titles from Microsoft-owned franchises like Halo, Gears of War, State of Decay, and standalone games like Sea of Thieves aren’t going to be released on PlayStation (or Nintendo) so I’m afraid that people are getting their hopes up if they expect to see future Bethesda titles on any other platform. Microsoft wouldn’t have spent such a huge sum of money not to capitalise on their acquisition, and while in the immediate term nothing is going to change, give it a couple of years when Starfield is ready, The Elder Scrolls VI is preparing for launch, and Bethesda are working on new entries in the Fallout or Doom series and you can guarantee they will be Xbox/PC exclusive.

Sometimes I sit down to read through opinion and commentary by other games industry writers – including some pretty big names – and I’m surprised how they can get it so wrong. It seems naïve in the extreme to be banking on any future Bethesda title – including huge ones like The Elder Scrolls VI and a potential future Fallout title – to be anything other than exclusive to Microsoft’s platforms. That’s how these things work, and it’s why Microsoft was willing to get out their wallet in the first place.

I wouldn’t bet on being able to play Starfield on your PlayStation 5.

Though it may seem “unfair” to lock games to a single platform (or pair of platforms, in this case) it’s how the industry has operated since day one. Nobody got upset about Marvel’s Spider-Man being a PlayStation 4 exclusive, even though that game wasn’t made by Sony, but rather one of their subsidiaries. It was just expected – Insomniac Games make PlayStation titles, just like 343 Industries make Xbox titles. Bethesda’s acquisition means they join Team Xbox. It may not be great fun for PlayStation gamers who had been looking forward to a future Bethesda title, but that’s the reality of the industry.

Be very careful if you hear an analyst or commentator saying that they believe Bethesda titles will still come to PlayStation. Rather than getting your hopes up or setting up false expectations, it may be better to plan ahead. If Starfield or The Elder Scrolls VI are games you’re dead set on playing, consider investing in Xbox. The Xbox Series S is a relatively affordable machine at £249/$299, and if you only need it for a couple of exclusives that you can’t get elsewhere it could be a solid investment – certainly a lot cheaper than a gaming PC.

The Xbox Series S might be worth picking up.

Despite all of this, I still feel Sony has the upper hand in the exclusives department, at least for now. It will be a couple of years or more before Microsoft can fully take advantage of their new acquisition, and other titles from developers like Obsidian – who are working on a game that looks superficially similar to The Elder Scrolls series – are also several years away. Sony, on the other hand, has games out now like Spider-Man: Miles Morales and the Demon’s Souls remake, as well as upcoming titles like God of War: Ragnarok and Returnal to draw players in. Microsoft is still pursuing a frankly bizarre policy of making all Xbox Series S/X games available on Xbox One for the next year or so, so for exclusive next-gen gaming in the short term, Sony is still the way to go.

I remember when Microsoft entered the home console market for the first time in 2001. A lot of commentators at the time were suggesting that Microsoft were buying their way in, that they would throw their wallet around and other companies would find it hard to compete. It never really happened, though, at least not to the extent some folks feared. The acquisition of Bethesda is a big deal, but Bethesda and all its subsidiaries have published only around 20 games in the whole of the last decade, so in terms of the wider gaming market, and considering how many games there will be on PC, Xbox Series S/X, and PlayStation 5 in the next few years, it’s a drop in the ocean.

That doesn’t mean it won’t sting for PlayStation fans who want to play Starfield or The Elder Scrolls VI, though. Better start saving up for an Xbox!

All titles listed above are the copyright of their respective studio, developer, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Preliminary Star Trek: Strange New Worlds Season 1 predictions

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

It’s been a while since we looked at Star Trek: Strange New Worlds, the upcoming Captain Pike series. But with production on Season 1 seemingly imminent – or perhaps having already begun, depending on what sources you use – I thought it would be fun to look ahead to what the first season of the show may hold.

At this stage, Strange New Worlds has only been commissioned for a single season. However, I would be absolutely stunned if we didn’t get an announcement preceding its Season 1 premiere that it had been renewed; this is the pattern ViacomCBS has had with both Discovery and Picard. I’m hoping, then, that Strange New Worlds will become an ongoing series, perhaps following Discovery’s path and running for four seasons, five, or even more. There’s certainly enough potential content for the show to get through, and while being a prequel is a constraint in some respects, that didn’t stop Discovery, Enterprise, and even the Kelvin films finding new and different stories to tell.

The USS Enterprise.

Just as I did for Discovery Season 4 and Picard Season 2 I’m going to make a few guesses – which I’m officially terming “preliminary predictions” – for Strange New Worlds Season 1. My usual caveat applies – I have no “inside sources,” nor am I claiming that anything listed below will definitely happen. These are guesses – educated guesses in some cases, perhaps, but guesses nevertheless.

Without further ado, let’s jump into the list!

Number 1: The uniforms will be redesigned.

Captain Pike’s gold uniform as seen in the Discovery Season 2 episode Brother.

With the exception of Star Trek: Voyager, every Star Trek series to date has introduced new variants of the Starfleet uniform for its crew. While we have seen Anson Mount and Ethan Peck sporting their Discovery uniforms in recent promotional spots for Paramount+, I’m not convinced that Strange New Worlds won’t at least tweak that design.

And perhaps that’s all it will be – a minor tweak or alteration of the uniforms worn by the Enterprise crew in Discovery. But we could see a more radical change, perhaps one designed to bridge the gap between Discovery-era uniforms and those seen in The Original Series. We could see, for example, the high collars scrapped in favour of the crew neck style seen in The Original Series.

Red uniform variant seen in the Short Treks episode Ask Not.

The uniforms worn by the Enterprise crew in Discovery were little more than recoloured versions of the Discovery uniforms, and if you look closely, you can see the detailing around the shoulder and down the sides. In my opinion, though these uniforms were preferable to Discovery’s all-blue look, they ended up looking like dyed Discovery uniforms rather than their own thing. This is something that could be addressed, even if only by making small changes to some of the detailing and stitching.

Regardless, I think that when we start to see promos for the new series, one thing we’ll notice is some kind of new uniform variant.

Number 2: Cadet Sidhu will be part of the Enterprise crew.

Cadet Sidhu.

The 2019 Short Treks episode Ask Not – whose writer, Kalinda Vazquez, is now writing a Star Trek film – brought back Captain Pike. But it also introduced us to a Starfleet cadet, and at the end of the action-packed, uplifting story, she was assigned to a role under Pike’s command aboard the Enterprise.

Almost any story could have been chosen to bring back Captain Pike for a mini-episode, but Ask Not spent most of its time setting up Cadet Sidhu’s character. She has a potentially interesting backstory, being the sole survivor of a Tholian attack, and as a young, talented cadet she could fill a fairly typical Star Trek role in the new series.

Captain Pike with Sidhu in the Enterprise’s engineering section.

We’ve seen the “young and eager” role filled by characters like Harry Kim, Sylvia Tilly, and even Wesley Crusher in past iterations of the franchise, and having someone like that presents a contrast with older, more experienced characters like Captain Pike and Number One. Cadet Sidhu also has a husband, who could potentially be a recurring character, and her background with the Tholians suggests she may not be quite as naïve and inexperienced as other cadets, potentially giving her more to say and do.

Of the main cast that we know of at this stage, all three roles are played by white American actors – Anson Mount as Pike, Ethan Peck as Spock, Rebecca Romijn as Number One. Every Star Trek show going back to The Original Series has proudly shown off a diverse cast, and bringing in someone of Indian heritage would be great. Amrit Kaur, who plays Sidhu, would be the first person of Indian heritage to be a main cast member in the history of the franchise, which would be groundbreaking in itself.

Number 3: There will be a non-Starfleet crewmate.

Cleveland Booker in Season 3 of Discovery.

One of the best things Discovery Season 3 did was introduce the character of Cleveland Booker. Book served as our guide to the 32nd Century in some ways, but also shook up the rigid hierarchy of the Starfleet crew by offering an outside perspective.

Several Star Trek shows have experimented with non-Starfleet characters in various roles, and aside from Book I’d point to Quark in Deep Space Nine and even, to some extent, Neelix in earlier seasons of Voyager as successful examples. I don’t expect Strange New Worlds to put together a Picard-style team where no one is a serving Starfleet officer, of course, but bringing in one major character who exists outside of the ship’s command structure would be potentially interesting.

Neelix in Star Trek: Voyager.

There are many ways this could be done, and many different roles such an individual could occupy. I’m thinking perhaps of a chef-type role, maybe someone who oversees the mess hall and is friendly with the crew. But there’s also potential to bring in an alien character who is perhaps aboard the ship as an observer or diplomat.

The possibilities are open-ended – as is almost everything with Strange New Worlds – but I certainly think that bringing at least one “outsider” into the crew can be a great storytelling device, one which could take the show to different thematic places.

Number 4: There will be a significant callback to Star Trek: Enterprise.

The NX-01 Enterprise.

Aside from a couple of Okudagrams and throwaway lines, modern Star Trek has essentially ignored Enterprise. The franchise’s first prequel currently feels disconnected from the rest of the franchise; cut off in the 22nd Century all by itself. There’s potential for Strange New Worlds to rectify this, and having a significant crossover with Enterprise would be something fun to see.

A few months ago I suggested that the Andorian Shran or main character T’Pol from Enterprise could still be alive and active in the era in which Strange New Worlds is set. Either character – or both – could thus cross over and appear in the new series. That would be a hugely significant moment, as it would firmly tie in Enterprise with the ongoing Star Trek franchise.

Sub-commander T’Pol.

Discovery could have done something similar to pay homage to Enterprise in either of its first two seasons, but with the show now set far in the future, any crossover potential has gone away. Strange New Worlds is currently the only 23rd Century series, and while the untitled Section 31 show or a future series may share the setting, that’s hardly a sure thing. So if the creative team at ViacomCBS want to bring up anything from Enterprise any time soon, this is by far the best place to do it.

If a main character crossover isn’t on the cards, there are still myriad other ways to acknowledge Enterprise in a major way. We could see Pike and the crew revisit a location first seen in Enterprise, or see the return of races like the Denobulans, Suliban, or Xindi, none of which have ever been mentioned outside of Enterprise.

Number 5: Ash Tyler will return.

Ash Tyler.

Of Discovery’s main cast from Seasons 1 and 2, only Ash Tyler didn’t travel into the future with Burnham and the rest of the crew. He remained in the 23rd Century, and at the end of the Season 2 finale we learned he would be appointed head of Section 31. It’s been assumed ever since (not only by me but by other fans and theory-crafters) that Tyler was intended to appear in the upcoming Section 31 series. However, as we recently learned, that show may be on hold for at least the next couple of years.

Ash Tyler’s story arc across Discovery’s first two seasons is arguably complete. He came to terms with what happened to him, his transition from Klingon to human and the two sides of his personality that created. He also went on a rollercoaster ride in terms of his relationship with Burnham. But there’s still a lot of potential in Tyler, and one thing in particular that leads me to believe that he could – in theory – have a role to play in Strange New Worlds.

Is this Ash’s brother? His cousin?

The character above is José Tyler, one of the original officers under Pike’s command in The Cage. Now I’m not expecting everyone we met in The Cage to be recast and appear in Strange New Worlds, but the possibility of a family connection between José and Ash seems like it could be fun to explore. Perhaps they’re brothers or cousins. If so, how would José react to the fact that Ash isn’t really Ash any more? That could be a huge source of conflict, and putting the two characters together to work through that might be a story worth telling.

Ash Tyler could also be part of a Section 31-related story, or even a story that sees the Enterprise picking up the last remaining pieces of the battle against Control. Ash shares a secret that only Pike and the Enterprise crew know – what really happened to the USS Discovery. As the head of Section 31, might he leverage that against Pike somehow to force him to take on a dangerous mission? There are, once again, almost an unlimited number of ways Ash Tyler could be used in the context of the new show. I doubt he’ll be a major starring character, but having him back for an episode or two seems a real possibility.

Number 6: The Enterprise will make first contact with a familiar race.

A Cardassian spy seen in The Next Generation.

One of the promises Strange New Worlds has made is that it will be a return to the kind of Star Trek that The Original Series, The Next Generation, and Voyager did so well, with stories focusing on exploration. Over the course of those series, the captains and their crews made numerous first contacts with alien races, and if Strange New Worlds is to make good on its premise, making at least one first contact seems inevitable.

If we look at Enterprise as the other major Star Trek prequel series, we saw first contact with established races like the Klingons, Romulans, and even the Ferengi – though Archer didn’t know who he was meeting in that last case. The point is, Enterprise went back and showed us how humanity first encountered many familiar Star Trek races – and this is something Strange New Worlds could do too.

Enterprise depicted Earth’s first contact with the Romulans, and several other familiar races.

I’ve written about this a number of times here on the website, but I adore Deep Space Nine, and particularly the Bajorans and Cardassians. We’ve never seen the Federation make first contact with either of them, and it could be very interesting to see how it went. The Cardassians would likely still be a militaristic state, but we know that the Bajorans prior to the Cardassian occupation were very different – operating a caste-based society that the Federation would surely disapprove of.

If not the Cardassians or Bajorans, there are many other Star Trek races which had already been contacted either by the time of The Original Series or The Next Generation that we could see Captain Pike and his crew meet for the very first time. Among them could be the Gorn, Tholians, or even a relatively obscure race like the Sheliak, who only appeared in a single episode. In my opinion, making first contact with an established race would tie Strange New Worlds in to the wider franchise, and that’s something that I firmly believe every Star Trek series needs to be doing.

Number 7: Spock will mention Michael Burnham at least once.

Burnham and Spock in the Discovery Season 2 episode Project Daedalus.

Season 2 of Discovery explored in some detail the relationship between Burnham and Spock. They were raised as siblings on Vulcan by Sarek and Amanda, and Burnham appears to have been quite influential in Spock’s life and in his development. At the end of Season 2, Spock stated his intent to travel to the future with Burnham, and while we know that was never going to happen because of his other appearances in the franchise, it indicates how close they were.

Burnham’s loss is akin to a bereavement. Although the final red burst confirmed that she safely made it to the 32nd Century, Spock will never see Burnham again (barring some other time travel story!) so she’s gone from his life. How will that affect him? While Spock may, on the surface, appear to simply brush off the events of Season 2, he went through a heck of a lot. The loss of Burnham may be the worst part, but being accused of murder, having his mind scrambled, travelling to Talos IV, and being hunted by Control will have all taken a toll.

Captain Pike and Spock watch Burnham and the USS Discovery disappear into the future.

Burnham had her “Spock episode” with Unification III midway through Discovery Season 3, so I wouldn’t be at all surprised if Strange New Worlds reciprocates somewhat and gives Spock his own “Burnham episode” – or at least a Burnham moment. Moving on completely as if everything he went through in Discovery Season 2 never happened wouldn’t sit right, so I’m sure there will be at least some reference or acknowledgement of Burnham from Spock.

It may not be a complete story, rather just a line or two of dialogue in which Spock mentions how much he misses Burnham. But I do expect to see some kind of reference or connection. Despite Spock being a long-established character within Star Trek, Strange New Worlds is a spin-off from Discovery, and this version of the character in particular is tied to Burnham very strongly. Making note of that would also be a reminder to the audience that Discovery is Strange New Worlds’ sister show – another of those little ties between ongoing parts of the franchise that I mentioned.

Number 8: Pike will have to deal with the knowledge of his impending accident and disability.

Captain Pike after his accident, as seen in The Original Series Season 1 episode The Menagerie.

Captain Pike not only saw his future at the Klingon monastery on Boreth, but he actively chose to accept his horrible fate in exchange for a time crystal. This happened toward the end of Season 2, and with the battle against Control to prepare for, he didn’t have much time to really stop and think about what that means. But Strange New Worlds will surely slow things down – at least some of the time – giving him pause for thought.

In the moment, Pike did what he needed to do and embraced his dark future. Will he regret that? Will he be worried at every turn, looking over his shoulder for the moment where his accident will occur? If so, who will help him snap out of it? It would be very easy for someone in his position to fall into depression – after all, what he’s going through is akin to being diagnosed with a terminal disease.

Pike sealed his fate in the Discovery Season 2 episode Through the Valley of Shadows.

We have seen Star Trek tackle this subject before, but only in the format of one-off episodes. Having a main character who is aware of his impending health collapse and disability could be something that’s absolutely worth exploring. In a way, I can relate to Captain Pike. Over the last decade or more I’ve seen my own health gradually decline, and while it isn’t quite the same thing (Pike’s accident takes him from full health to total disability in a heartbeat) I’ve been in the position of hearing a doctor tell me really awful news, knowing that there isn’t anything I can do to fix it.

Star Trek usually does things by analogy, so rather than Captain Pike being diagnosed with a real-world life-limiting condition, he’s seen a vision of his future disability in a time crystal. But the impact it could have on him from a psychological point of view is comparable, and this could, in my opinion, be a great way for Star Trek to explore the complexities surrounding incurable illness, long-term health conditions, disability, and even terminal illness. There are many, many ways such a story could go, and I’ll be fascinated to see what direction the show takes with this.

Number 9: There will be either a time-travel or parallel universe story.

Kirk’s captured Klingon Bird-of-Prey travelling through time in Star Trek IV: The Voyage Home.

Time travel has been a part of Star Trek going back to Season 1 of The Original Series, and we’ve seen a number of episodes take place in both the past and future. With Strange New Worlds sending Pike and the Enterprise off on a mission of exploration, they could easily encounter any of the temporal phenomena that we know exist out there in space.

I’ve never been wild about time travel in Star Trek, and often the episodes in which it features aren’t my favourites. Using time travel to visit contemporary Earth inevitably dates a story, too – just look at Star Trek IV: The Voyage Home or the Voyager two-part episode Future’s End as examples of that! But just because time travel isn’t my personal favourite story element doesn’t mean it can’t work well, and I wouldn’t be surprised at all to see Strange New Worlds pursue a story of this nature.

Voyager visited ’90s California in Future’s End.

The main candidate when considering time travel has to be the aforementioned contemporary Earth, in this case, Earth circa 2021! But we’ve seen time travel stories set in the 1890s, the 1930s, and even a dark vision of the 2020s! It could also be fun to see the crew shot forward in time, and perhaps having to rely on the help of a time-travelling future Starfleet to get home.

Alternatively we could see a parallel universe story – though hopefully not the Mirror Universe! The Mirror Universe is potentially home to the prime version of Captain Lorca, and rescuing him could be an interesting story. But there are many other parallel universes – including the alternate reality where the Kelvin films are set. Could that set up a crossover with the alternate reality versions of Pike and Spock?

Number 10: The show will acknowledge current events.

The COVID-19 pandemic has been the biggest and most disruptive event in many years.

The big story of 2020 was, of course, the pandemic. But there are other significant ongoing events, such as the issue of race in the United States, that Strange New Worlds could try to tackle. Star Trek, despite what some people want to tell you, has always been a franchise with a keen interest in contemporary events. Going all the way back to The Original Series, Star Trek has used its sci-fi setting to look at real-world events, and I wonder to what extent Strange New Worlds will try to do that.

In a series that aims to be more episodic than other recent Star Trek projects, Strange New Worlds could certainly dedicate at least one episode to looking at a major current event. The pandemic is something we have yet to see appear in fiction in a big way. The issue of race, on the other hand, is something we’ve seen tackled many times in many different ways.

Star Trek has looked at the issue of race relations in the United States before, notably in the episode Let That Be Your Last Battlefield.

A story touching on issues raised by the pandemic could look at, for example, a planetary society suffering from disease, but where a significant number of people refuse to take precautions – something we’ve seen all across the world to varying degrees. Or it could look at the long-term impact of isolation through a character or set of characters who haven’t had any outside contact for a long time.

Any series that plans to look at aspects of the ongoing pandemic has to tread carefully, in my opinion, to avoid appearing to sensationalise current events or to be seen to be exploiting the situation. But as one of the biggest events of the 21st Century so far, the coronavirus pandemic will be explored in art and entertainment many times in the years ahead, and there’s no reason why Star Trek shouldn’t tackle it – provided it does so tactfully.

Number 11: The Klingons will make an appearance.

A Klingon general from Lower Decks.

Federation-Klingon relations went on a rollercoaster in the 23rd Century, to say the least! From ignoring one another to all-out war to a peace conference, the two factions did it all. One thing we have yet to see is the way in which the Klingons changed following the war depicted in Discovery – and no, I don’t mean the prosthetic makeup!

When L’Rell took power at the end of Discovery Season 1, she sued for peace with the Federation, after which Federation-Klingon relations appear to have thawed, at least a little. Yet within a decade or so, the Klingons were once again incredibly antagonistic toward the Federation, with conflicts and battles fought during this era.

Chancellor L’Rell in the Discovery Season 2 episode Point of Light.

Perhaps we could see something happen between the Klingons and Federation to set them on this antagonistic path. Captain Pike has built up some degree of goodwill with the Klingons, but seeing this evaporate would be a potentially interesting story. We could also welcome back Mary Chieffo as L’Rell in a story focusing on the Klingon Empire.

Just like we need to see Section 31 disappear and move underground, we also need to see the Klingons and Federation move apart. Another all-out war is not required, but seeing the situation deteriorate and even the cutting off of diplomatic relations would “reset” the Klingons closer to the way they were in The Original Series.

So that’s it. Ten Eleven preliminary predictions for Season 1 of Strange New Worlds. As I said when the series was first announced, 2022 seems like a reasonable guesstimate for when it’ll premiere, and that was backed up by the news we got a few weeks ago about which shows are in production and how far along they are. So while it’s definitely early to be considering what we might see from the new show, it’s not too early! Who knows, it could be this time next year that Strange New Worlds makes its debut!

Anson Mount has recently featured in the ad campaign for Paramount+.

I hope this was a bit of fun. And just to re-emphasise what I said at the beginning: I don’t have any “insider information,” this is just guesswork from a fan. Nothing more! So don’t get upset if none of what I suggested above ultimately comes to pass!

I’m really looking forward to Strange New Worlds. It seems to be offering more of a “classic” take on Star Trek when compared to recent projects, and I’m 100% there for that! The franchise has expanded, and there’s plenty of room for serialised drama and even animated comedy, but taking Star Trek back to its roots is definitely something I’m keen to see. That doesn’t mean every project should try to do the same thing, but it does mean that Strange New Worlds is close to the top of the list of shows that I’m most excited about!

If we get any major news, casting information, or a trailer be sure to check back as I’m sure I’ll have something to say. Other than that, all we can do is wait!

Star Trek: Strange New Worlds is coming to Paramount+ at some point in the future. International distribution has not yet been announced. The Star Trek franchise – including Strange New Worlds, Discovery, and all other properties 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.

Twelve great episodes of The Simpsons

Spoiler Warning: There are spoilers ahead for the episodes on this list.

At time of writing, the 700th episode of The Simpsons is imminent. Aside from soap operas, which are usually broadcast daily, very few shows come close to reaching that mark. The Simpsons is the longest-running scripted television series in US history, having made its debut in 1989 – 32 years ago! So there must be at least twelve decent episodes, right?

I first encountered The Simpsons in the mid-1990s. The first episodes to be broadcast on terrestrial television here in the UK were in 1996 or 1997, and I recall that it used to occupy the 6pm slot on the BBC. In the late 1990s this would mean it was on right before Star Trek: Deep Space Nine and Star Trek: Voyager, providing a nice little extra as I sat down to my favourite shows!

The Simpsons in its heyday was funny, clever, and a satirical take on the idealistic sitcom families of the 1970s and 1980s. It took television tropes of that era and turned them on its head. It showed a “darker” side of American family life than other shows of its era, with a dysfunctional family at the centre. That edginess held a particular appeal, as did The Simpsons’ style of humour. Some of its nuance and specific America-centric jokes went way over my head in my youth, but I came to enjoy what the fun cartoon had to offer. The fact that The Simpsons was detested by my parents and others of their generation was another great point in its favour! In that sense, perhaps I associate earlier seasons of The Simpsons – which we got in the UK several years after their US premiere – with my burgeoning adolescence. The show came along when I was at that age – having outgrown kids’ cartoons and looking for something edgier and more serious.

It will come as no surprise, then, that the earlier seasons of The Simpsons hold most of my favourite episodes. Despite that, I have watched every season of the show at least once, and while I agree with the general consensus that the quality declined somewhere after Season 9 or 10, most seasons have had decent episodes, and most episodes manage to win a chuckle for the odd good joke, even if the premise or story itself is less fun overall.

Looking at a series that has endured for more than 30 years offers some unique challenges. Is it fair to assess The Simpsons’ overall output; all 700 episodes? If so, the show is undoubtedly mediocre, with far more sub-par episodes than good ones. But if we break The Simpsons down into two distinct eras – its ’90s heyday and then the more recent seasons – we can perhaps be fairer in our assessment. Think of it as comparable to assessing the musical legacy of artists like Bob Dylan or The Rolling Stones. In their heydays, both put out incredible, genre-defining work. But as they kept going and going and going some more, the music they were making became stagnant and its quality dropped. Can we call the careers of either artist mediocre because of a back catalogue overflowing with uninspired work that doesn’t live up to their early successes? I would argue no, both Bob Dylan and The Rolling Stones should be considered musical greats – that their early work defines them, not their mediocre decades. The same should be true of The Simpsons when we come to write its eulogy. It was a great show once. It isn’t any more, but it was once – and it was such a great show that it redefined American humour for an entire generation and spawned a whole genre: adult animation. Without The Simpsons we wouldn’t have Family Guy, South Park, Rick and Morty, or even Star Trek: Lower Decks. It’s an influential series; a landmark in both the history of television and ’90s popular culture.

So without any further ado, let’s take a look at my twelve episodes. For the record, because I know people like to throw tantrums and get upset: I’m not saying that these episodes are objectively the best, nor that they represent the absolute pinnacle of The Simpsons. These are simply twelve episodes from the show that I consider to be great and well worth a watch – especially if you’re looking for something to watch on Disney+!

Number 1: Simpsons Roasting on an Open Fire (Season 1, 1989)

Where better to start than at the beginning? Airing just before Christmas 1989, Simpsons Roasting on an Open Fire launched the series. The characters were not new – they had been part of The Tracey Ullman Show going back to 1987 – but this Christmas episode marked their solo debut. As I wrote the last time I looked at this episode on one of my Christmas lists, it represents a series finding its feet. Not all of the characters or other elements of the show that we would come to know are present yet, but the feel of The Simpsons was firmly established.

Even as Homer spirals downward, it’s impossible not to sympathise with him. The down-on-his luck dad genuinely trying to save his family’s Christmas is an oddly timeless story, one that works just as well in 2021 as it did in 1989. In my opinion, any fan of The Simpsons needs to watch this episode – if for no other reason than to see where it all began!

Number 2: Krusty Gets Busted (Season 1, 1990)

Kelsey Grammar became the first household name to guest-star in an episode of The Simpsons in this episode. He plays the role of Sideshow Bob – a character who recurs occasionally to this day! Bob attempts to frame Springfield legend – and Bart’s hero – Krusty the Clown for armed robbery, and what transpires is an astonishingly good piece of television that incorporates elements of action, mystery, and courtroom drama.

The Simpsons had already proved across its first season that it was more than just dumb jokes and simple comedy, but for me, no other Season 1 episode epitomises this better than Krusty Gets Busted. It managed to be witty and clever, taking the audience on a wild ride as Bart and Lisa attempt to prove Krusty’s innocence in spite of seemingly overwhelming evidence.

Number 3: One Fish, Two Fish, Blowfish, Blue Fish (Season 2, 1991)

Guest-starring Star Trek’s George Takei, this episode was surprisingly sombre for an animated comedy. After Lisa prompts the Simpson family to try sushi, Homer accidentally consumes the poisonous fish fugu, and is given 24 hours to live. He begins to prepare for death, and though the episode contains a number of jokes and gags, it really showed that both the series and Homer himself can be serious.

Homer makes a bucket list of things he wants and needs to do, the most touching of which were making amends with Grandpa and recording a video for Maggie. More recent episodes focusing on Homer have either shown him to be rude and selfish or a complete clown, so this goes down as a story that shows how Homer used to be – a regular guy trying his best. He has heart in this story, and his impending death doesn’t just mean he wants to do things for himself, but rather for others – for his father, his daughter, and his friends.

Number 4: Flaming Moe’s (Season 3, 1991)

There are a few episodes of The Simpsons that are absolutely iconic, and Flaming Moe’s has to be one of them. Focusing on the relationships between Homer and Moe and Homer and Bart, it’s a surprisingly dramatic story with a truly silly premise! That concept is something that the show did especially well in its early years. Homer accidentally invents an amazing drink – the “Flaming Homer” – but Moe steals his recipe and uses it to drive business to his bar.

Moe is a strangely relatable character, at least for me. He does a lot of bad things across the show’s run, and is by no means sympathetic, but he’s driven by depression and loneliness. While that doesn’t excuse his actions in Flaming Moe’s, the desire to be successful and lauded, especially for someone who feels so low much of the time, is at least understandable, and the episode manages to be more than the sum of its parts because of the nuance in both Moe and Homer’s characters.

Number 5: Homer at the Bat (Season 3, 1992)

We don’t have baseball or softball in the UK, so some of the gags in Homer at the Bat went over my head on first viewing! But it’s a truly funny story, as Mr Burns tries to cheat at softball by hiring professional players to work at his power plant – a commentary both on the way some countries run their Olympic teams and on the concept of college sports.

In true ’90s sports movie style, Homer ends up winning the important game by accident! It’s a fun romp, one which shows Mr Burns at both his most devious and eccentric, as well as looking at the sport of baseball in some detail.

Number 6: Mr. Plow (Season 4, 1992)

Another of The Simpsons’ most iconic episodes, Mr. Plow shows Homer stepping away from his usual job at the nuclear plant to start his own snowplow business. I like winter time and winter-themed episodes, so this premise was a lot of fun. But in true Simpsons style, things don’t go to plan for Homer. After initially becoming successful as the town’s snowplow of choice, Homer loses it all when Barney (of all people) jumps into the business as his competitor.

The “Mr. Plow jingle” became an early meme, and it’s a great example of the show’s early humour and depictions of Homer. By creating the silly five-second jingle, Homer imitates other commercials of the era in his own way. The whole Mr. Plow commercial perfectly captures low-quality local television commercials of the 1990s and was absolutely hilarious.

Number 7: Homer’s Barbershop Quartet (Season 5, 1993)

There have been some great flashback episodes across the show’s run, providing elaborate backstories to many of the characters. In Homer’s Barbershop Quartet, we learn that Homer – along with Apu, Barney, and Principal Skinner – used to be famous. The plot parodies the rise and fall of The Beatles, from the band getting together, having a string of hits, and subsequently falling apart, but like many earlier episodes, it manages to be gentle in its treatment of the subject it tackles – it’s a send-up of The Beatles without being mean-spirited.

The reunion concert which closes the episode is of course a reference to The Beatles’ famous rooftop concert in 1969, and was a truly touching moment for the episode to end on. This is another episode that manages to have plenty of jokes, but still tells a story with emotion and heart. There are some great songs, too!

Number 8: Itchy & Scratchy Land (Season 6, 1994)

I’ve written before about how I greatly enjoy Disney World and other Disney theme parks, and Itchy & Scratchy Land is a perfect parody of them! Homer and Marge take the kids on holiday to the titular theme park, but things go wrong almost from the first moment they arrive. Seeing Bart and Lisa begging for the vacation was cute and funny, and Homer buying “Itchy & Scratchy money” only to find it isn’t accepted at any of the shops in the park was a hilarious gag.

The episode later turns into a send-up of Jurassic Park when the theme park’s animatronics come to life and begin attacking the family. Of course they manage to survive and escape, but it’s a surprisingly tense and action-filled second half to an episode that started out as a gentle family holiday parody.

Number 9: Lisa the Vegetarian (Season 7, 1995)

A show like The Simpsons typically “resets” after each story, with any growth or change the characters experience being largely ignored in subsequent adventures. A rare exception to this came in Lisa the Vegetarian, which added a new dimension to the character of Lisa. Lisa’s vegetarianism has gone on to be a defining feature of her character, a major part of making her the show’s liberal, left-leaning voice.

Paul and Linda McCartney, who guest-star, were already committed vegetarians by this point, and making Lisa a vegetarian was done in their honour. Linda McCartney sadly passed away less than three years after the episode was broadcast. A true gem that often flies under the radar when fans put together “best of” lists, Lisa the Vegetarian tackles some deep issues in The Simpsons’ typically fun way and deserves more recognition.

Number 10: The City of New York vs. Homer Simpson (Season 9, 1997)

New York City in the 1990s was experiencing somewhat of a renaissance, and this episode shows why. Homer had a bad experience in the crime-riddled city years previously and refuses to go back, but when Barney leaves his car parked at the World Trade Center, Homer and the family must go there to retrieve it.

I’ve only been to New York a couple of times, but the city is absolutely iconic. This episode does a fantastic job of capturing the look and feel of New York, and as we see part of it through Homer’s eyes, it isn’t quite the paradise it wants to be! The city can be confusing and difficult for tourists and newcomers, and The Simpsons’ gentle prodding shows why. We really see two sides of New York in the episode – Homer’s dark vision of the city and the rest of the family’s vision of a fun place to visit.

Number 11: Treehouse of Horror X (Season 11, 1999)

I wanted to put at least one Treehouse of Horror episode on the list, because The Simpsons Halloween specials have always been fun. It’s unusual for any series to regularly roll out “non-canon” episodes, but the annual Halloween specials are a perfect example of how The Simpsons doesn’t take itself too seriously.

In the tenth outing (the Treehouse of Horror specials first appeared in Season 2) the three mini-stories focus on the family running over Ned Flanders in a parody of the 1997 horror film I Know What You Did Last Summer, then Bart and Lisa gain superpowers in a gentle send-up of nerd culture and collecting, and finally Homer accidentally brings about the end of the world – courtesy of the millennium bug! Do you remember “Y2K” and how a lot of folks were in a panic about that? It was a big deal in 1999, and was the perfect way for that year’s Halloween special to end.

Number 12: Mypods and Boomsticks (Season 20, 2008)

I wanted to choose at least one recent episode for this list – though I suppose 2008 is stretching that definition a little – to prove that The Simpsons does still, at least on occasion, get it right. Mypods and Boomsticks partly focuses on Lisa as she overspends on music for her new MyPod – a not-so-subtle iPod parody. But the main reason it succeeds is in its depiction of Homer and his interactions with a new Muslim family.

The Simpsons in its early years tried to be a dark mirror of American society, showcasing and parodying the darker side of everyday American life. After the 9/11 attacks, anti-Muslim prejudice rose significantly in the United States, and Mypods and Boomsticks is the show’s attempt to look at the issue. Homer initially suspects his new neighbours are plotting a terrorist attack, but it’s later shown that he’s completely mistaken. The episode was praised by many Muslim groups in the United States for breaking down stereotypes and presenting a positive depiction of American Muslims.

So that’s it. Twelve great episodes of The Simpsons.

There are far, far more great episodes that I didn’t put on this list – so maybe this can be a topic to revisit one day! The Simpsons, especially in its early years, was a fantastic and very witty series, so there are dozens of truly outstanding episodes to choose from. It’s certainly true that recent years have seen a drop in quality, but perhaps that’s as much to do with the way entertainment and humour have moved on than it is to do with the series itself.

The Simpsons pioneered a new style of comedy and brought animation to the world of adult entertainment for the first time. A whole host of shows that are going strong today owe it their existence, and it will always have a place in the history of television. If you have Disney+ you have access to the show’s entire back catalogue, and while I’ve recommended twelve episodes here, there are so many more that are worth your time as well.

As a comedy series I first encountered in adolescence, The Simpsons holds a special place for me as a piece of my youth. In its heyday it was a slice of American counter-culture that definitely upset the crusty old grown-ups, and I wasn’t alone in appreciating that side of the show’s darker, edgier humour.

That’s about all I have to say. The Simpsons was a fantastic series, and I had fun choosing a small number of great episodes from its almost 700-strong back catalogue. I hope this was a bit of fun for you too!

The Simpsons is available to stream now on Disney+ and is also available on DVD. The Simpsons, and all episodes listed above, 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.

What’s the right ratio of advert to video on YouTube?

I watch at least one video on YouTube practically every day, and there are a few channels that I regularly stay up-to-date with. There are some great, well-produced videos, mini-documentaries, and short films on almost any topic you can think of – including a growing number of Star Trek channels, which is great to see! But we’re off-topic already. YouTube itself runs adverts on most channels and many of the videos on its platform, and that’s one aspect of the question I’m going to ask today. But there’s another, and it’s one that primarily affects channels when they reach a certain size: paid sponsorships.

I’ve talked before about paid reviews on YouTube, which is a slimy practice that needs to be abolished. But this article isn’t about what specifically is being advertised or even the way in which YouTube channels handle what products and services they choose to associate with. Rather it’s a simple question: what is the right ratio of advert to video? Or to put it another way: how much of the runtime of a video can and should comprise sponsorships and other advertising?

Getting the balance right between advertising and content is difficult for some YouTube channels.

This question was prompted by a video I watched recently – and no, I’m not telling you which one as that would be unfair. This article is not intended to single out any one individual YouTube channel for criticism; it’s a common enough problem across the platform. The video I watched clocked in at just over seven minutes long, which is about average for the channel in question, and because I’m a huge nerd as you well know, it was about trains.

The channel in question runs ads, and as such I was forced to sit through a pre-roll advert before the video played. Luckily this only lasted a few seconds, and while it is somewhat outside the channel’s control, the fact that YouTube shows ads is another layer in answering my question as we’ll see in a moment. After the pre-roll ad, the video began. But of the seven-minute video, the first minute-and-a-half was entirely dedicated to the aforementioned paid sponsorship – this time for a VPN service. 90 seconds may not seem awfully long, and in the grand scheme of things it isn’t – but in a video this short, 90 seconds is already more than 20% of the total runtime.

And that wasn’t all. After the main portion of the video had concluded, I was surprised to see the timer was sitting only at the 6:15 mark. The remaining 45 seconds of the video were dedicated to the YouTuber plugging their Patreon account (where fans can pay monthly to support the channel) as well as another reminder to sign up for the crummy VPN service that was sponsoring the video. That means that, of the seven minutes of total video time, two-and-a-quarter minutes were taken up with advertising. That’s practically one-third of the total runtime of the video, without even accounting for the pre-roll ad. To me that’s just too much.

Everyone is trying to make money – understandably so.

In a way we’re spoilt by the internet offering so much ad-free content. Netflix, Paramount+, Amazon Prime Video, and other streaming services generally don’t run any ads at all, and compared to broadcast television, which takes frequent and long ad breaks, online content is pretty consumer-friendly. But that doesn’t mean we should give content creators a free pass or let things slide when they go too far.

Even in the United States, where the rules around advertising on television are lax compared to the UK, no television channel is dedicating one-third of its time to ad breaks. When I lived in the United States in the mid-2000s, prime time television shows would show around 15 minutes of ads per hour – which is, if you’re quick with the maths, one-quarter of their time.

Older, more established YouTube channels tend to have a better handle on this problem, having worked out the right balance between making money and what their audience is willing to put up with. Thus it tends to be newer YouTubers, or channels which have only recently become popular, that fall prey to excessive advertising and overly-long sponsorship slots, at least in my limited experience with the platform.

This issue seems to affect newer YouTube channels more.

I don’t want to begrudge anyone making money, especially in the current economic climate. But there are good and bad ways to go about doing so, and there are good and bad ways to handle advertising and sponsorships. I don’t think I’d be alone in saying that a video which is one-third advert is too much, and this can become costly for YouTubers. They can lose subscribers, receive dislikes, receive negative comments and feedback, etc. It’s not uncommon to see comments calling out a YouTube video for dedicating too much time to advertising, and negative comments can be hurtful and even offputting.

Some videos can make the actual topic feel secondary, as if the video and indeed the whole channel only exist for the purpose of advertising. The content underneath the ads is what viewers come to YouTube for, and when that feels unbalanced it becomes very offputting. Whatever trust may exist between a YouTube channel and its audience becomes strained. This isn’t just the case when a YouTube channel is advertising a product or service close to the subject of the video, either.

Striking the right balance and getting the right advert-to-video ratio is important for any amateur on YouTube who hopes to make money on the platform. It’s worth any aspiring YouTuber taking a look at established channels to see how they handle things rather than launching headfirst into a sponsorship agreement without thinking it through. In the case we looked at, the two-and-a-quarter minutes of advertising would have felt far less egregious on a video that was twenty minutes long, so as I alluded to it’s not the raw length of time spent on advertising that’s the issue. Instead it’s making sure to get the right balance between time spent on advertising and time spent on the actual video. How much time in seconds or minutes to spend on advertising will depend on the channel and the length of video that the YouTuber intends to produce.

Being offered a large sum of money by advertisers can be very tempting to aspiring YouTubers.

As a good rule of thumb, I would suggest no YouTube video should try to pack more than 10% of its total runtime with advertising, and I would include in that plugging Patreon, PayPal donations, YouTube channel memberships, and the like. YouTube has recently become more aggressive with its own advertising, and it’s not uncommon to see two pre-roll ads now, as well as ads that run in the middle of a video, so YouTubers should try to take that into account when adding in their own ads.

It’s not always easy to make money on YouTube, and I’m sure that sponsorships are a very tempting prospect for an up-and-coming channel. But YouTubers in that position need to be very careful that they aren’t putting off their audience and potentially seeing those subscriber numbers and total watch hours drop as a result of being too aggressive. Usually this problem corrects itself; if a YouTube channel goes too hard and too fast on the paid sponsorships, they wise up either because they lose viewers or because of the backlash it generates. But it’s something to be aware of for anyone starting a YouTube channel and intending to pursue it as a money-making endeavour.

So what’s the tl;dr? In my opinion it’s about 10% or less. 90% or more of proper video content, 10% or less of adverts and self-promotion. Shorter videos in particular need to be careful with this, as it’s on shorter videos where I’ve found that the balance has not been correctly struck more often than not.

Sorry for the rant, but this is something that was really bugging me today for some reason!

Some stock photos used here are courtesy of Pixabay and Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A new Star Trek film is in the works

I’m a bit late to the party on this one, so you’ve probably already heard the news that a new Star Trek film is being worked on over at ViacomCBS/Paramount Pictures. It’s still interesting, though, so let’s take a moment to consider what it could be and what its inception may mean for the rest of the franchise.

Firstly, it now seems certain that the other Star Trek film projects that had been announced or discussed publicly are not happening. We should never say “never,” of course, and it’s not impossible that they may be revived in future, but for now it seems that the unified Star Trek team (working together since the 2019 merger that created ViacomCBS and reunited Star Trek’s film and television licenses) has decided to drop those projects and go in a different direction.

The new film is being created under the supervision of ViacomCBS.

The three films we knew about were: a fourth Kelvin-timeline film, a project that had been pitched by Quentin Tarantino, and a project by Fargo television series co-creator Noah Hawley that was supposedly ready-to-go. From what I can tell at this stage, none of these are happening now. To me, the continuation of the Kelvin timeline was perhaps the lesser of the three, but I was certainly interested to see what renowned director Quentin Tarantino would have brought to Star Trek, so the cancellation or shelving of his project is a little disappointing. Having been rejected once, I doubt Tarantino would be tempted to come back, especially if he’s moved on to other projects, and that’s a shame. Though we don’t have any confirmed details of his script or what the story would have entailed, I wonder if, as time goes by and we learn more about that project, it will come to be seen as a missed opportunity.

But enough about the Star Trek films we aren’t going to see! What about this new one?

All we know at this stage is that it’s being penned by Star Trek: Discovery writer Kalinda Vazquez. Vazquez wrote the Short Treks episode Ask Not, which brought back Anson Mount as Captain Pike, as well as introduced Cadet Sidhu – a character who may end up appearing in the upcoming series Strange New Worlds. She also wrote Terra Firma, Part II from Discovery’s third season, and served as a producer during that season as well.

Cadet Sidhu in Ask Not.

All in all, I think that’s a pretty good track record! Terra Firma as a whole was one of Star Trek’s best Mirror Universe stories – and that’s saying a lot, because the Mirror Universe is a setting I don’t generally enjoy. Ask Not was good fun too; a tense and dramatic short story that ended in a very uplifting way. Just based on those two stories – the sum total of Vazquez’s Star Trek output – the project would seem to be in good hands. Add into the mix that she’s worked on Fear the Walking Dead and it seems like the team over at ViacomCBS have made a solid pick. I’m already excited about the proposed film!

But not too excited yet. This is the fourth Star Trek film that has been publicly discussed in recent years, and as mentioned above, none of the other three were greenlit or entered production. So as interesting as this sounds, I think it’s best to try to keep the hype to a minimum and not get over-excited – at least not until filming has definitely begun.

Quentin Tarantino couldn’t get his Star Trek project off the ground. Will this new film succeed where his didn’t?
Photo Credit: Georges Biard, CC BY-SA 3.0 https://creativecommons.org/licenses/by-sa/3.0, via Wikimedia Commons

The film is said to be a new take on Star Trek, and I infer from that that we won’t be following an established crew. Despite Vazquez’s earlier work, this isn’t Star Trek: Discovery – The Movie! This concept – to bring in an entirely new crew for a feature film – is actually new to Star Trek. While the Kelvin films brought in a new cast that hadn’t previously been part of any Star Trek production, the characters they played were based on those from The Original Series. The other Star Trek feature films starred the casts of The Original Series and The Next Generation respectively, so starting entirely from scratch is a new model for a Star Trek film. It means attention must be paid to establishing who the characters are early in the story, as well as setting up where and when the action is taking place. It perhaps limits the main cast to a smaller number – three or four principal characters instead of a larger bridge crew – simply to allow us as the audience to get to know them better and follow their stories.

Starting afresh opens up the film to take almost any era, setting, and narrative that the creative team chooses. The Star Trek galaxy has at least 1,000 years of history to explore now that Discovery has firmly established itself in the 32nd Century, and there are whole areas of the galaxy that are unexplored. This means that there’s great potential for the new film to take a half-step away from familiar alien races and look at something new. That’s exciting, and I’m left at this stage with a sense that the project is very open in terms of what kind of story it could tell.

The galaxy is a big place!

It’s been suggested by some commentators that ViacomCBS would like to see a full theatrical release for this new film, but I couldn’t confirm that anywhere online; it seems to be opinion interjected by commentators. So I’d like to suggest for the record that this film could just as easily go straight to Paramount+. With ViacomCBS investing heavily in their new streaming service, as well as being keen to emphasise that it will be the new home for Star Trek going forward, it would make sense to bring new projects directly to their streaming service.

Disney+ has trialled the “premiere access” approach – asking subscribers to pay an additional fee to watch Mulan late last year and Raya and the Last Dragon this month. Time will tell how successful such an approach has been for Disney, but it’s something that Paramount+ could consider as well in lieu of a full release in cinemas. Obviously I have a bit of an agenda in this case – as you may recall if you’re a regular reader, my health makes it impossible for me to go to the cinema these days. But even though I’m biased, I still think we could see this project come to Paramount+ as an exclusive title!

So that’s really about all I have to say. The new film has potential, and I shall watch its progress with cautious interest. For me, while Star Trek has primarily been a television franchise, I’ve greatly enjoyed its feature films as well, so there’s definitely reason to be intrigued by the open-ended possibilities of a new project of this nature. Good luck to Kalinda Vazquez and the rest of the creative team!

The Star Trek franchise – including all projects 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.

I’ve had my first dose of the COVID-19 vaccine!

It’s been almost a full year since the coronavirus pandemic hit the UK in a major way. In late March last year I was advised by the National Health Service that I’m classified as “clinically extremely vulnerable” to COVID-19, and more likely to suffer serious complications from this nasty illness. That didn’t come as a surprise to me – and if you’ve been a regular reader here on the website you’ll know I’m in generally poor health. Because of my pre-existing health conditions I was put into one of the NHS’ priority groups to receive the coronavirus vaccine.

At the end of February I was given my vaccine appointment, and I promptly attended it. The UK’s vaccine rollout has been one of the best in the world, and the NHS deserves a huge amount of credit for the way they’ve handled things. Though there can be reasons to criticise the bureaucracy at the NHS sometimes, there can be no denying that, in this case, having a centralised system has helped immensely. Once the NHS got the ball rolling on vaccinating folks late last year, it became an unstoppable juggernaut, and the UK looks to be on course to have vaccinated everyone who could be vulnerable to coronavirus in short order, with the remainder of the population also vaccinated in time for summer.

I’ve had my first dose of the vaccine!

My vaccination appointment went incredibly smoothly. I arrived on time, and was guided to the right entrance to the health centre by one of a number of volunteers. Once inside I gave my name and date of birth, and was handed a card which noted the batch number of the vaccine. From there I waited in the queue for less than five minutes, at which point I was ushered into a room, answered a couple of questions, and within literally 30 seconds of sitting down the needle was in my arm. And that was that. A very efficient process indeed!

Nobody likes getting an injection, and I will admit that my arm was a little sore in the hours after my appointment. But feeling the needle go into my arm was actually an incredible moment. After a year of shielding myself at home, not interacting with friends or family except online, and not being able to go anywhere or do anything, it was cathartic. It felt like the first step toward a return to normal life, and after the year we’ve all had, I’m more than ready for that!

I wasn’t sure whether or not to share my vaccine experience. This website is really a forum for me to discuss entertainment topics, so it isn’t really a good fit, nor is it something I would usually talk about. But unfortunately the coronavirus pandemic has seen a number of conspiracy theories propagated, including an expansion of anti-vaccine conspiracy theories. In whatever small way I can, I wanted to lend my voice and share my experience to re-emphasise that this vaccine is safe and to push back against anti-vaccine narratives.

In some communities, the reappearance of previously-eradicated diseases like measles, rubella, and even polio is directly and unquestionably attributable to anti-vaccine conspiracy theories, and many of these same conspiracy theory proponents have begun arguing against the COVID-19 vaccine. This is incredibly dangerous.

Protesters in the UK during the pandemic.

Vaccines don’t just work on an individual basis, they work en masse. The more people who get vaccinated, the less chance a disease can break out because human-to-human transmission becomes impossible. Vaccines are not 100% effective on a personal level; they don’t provide everyone with protection due to various factors. It’s therefore up to all of us to protect one another. Receiving the vaccine is about so much more than just protecting yourself – it’s a civic responsibility to protect everyone in society, including those with serious illnesses or compromised immune systems who cannot receive the vaccine for themselves.

This is what many anti-vaccine folks seem to miss – and indeed what many anti-mask or anti-lockdown folks have missed throughout the pandemic. So let’s be very clear: it isn’t just about you. The actions that we take at a moment like this have the potential to affect everyone in society, and the effectiveness of any vaccination programme relies on as many people as possible receiving their dose when it’s their turn.

The sooner we’re all vaccinated, the sooner life can return to normal.

I’m not the only one to have been vaccinated. My elderly parents both received their first doses a few weeks ago, and a number of other friends and relatives have had theirs too. Nobody I’m aware of suffered any ill effects, and I can say with confidence that the vaccine is safe. I know there’s a lack of trust in our governments, leaders, politicians, and even scientists, and part of the reason why conspiracy theories in a general sense have become accepted by some folks is because of that mistrust. I don’t know how to counter that in the long run, nor what the consequences may be.

All I can say today is that I went to my appointment. I took the jab. I got vaccinated. There were no ill effects, no complications. The vaccine is safe, and I’m not saying that because of the result of a scientific study or because a politician said so. That’s my own lived experience. I truly hope that when it’s your turn, you’ll get vaccinated too. Then we can put all of this nonsense behind us and get back to living our lives.

There are several different COVID-19 vaccines available, with more on the way. When you can expect to receive your dose will depend on where you live, how old you are, your general state of health, and other factors. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Can Epic Games reinvigorate Fall Guys?

This article was originally going to be titled “Can Season 4 reinvigorate Fall Guys” – but that was before the announcement that Epic Games had bought developer Mediatonic! However, many of the points I planned to make still apply in some form, and in addition we have the buyout and its associated effects to consider. So settle in as we talk about the hit party game of the summer – last summer, that is – Fall Guys: Ultimate Knockout!

A few days ago I put Fall Guys on my list of games that deserve a second look in Spring 2021, and despite some of the criticisms I have of the game, I stand by that. Fall Guys is plenty of fun, and the addition of new rounds and changes to existing rounds has extended the game’s longevity. I recently got back into playing after taking a break over the holidays, and I’ve been having fun with it all over again. There is a lot to love about Fall Guys, but there’s also no denying that right now, the game’s survival hangs in the balance.

Is Fall Guys going to survive, or did Epic Games waste their money?

This is nothing to do with the Epic Games acquisition. Fall Guys was struggling long before that was announced, and my original plan for writing this article was to look at the possibility of Season 4 bringing players back. That’s something Fall Guys needs to address urgently. They have a good social media team, being active on Twitter and elsewhere every day, churning out memes and one-liners of the sort that a modern social media manager for an online game should. But it doesn’t seem to be having much effect.

Fall Guys blew up when it was launched last August, but almost as quickly as it arrived on the gaming scene, most of its players abandoned it. On Steam, Fall Guys peaked at around 125,000 concurrent players in August last year, and sold over 2,000,000 copies within a few weeks of launch. But as of yesterday, when I checked its progress on Steam, it had fallen to fewer than 6,000 concurrent players, with a maximum for the day of fewer than 10,000, and was barely clinging on to the top 100 most-played games on the platform, occupying the 100th slot.

Fall Guys was the 100th-most played game on Steam at time of writing.

To put that into context, Fall Guys had fewer players than titles like Civilization V, The Sims 4, Skyrim, Star Wars: The Old Republic, and even a title I’d never heard of called Geometry Dash, which is a port of a mobile game that originally launched in 2013. Ouch.

As a player, this has become noticeable. Though most games I play are usually fully-populated (with 55-60 out of a maximum of 60 players) it can take several minutes of waiting just to begin a game, with long loading times in the queue as the game struggles to assemble enough players. With no cross-platform play between PC and PlayStation, this is obviously beginning to become an issue. One of the highlights of Fall Guys – something I praised it for back in August – is that because rounds are so short, losing or failing to qualify doesn’t feel so bad. All you had to do was jump immediately into the next one! But if you have to wait several minutes at a time to even just begin a game, one of the absolutely vital components of Fall Guys is lost, making it significantly less enjoyable. Not only are the waits themselves frustrating, but losing at a round risks becoming frustrating too – because you know if you don’t qualify it’ll take a while to start a new game.

So what caused Fall Guys to lose much of its playerbase? That’s the key point, because addressing it – if indeed that’s even possible – is the key challenge facing Mediatonic and Epic Games.

Jump Club, one of the better rounds.

As much as I hate to say this about a game I’ve come to greatly enjoy, the fundamental problem is that Fall Guys was a “release now, fix later” title. I’ve talked at length here on the website about the live service business model, and how the ubiquity of internet connections has led developers and publishers to push out games that weren’t quite ready with a view to improving them later. It almost never works, and Fall Guys, as much as I love the cute little title, is an example of that phenomenon too.

Firstly, Fall Guys launched with no anti-cheat software. I know that it’s scummy and pretty disgusting for a basement-dwelling low-life to cheat at a fun little game like this, but realistically, developers Mediatonic and original publisher Devolver Digital should have anticipated it. Cheating happens in any online game, and if you give players even the tiniest opportunity, some will cheat. Playing Fall Guys before the addition of anti-cheat was not fun, because what was the point in progressing through the rounds only to lose in the finale to an invincible cheater or a cheater who can simply fly above the course?

Cheating was a problem in Fall Guys on PC for a while.

The cheating problem pushed players away, just as I said it would when I discussed Fall Guys’ impending Season 2 update back in September. When I’ve spoken to people about the game or seen comments on social media, aside from the “dead game” memes the one thing that seems to come up most often is that people remember how Fall Guys had a cheating problem. Folks don’t know that’s been solved because most didn’t stick around, preferring to move on to games that weren’t plagued by cheating. The game should never have been released without anti-cheat software, and that’s perhaps its biggest mistake.

The rise of Among Us stole Fall Guys’ thunder in some ways, even though the two titles aren’t really comparable from a gameplay perspective. But there is a vague aesthetic similarity between the crewmates in Among Us and the jelly beans in Fall Guys, so it’s worth considering why Among Us is doing so well while Fall Guys appears to be in decline.

Among Us is one quarter the price of Fall Guys, at least on PC. On mobile or tablet, the game is free. Among Us is available everywhere, compared to Fall Guys which is currently only on PlayStation 4/5 and PC. Among Us has never had a cheating problem.

Among Us came from nowhere to overtake Fall Guys.

Both games had the potential to break into the mainstream and become ongoing successes, but only Among Us really has. The biggest factor in its favour is its ubiquity, particularly its availability on mobile devices and tablets, which are the platform of choice for many younger players. This enabled the game – which was originally released in 2018 – to become so popular. The fact that it’s free-to-play helps immensely too; younger gamers in particular are always on the lookout for free titles, which goes a long way to explaining the success of Epic Games’ mainstay: Fortnite.

When considering Fall Guys’ release, one huge factor preventing it growing was the natural ceiling on its playerbase caused by not being available on every platform. There was no Xbox or Switch release, and while those platforms are now scheduled for this summer, that’s a year too late. Without knowing more about the technical side of the game I can’t say for sure whether it would be possible to port it to mobile devices, but if that were possible then obviously that would open up the game still further.

Fall Guys is finally coming to Switch – but not till the summer.

Nintendo Switch is the platform I would have chosen to prioritise if I were in charge of Fall Guys’ development and release. PlayStation 4 has a larger install base, but Switch players are, I would suggest, more interested in this kind of fun pick-up-and-play party game on the whole. With over 60 million Nintendo Switch consoles having been sold, that’s a massive potential playerbase that Fall Guys missed at launch – and will continue to miss until this summer. By then it could be too late.

An online game that barely breaks 10,000 concurrent players is not doing well, and while that doesn’t account for PlayStation 4 players, it’s hard to imagine the game is doing significantly better on its only other platform. There are still people interested in Fall Guys, and there are still new players jumping on board, but the big challenge facing Epic Games and Mediatonic as they begin their partnership is shoring up the playerbase and bringing in as many new players as possible. Fall Guys was a hit last summer. Whether it can be a hit again is up to its new owners.

Season 4 is coming soon, promising new rounds and new cosmetics with a futuristic theme.

So what needs to happen to bring players back? The launch of Season 4, with new cosmetics and new rounds will be a good start. But there needs to be more of that, with the game basically being continuously updated. New rounds and new round variants are good, but there could also be timed events, such as the recent double-kudos offer, competitions focusing on one aspect of the game (like a fixed set of rounds, for example) and other such things that will incentivise players to keep coming back.

Animal Crossing: New Horizons is the polar opposite of Fall Guys in so many ways, but one thing New Horizons gets absolutely spot-on is the incentives it offers players to log in at least once per day. Fall Guys needs to find some kind of hook, some way to keep its players checking in often. Once they’ve sorted that – which is no small task – bringing in new players is priority #2.

Ski Fall, another of the rounds in the game.

Releasing the game on Switch and Xbox is a good start, but I’d love to see mobile devices too if at all possible. Then there absolutely needs to be cross-platform play. If Sony remains intransigent about this – as they often are – then cross-play could be between Xbox, Switch, and PC only. But it has to be in there somehow, because splitting up the already small playerbase into walled gardens by platform makes those wait times mentioned above more noticeable. If PC players could join PlayStation 4 players right now, today, I bet those wait times would be cut at least in half. And that in itself would make the experience more enjoyable, keeping existing players around for longer.

One thing that Mediatonic teased in their announcement of their deal with Epic Games was a possible free-to-play model. To me, this is a double-edged sword for a game like Fall Guys. While it would undoubtedly bring in more players, it would mean the game would have to find an alternative way of making money, and in the games industry that only means one thing: microtransactions.

Fortnite is a free-to-play game that makes all its money via microtransactions.

Fall Guys has always offered the ability to buy in-game currency, yet it’s never felt intrusive or obligatory. The game is very generous with in-game rewards and items earned through basic gameplay, and I would hate to see that disappear or for cosmetics to be locked behind a paywall in future. Part of the fun of Fall Guys has been earning cosmetic items through gameplay, or earning in-game currency through gameplay and trading that for cool items in the in-game store. Going free-to-play would mean all of that would change, and while it would unquestionably attract more players, I’m not sure the change would be a good one.

With all of the controversy that lootboxes and randomised rewards generate these days, I would hope that even Epic Games wouldn’t try to force them into Fall Guys, but that remains a risk. From a PC player’s perspective, I’m also concerned that Fall Guys may eventually be withdrawn from Steam – Epic Games has its own store and PC client, after all, so why would they leave Fall Guys on their competitor’s platform? This may seem extreme, but it’s exactly what happened to Rocket League. That game used to be available on Steam, but following an acquisition by Epic Games it was withdrawn. The game technically still exists on Steam for players who already owned it prior to its withdrawal, but an Epic Games account is required to play, and new players can’t add it to their Steam libraries. While Mediatonic promised in their statement that this isn’t part of the plan for Fall Guys, it’s hard to see that being sustainable if the game survives into the longer term. Sooner or later, Epic Games is going to want to monopolise its purchase, just as they do with other games that they own.

Time will tell if this was a good idea for Epic, Fall Guys, and the players.

Removing Fall Guys from Steam would run counter to everything we’ve discussed about trying to retain players and expand the playerbase, so the game may be safe in the short term. But watch this space, because it feels inevitable that Fall Guys’ presence on Steam is doomed!

So to answer my original question: can Epic Games reinvigorate Fall Guys? The short answer is “maybe.” The game is a huge amount of fun, and bringing it to the Switch in particular feels like a natural fit, one which should bring in new players who are well-suited to enjoy this kind of cute, fun little title. But the game’s longer-term prospects are murky at best, and I’m surprised that a company like Epic Games would take a risk on a game which appears to be in a serious decline. Hopefully their involvement can stop the rot and turn things around. Fall Guys is such a fun game that it deserves to last longer than a few measly months.

Fall Guys is available now on PC and PlayStation 4/5, with launches on Xbox and Nintendo Switch planned for this summer. Fall Guys is the copyright of Mediatonic, Devolver Digital, and Epic Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The odd criticism of Six Days In Fallujah

This article discusses the Iraq War and the Second Battle of Fallujah and may be uncomfortable for some readers.

One of the bloodiest and most controversial battles of the Iraq War was the Second Battle of Fallujah, which took place in November 2004. The battle saw coalition forces – most of whom were American, but there were a number of Iraqi and British troops who took part as well – capture the city from al-Qaeda and other insurgent forces. The Iraq War is controversial and its history complicated, and I’m simplifying the events of the battle and the war to avoid making this article about a video game too long. Suffice to say that even now, eighteen years since the United States led a coalition to defeat Saddam Hussein, and more than sixteen years since the Battle of Fallujah, the events are controversial, disputed, and the consequences of military action are still being felt in Iraq, the wider Middle East, and indeed the whole world.

Six Days In Fallujah is a video game depicting the battle from the American side, and when it was initially in development in the late 2000s it became incredibly controversial in the United States, with politicians and Iraq War veterans’ groups expressing opposition and disgust. The idea of recreating for fun any aspect of one of the most divisive conflicts of the last few decades was considered obscene, and the idea of encouraging gamers to play through a battle that took place, at that time, a mere five years earlier was too much for many people to countenance.

After the controversy boiled over and saw media personalities and politicians get involved in 2009, Six Days In Fallujah disappeared, and by 2010 or 2011 the project was effectively shelved. The critics moved on, the developers moved on, and that appeared to be the end of the matter.

Last month, however, there came the announcement from a studio called Highwire Games – which is said to consist of developers who worked on games in the Halo and Destiny franchises at Bungie – that Six Days In Fallujah was back. The game is now scheduled for a late 2021 release date, and plans to retain the original focus that was the cause of such controversy a decade ago. Cue outrage from the expected sources.

What took me by surprise was not the strength of feeling expressed by some veterans of the battle, nor the criticism by largely self-serving politicians. That was to be expected, and the announcement of Six Days In Fallujah went out of its way to highlight how Highwire Games has worked with veterans in particular – clearly anticipating this kind of reaction and trying to pre-empt some of the criticism. Instead what genuinely surprised me was the reaction from some games industry insiders and commentators, who appear to be taking an equally aggressive stance in opposition to Six Days In Fallujah.

Politicians, particularly those to the right-of-centre, have long campaigned against video gaming as a hobby. Initially games were derided as being wastes of time or childish, but some time in the 1990s the tactic switched to accusing games of inspiring or encouraging violence; equating in-game actions with real-world events. Numerous studies have looked into this issue, by the way, and found it to be without merit. But we’re off-topic.

Advocates of video gaming as a hobby – in which category I must include myself, both as someone who used to work in the industry and as an independent media critic who frequently discusses gaming – have long tried to push back against this narrative and these attacks. “Video games can be art” is a frequently heard refrain from those of us who support the idea of interactive media having merit that extends beyond simple entertainment, and there are many games to which I would direct an opponent to see for themselves that games can be just as valid as works of cinema and literature.

To see folks I would consider allies in the fight for gaming in general to be taken more seriously calling out Six Days In Fallujah because of its controversial subject matter was disappointing. Art, particularly art that deals with controversial current and historical events, can be difficult and challenging for its audience – and it’s meant to be. A painting, photograph, novel, or film depicting something like war is sometimes going to challenge our preconceptions and ask us to consider different points of view. That’s what makes art of this kind worthwhile. It’s what makes everything from war photography to protest songs to the entire genre of war in cinema incredibly important.

Documentaries and news reports only cover events in one way. The way we as a society come to understand events is partly factual but also is, in part, informed by the art those events inspire. The First World War is covered very well in history textbooks and newsreels produced at the time, but another side of the conflict – a more intimate, personal side – is seen in the poetry of people like Siegfried Sassoon and Wilfred Owen. The poems that they wrote about their wartime experiences were not pure depictions of fact, they were written to both inform and entertain – and perhaps to inform through entertainment.

If we relegate the Iraq War to contemporary news broadcasts and documentaries by the likes of Michael Moore we will miss something important, and so will future generations who want to look back and understand what happened. There are many works of fiction and non-fiction which attempt to show the big picture of what happened in Iraq, from the lies about “weapons of mass destruction” through to the use of banned weapons. Those works absolutely need to exist. But in a way, so does Six Days In Fallujah. It aims to depict, in as realistic a manner as game engines in 2021 will allow, one of America’s most controversial battles of recent decades – an event which will be seen in future, perhaps, as one of the American military’s darkest hours of the entire 21st Century due to their alleged use of illegal white phosphorus.

Getting as many perspectives as possible across as broad an array of media as possible about such an important event seems worthwhile, at least to me. Six Days In Fallujah may ultimately turn out to depict the event poorly, or be a game plagued by technical issues. It might be flat-out crap. But it really does surprise me to hear serious commentators and critics suggest that it shouldn’t be made at all, perhaps because of their own biases and preconceptions about the war and the game’s possible depiction of it.

There is value in art, and if video games are to ever be taken seriously as artistic expression, we need to make sure we allow difficult and challenging works of art to exist in the medium. That doesn’t mean we support them or the messages they want to convey, but rather that we should wait and judge them on merit when they’ve been made. As I said, Six Days In Fallujah may be a dud; an easily-forgotten piece of fluff not worth the energy of all this controversy. But maybe it will be a significant work that aids our understanding of the history of this battle, and the entire Iraq War.

It feels odd, as someone who lived through the Iraq War and all its controversy, to be considering it as an historical event, especially considering its continued relevance. I actually attended a huge anti-war march in London that took place a few weeks before British forces joined the US-led coalition and attacked Iraq. But the beginning of the Iraq War is now almost two decades in the past, and even as the world struggles with the aftermath of those events, we need to create works like Six Days In Fallujah if we’re ever to come to terms with what happened and begin to understand it. We also need to consider future generations – are we leaving them enough information and enough art to understand the mistakes our leaders made in 2003? If we don’t leave that legacy, we risk a future George W. Bush or Tony Blair making the same kind of mistake. I don’t know if Six Days In Fallujah will even be relevant to the conversation, but it’s incredibly important that we find out.

Six Days In Fallujah is the copyright of Highwire Games and Victura. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Fifteen games worthy of a second look in Spring 2021

Spoiler Warning: Though there are no major spoilers, minor spoilers may still be present for a few of the titles on this list.

Anthem is gone, Cyberpunk 2077 is still a stinking mess, and there are delays aplenty across the games industry as the pandemic rolls on. What’s a gamer to do? Well, I might have the answer for you! Tomorrow will be the first day of March, and to me March has always meant the beginning of Spring. There are small snowdrops beginning to bloom in my garden, and the nights are getting shorter. A few times this past week I’ve even managed without the heating on in my house – much to the dismay of the cats!

There are still plenty of great games that – all being well – will be released this year. If you missed it, I put together a list just after New Year of ten of the most interesting titles! But considering the delays and that this time of year is typically fairly quiet in terms of releases, I thought it would be a great moment to consider a few games that deserve a second look. I’ve limited the list to titles that are readily available to buy on current-gen platforms and PC, so no out-of-print games this time.

Without any further ado, let’s jump into the list, which is in no particular order.

Number 1: Mario Kart 8 Deluxe (Nintendo Switch, 2017)

Nintendo’s most recent karting game is a ton of fun. It’s the kind of arcade racer that has a very low bar for entry – anyone can pick up and play this fun title. But mastering Mario Kart 8 – especially if you choose to head online – is no small task, and there’s a surprising amount of skill involved to be truly competitive with the best players! I’ve adored the Mario Kart series since its inception on the SNES, and this version is the definitive Mario Kart experience… at least until they make Mario Kart 9!

Number 2: Fall Guys (PC and PlayStation 4, 2020, coming to Xbox and Nintendo Switch this summer)

Among Us gained a lot of attention not long after Fall Guys was released last summer and stole at least some of the cute game’s attention! The fact that Fall Guys isn’t on mobile probably counts against it as far as finding a broader audience goes, but despite what some have claimed, the game is by no means dead. Season 4 – which promises to bring a new set of futuristic rounds – is being released soon, and for less than £15 (at least on PC) I honestly can’t fault Fall Guys. It’s an adorable, wholly unique experience in which your cute little jelly bean character runs a series of obstacle courses in a video game homage to the likes of Total Wipeout. Each round lasts only a couple of minutes, and it really is way more fun than words can do justice to! I’ve recently got back into playing after taking a break, and there’s plenty of fun still to be had.

Number 3: The Elder Scrolls III: Morrowind (PC and Xbox, 2002)

You can find Morrowind on PC, and despite being an older title it’s compatible with Windows 10. There has been an active modding scene for almost twenty years at this point, so even if you’ve already played the base game it may still be worth going back for more. In my subjective opinion, Morrowind is the high-water mark of the Elder Scrolls series. It certainly offers players more to do than its predecessors or sequels – more NPCs to interact with, more factions to join, more types of weapons to wield and spells to cast, and so on. Especially if you hit Morrowind with some of the visual/graphics mods that are available, it can feel almost like a new game!

Number 4: Grand Theft Auto: Vice City (PC, PlayStation 2, and Xbox, 2002)

Another older title that you can find on PC, as well as on iOS and Android, Vice City was one of three Grand Theft Auto titles released between 2001 and 2005. Remember when Rockstar was able to put out more than one game per decade?! If you’ve had your fill of Grand Theft Auto V by now – and it’s been out for eight years, so I wouldn’t blame you if you were ready to play something else – maybe going back to one of the older games will be a nostalgic blast. Many fans of the series consider Vice City to be the best entry, and while I don’t think I’d go quite that far, I had a ton of fun with it back on the original Xbox.

Number 5: Banished (PC, 2014)

There are some great city-builders out there, but one of my favourites from the last few years is Banished. The game was built entirely by one person, which never fails to amaze me! It would still be a fantastic title if it had been made by a full studio, but the fact that the game and all its complex systems were programmed by a single developer is an astonishing achievement. Banished isn’t easy, even on lower difficulty settings, and it will take a little time to get into the swing of how to plan your town and manage your resources. But if you’re up for a challenge it’s a wonderful way to lose track of time!

Number 6: Skully (PC, PlayStation 4, Switch, and Xbox One, 2020)

Skully is a game that I’ve been meaning to write a proper review of since I picked it up last year, but it keeps slipping down my writing pile. From the moment I saw the trailer and heard the game’s premise – a 3D platformer in which you play as a disembodied skull – I was in love, and the game did not disappoint! The environments are beautiful and the game is plenty of fun. It manages to feel at points like an old-school 3D platformer of the Nintendo 64 era, and at others like a wholly modern experience. It’s also an indie title, and it’s great to be able to support indie developers wherever we can!

Number 7: Jade Empire (PC and Xbox, 2005)

If the demise of Anthem has got you missing the “golden age” of BioWare’s role-playing games, make sure you didn’t skip Jade Empire. The Xbox exclusive was overlooked by players in the mid-2000s, and while other BioWare games from that decade, like Knights of the Old Republic, Mass Effect, and Dragon Age Origins are all held in high esteem, the Chinese-inspired Jade Empire is all but forgotten. When Steam has it on sale you can pick up Jade Empire for less than the price of a coffee, and for that you’ll get what is honestly one of the best and most interesting role-playing games of all time.

Number 8: Star Trek: Starfleet Academy (PC, 1997)

Starfleet Academy is unique among Star Trek games because it features the cast of The Original Series in video clips recorded especially for the game. These aren’t scenes from films or episodes of the show; you literally will not see them anywhere else. Starfleet Academy is a starship simulator, and while its visuals obviously don’t look as good in 2021 when compared to other titles, the overall experience is fantastic. You won’t find another game quite like it – especially because ViacomCBS has all but given up on making Star Trek games since the release of Star Trek Online!

Number 9: Forza Horizon 4 (PC and Xbox One, 2018)

I signed up for Game Pass in order to be able to play racing game Forza Horizon 4 – and it was totally worth it! The Forza Horizon series attempts to find a middle ground between true racing sims and arcade-style titles, and generally manages to do so quite well. Forza Horizon 4 has a map which represents parts of Great Britain, and that’s something unusual! I didn’t see my house, but it’s always nice when a game uses a familiar setting. There are plenty of fun cars to race in, and different kinds of races too, including going off-road.

Number 10: Assassin’s Creed IV: Black Flag (Multiplatform, 2013)

Is it just me, or has every subsequent game in the Assassin’s Creed series struggled to hit the highs of Black Flag? Origins and Odyssey were decent, but even in 2021, I think that Black Flag is the definitive title in the franchise! There’s something about its pirate setting and the wonderful crop of NPCs that make Black Flag a truly enjoyable experience from start to finish. For a game that’s approaching its eighth birthday it still looks fantastic, too!

Number 11: The Last Of Us (PlayStation 3, 2013)

Despite its severely disappointing sequel, The Last Of Us is fantastic. If you’re looking for a game with amazing characters and a deep, engaging story, it simply can’t be bettered. I put The Last Of Us on my list of games of the decade as the 2010s drew to a close, and for good reason. Joel and Ellie’s trek across a hauntingly beautiful post-apocalyptic United States was absolutely one of the gaming highlights of the last few years. The characters are so well-crafted that they feel real, and every twist and turn in the intense storyline carries emotional weight. The game is being adapted for television, and I’m interested – cautiously so in the wake of The Last Of Us Part II – to see what will happen when it makes the leap to the small screen.

Number 12: Age of Empires: Definitive Edition (PC, 2018)

Though I know Age of Empires II is the title most folks prefer, I’ve always appreciated what the original Age of Empires did for the real-time strategy genre. If you’ve been enjoying the recent remake of the second game, it could be a great time to give the original a try as well. Age of Empires didn’t invent real-time strategy, but it was one of the first such titles I played after its 1998 release – and I sunk hours and hours into it in the late ’90s! There’s something about building up an army of Bronze Age warriors to smash an opponent’s town that’s just… satisfying!

Number 13: Star Wars Jedi: Fallen Order (PC, PlayStation 4, and Xbox One, 2019)

I played through Jedi: Fallen Order last summer and documented my time with the game here on the website. Suffice to say I had a blast; the linear, story-focused title is exactly what the Star Wars franchise needed after the Battlefront II debacle! Having just seen the dire Rise of Skywalker I was also longing for a Star Wars story that I could actually enjoy for a change, and Jedi: Fallen Order did not let me down! I had a great time swinging my lightsaber across a galaxy far, far away… and I think you will too.

Number 14: No Man’s Sky (PC, PlayStation 4, and Xbox One, 2016)

No Man’s Sky was incredibly controversial at launch. The pre-release hype bubble got wildly out of control, egged on by a marketing push that oversold the game. Remind you of any recent titles? But despite the backlash in 2016, Hello Games has since put in a lot of hard graft, and five years on No Man’s Sky genuinely lives up to its potential. Had it been released in this state I think it would have been hailed as one of the best games of the decade – if not of all time. I understand not wanting to reward a game that was dishonestly sold, and that the “release now, fix later” business model is not one we should support. But there’s no denying that No Man’s Sky is a great game in 2021, and if you haven’t picked it up since its 2016 launch, it could be worth a second look.

Number 15: Tony Hawk’s Pro Skater 1 + 2 (PC, PlayStation 4, and Xbox One, 2020)

A full remake of the definitive skateboarding game is hard to pass up! In the Dreamcast era, Tony Hawk’s Pro Skater launched an entire genre of skating games, and its amazing soundtrack is a nostalgic hit of late ’90s/early ’00s punk rock. The remade version, which you can pick up on Switch and the two new consoles later this year, is great fun, and has managed to do something rare for a remake: genuinely recapture the look and feel of the original title. Obviously the visuals are brought up-to-date, but the feel of the game and the way tricks are performed are fantastic. I was able to slip right back into playing as if I’d never put the Dreamcast controller down!

So that’s it. Fifteen games that I think are worth your time this Spring.

There are plenty of fun titles on the horizon, but some of the ones I was most looking forward to – like Kena: Bridge of Spirits – have recently been delayed, prompting me to look at my library and put together this list.

I hope this has inspired you to find something to play over the next few weeks! If not, stay tuned because there will be plenty more gaming-related articles here on the website. Happy gaming!

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

Some Star Trek updates for 2021-22

Spoiler Warning: There are minor spoilers ahead for Star Trek: Discovery Season 3.

In addition to the first teaser image for Star Trek: Prodigy, a recent update from ViacomCBS (that was primarily directed at their investors) has given us a couple of interesting bits of news regarding both current and future Star Trek projects. Today I thought it would be worthwhile to take a look at what was said and try to figure out what may or may not be coming our way in 2021 and the first half of 2022.

The most significant piece of news was that ViacomCBS plans to have something from the Star Trek franchise on Paramount+ every quarter. Since it’s already almost March I think we can rule out anything in Q1 this year! But that still potentially leaves us with three Star Trek projects before the end of 2021.

The teaser image for Prodigy, in case you missed it!

I said just after New Year that I believed we’d see both Prodigy Season 1 and Lower Decks Season 2 this year, and those will almost certainly be two of the three. With Discovery Season 4 having been in production since November, I have to assume that will be the third series planned for this year – perhaps targeting a Q4 broadcast like Season 3 received in 2020. That’s ambitious in my opinion – post-production work on Discovery Season 3 took over nine months to complete – but if ViacomCBS and Paramount+ can manage it, it will be a fantastic achievement! And it will mean one extra Star Trek show in 2021 that I wasn’t expecting!

If that’s the plan, that would then open up Q1 and Q2 of 2022, and it seems certain that we’d get Picard Season 2 (which has just started filming) and Strange New Worlds Season 1 in the first half of next year – probably in that order. So this current quarter could be the longest we’ll have to go without any new Star Trek for quite some time!

Picard and his new crew are coming back soon.

What will happen after that is in question, and this is where the other interesting bit of news comes in: ViacomCBS has no plans to produce any other Star Trek shows until those currently in production have concluded.

This seems to mean that the Section 31 series, which originally had a premiere date suggested for this year, is going to be delayed yet further, and I interpret comments by some of its writers and producers to mean that the series going ahead at all is less certain now than ever. Strange New Worlds completely stole the Section 31 show’s thunder, both before and after it was announced, and as I said a while ago, I never really got the impression that there was much excitement for Section 31. Many Discovery fans were clamouring for a Pike series almost from the first episode of the show’s second season, but Georgiou and Section 31, while not badly received, were very much the lesser part of that story overall.

Anson Mount recently cropped up in his Starfleet uniform in the ad campaign for Paramount+.

Georgiou’s recent departure from Discovery has set the stage for Section 31 – but it also left things very open as to where (and when) she will end up. Perhaps behind the scenes what’s going on is some major retooling of the Section 31 show’s premise; it had been suggested by Alex Kurtzman and others fairly recently that the scripts were still being worked on, and this feels like another indication of changes to the upcoming series.

So this unfortunately raises the question of the Section 31 show’s ultimate fate. Is this the first step to it being cancelled… or “un-announced?” It feels like it could be, sadly. Despite not being as interested in Section 31 when it was announced, I’ve recently come around to the idea of this kind of spy thriller. If done well I think it could be something really fun and different within Star Trek, and with it having been announced I kind of want to see it come into being. Even if it only runs for a single season, or gets cut down to a miniseries or television movie I still think it could be worthwhile.

Michelle Yeoh is set to return as Mirror Georgiou in the Section 31 series some time soon.

The longer-term futures of other Star Trek projects are less clear. No future seasons of any in-production shows were announced – though it seems likely, according to the rumour mill, that we’ll see Discovery Season 5, and Picard Season 3 was said to be there for the taking if Sir Patrick Stewart wanted it. Beyond the halfway point of 2022, though, Star Trek’s future gets a little harder to predict. We could see Lower Decks Season 3, Prodigy Season 2, or perhaps a new set of Short Treks mini-episodes.

What is clear, though, is that Section 31, the potential Ceti Alpha V miniseries that I covered a few weeks ago, and the still-unannounced live-action series that is in pre-production won’t be coming imminently.

ViacomCBS has “plans” for expanding Star Trek beyond the projects that we know about, though, and there was talk of ideas and concepts being worked on behind the scenes. Paramount+ is being established with a view to a widespread international rollout, which will begin next month with the USA, Canada, and Australia, before heading to Scandinavia and Latin America later in the year. Hopefully it’ll come to the UK soon!

Paramount+ launches next week.

Other recently-announced projects for Paramount+ include a Halo television series, a prequel to Western drama Yellowstone, a reboot of Nickelodeon cartoon Rugrats, and more. CBS All Access has grown its subscriber base since it was launched, passing the 8 million mark last year. The relaunch of the service as Paramount+, with its promised live sport and varied mix of films and television shows will surely bring in a lot of viewers – keeping Star Trek on the air for a long time to come.

These announcements were interesting, and I feel reasonably confident now that we’ll see three Star Trek shows this year instead of the two I had been expecting, so that’s fantastic! And I cannot wait for both Season 2 of Picard and the debut of Strange New Worlds next year. It’s a wonderful time to be a Star Trek fan right now – we have literally never had so many different projects all on the go at once. Someone pinch me… I must be dreaming!

The Star Trek franchise – including all properties 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.

Star Trek: Prodigy – First Look!

Yesterday ViacomCBS showed off the first piece of promotional artwork for the upcoming child-friendly series Star Trek: Prodigy. And it looks good… or at least, I think it does. I’m not completely sure!

Let’s take a closer look at the teaser image and try to break it down:

The first and most obvious thing to me is that none of the characters look like anything we’ve seen before in Star Trek. My first thought was that it looked rather Disney-esque due to the art style, so that was a positive. But then the more I looked at it I couldn’t get away from one word in particular: “generic.”

These characters don’t exhibit any Star Trek visual traits, and thus they feel like they could be part of any sci-fi universe. You could tell me these are characters from a Star Wars show, a show set in the world of Mass Effect, Avatar, Marvel or DC Comics… you get the picture. Nothing about it screams “Star Trek” to me, and as a result the characters feel very generic; fun and well-designed sci-fi characters for sure, and with a cute art style, but not necessarily from Star Trek. The only character who could possibly be from an established Star Trek race is the tall figure in the middle (third from the left). They could be from the same race as Jaylah – the character from Star Trek Beyond.

This character is giving me Jaylah vibes.

I suppose it’s possible that the large scaly or mineral-encrusted alien on the right is supposed to be something like a Horta (from The Original Series Season 1 episode Devil in the Dark). That feels like a stretch, though, as it would be a significant departure from the only previous depiction of a Horta.

We also have three other aliens of unknown races, including one second-right who appears to be comprised of some kind of liquid or gel. This blue alien is perhaps my favourite design, and one of the great things about animation is that it allows for more “alien-looking” aliens than live-action. That’s something we saw in Lower Decks as well. This character is cute, and perhaps because of the colour scheme I’m getting kind of a Moana vibe.

My favourite!

The far left seems to show a sentient robot, and this is the character who feels most like they’ve been imported from Star Wars! I’m also curious what kind of character a synth or robot could be in a show that’s supposedly primarily about kids – we’ve never really seen a child robot before. They look friendly, though, so that’s a plus!

Notable by her absence is Captain Janeway – the only named character we know of in Prodigy at this stage. I was surprised not to see her depicted in this first piece of promotional artwork given the big announcement made a few months ago that she was joining the series. Janeway is potentially one of Prodigy’s biggest draws – especially for long-time Trekkies – so giving her some kind of role in pre-release marketing would make a lot of sense.

Captain Janeway wasn’t part of this teaser image.

We didn’t get any character names to go with this image, so we don’t know who’s who or what roles they might end up playing on the series. I would guess that the tall figure in the centre is the leader of this gang of kids, and the apparel of the figure second-left suggests he could be an engineer of some kind. Those are just guesses, though, and I have no idea about the others!

What the release of this little teaser may mean is that Prodigy is well underway. The image was revealed at a promotional event for investors in the run-up to the launch of Paramount+ next week, and while it doesn’t seem like Prodigy will arrive on the day the service officially launches, all being well we’ll see it later this year.

Star Trek: Prodigy is coming to Paramount+.

I like the art style chosen for this project. 3D computer animation can look great, and these characters have a style that’s in line with other modern projects aimed at kids. Perhaps we can say it isn’t unique – as mentioned I think it feels rather generic for a Star Trek production – but there’s plenty of positives to take away from the visual style. I’ve already picked a favourite character – the blue liquid one! I’m a little disappointed that there wasn’t an obvious Star Trek race included, nor any other significant Star Trek elements in the image. There are no combadges, for example, nor phasers, tricorders, etc. So while the characters look great and the art style is cute and fun… I’m left feeling that something important is missing.

I know it’s a show for kids, but the best kids shows have something to offer adults too, and this is something ViacomCBS has been promising since this project was announced. I’m sure as we get to see more of these characters, learn who they are, and see the ship that they’re going to “commandeer” for their adventures that the elusive sense of “Star Trek-ness” will come into focus. Maybe it was too much to ask from a single teaser image!

A robot and an alien.

So this was an interesting first look – a glimpse, really – at Prodigy. The art style looks to be cute and fun, and while I wasn’t hit with a strong sense that the characters are part of the Star Trek franchise, and I’m curious as to why Janeway was left out, it was certainly interesting to see. From the point of view of producing a show for kids, I think there’s a lot for kids to get excited about with these characters. Though not necessarily “Star Trek,” the characters are visually interesting and would convert well to toys, dolls, and playsets. The diversity present in these designs should help each character establish a personality and on-screen presence, and that’s a positive thing.

Hopefully we’ll get to know more about these folks soon!

Star Trek: Prodigy is currently in production and will debut on Paramount+ in the United States and other territories where the service is available. Further international distribution has not yet been announced. Star Trek: Prodigy is the copyright of ViacomCBS and Nickelodeon. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

So long, Anthem…

After months of speculation, Electronic Arts and BioWare finally confirmed what every gamer and games industry watcher has known for ages: Anthem is dead. Rather than spend even more money on this failure, EA have opted to cancel any remaining plans that they had in the pipeline in order to focus on other projects. And while it may be disappointing to Anthem’s five or six remaining loyal players, it’s unquestionably the right decision.

What was clearly the wrong decision, though, was releasing this mediocre title in the first place. And stepping back even further than Anthem’s troubled 2019 launch, we can argue that it was the wrong decision to push a studio like BioWare – renowned for their single-player role-playing games – to create a “live service” multiplayer action-shooter in the first place.

Anthem was developed by Canadian EA subsidiary BioWare.

Game developers and studios have to be allowed to innovate; without trying new things there would never be any progress in video game development, and that wouldn’t be a good thing. But when a studio has a proven track record at making a certain style of game, their publisher or the company who owns that studio pushing them to do something entirely outside that wheelhouse can lead to difficulties and problems.

The developers at BioWare simply did not have the multiplayer experience, the action-shooter experience, or the necessary knowledge of EA’s Frostbite game engine to put together an ambitious title like Anthem. And while senior BioWare managers may have felt, in 2012 when Anthem was first conceived, that they had a new and unique idea, the “live service” concept had been done and done again by the time the game finally stumbled out the door.

Anthem promo art.

Anthem was boring. It was an uninspired shooter whose every in-game system and mechanic had been done before by someone else – and done better. BioWare’s final saving grace when dealing with lacklustre gameplay was the studio’s ability to craft great stories and bring wonderful characters to life – but they failed at that too, and Anthem ended up offering little more than a decently pretty environment. That just isn’t good enough, and players quickly put down this disappointing experience, never to pick it up again.

When Anthem’s “roadmap” of additional content was scrapped in late 2019, that was it. No one who follows the games industry was seriously expecting EA and BioWare to successfully revive the game – and if anyone did, I’ve got a bridge to sell them! All this talk of “Anthem Next” was a cynical attempt by these companies to convince the few remaining Anthem players to stick around and keep spending money in the game with promises of more features and updates. I seriously doubt that EA ever intended to make good on the promise of an overhaul and update of the game; that was nothing more than meaningless empty words designed to exploit those few remaining fans.

A javelin seen in promo artwork.

After more than a year of living through the coronavirus pandemic I am sick to the back teeth of companies using it as an excuse for whatever the problem of the day is. In their curt blog post announcing the end of Anthem, BioWare attempted to shift the blame onto the pandemic, suggesting that it played a role in this decision. I call bullshit on that. This was a business decision, plain and simple, and it was one that was almost certainly taken a very long time ago.

The reality is that Anthem, like Mass Effect: Andromeda before it, was dead on arrival. The game has been kept on life support for two years, with players fed a steady diet of lies and promises that EA and BioWare had no plans to make good on. Such is the reality of a “release now, fix later” game. So much for being the “Bob Dylan of video games” – a statement so stupid, by the way, that I can scarcely believe anyone at BioWare actually said it.

Anthem was supposed to be the video game equivalent of Bob Dylan.
Photo Credit: The White House from Washington, DC, Public domain, via Wikimedia Commons

Anthem needs to be a lesson, not just for BioWare and Electronic Arts but for the games industry in general. You can’t release a mediocre game and convince people to stick around in case it gets good later. “Release now, fix later” categorically does not work. The legacy of Anthem needs to be that better games are released in the wake of its failure.

If a game is not in a good enough state, it should be delayed and not forced into a release window to meet some arbitrary deadline. Big companies like Electronic Arts can absorb the costs of prolonging development if it means that the game will eventually launch to critical acclaim and commercial success. By forcing Anthem to be released when it was simply not ready, Electronic Arts snatched defeat from the jaws of victory and pissed away a huge amount of money.

Another piece of promotional artwork.

Anthem was never financially viable. No multiplayer game that loses 90% of its playerbase in a matter of weeks can possibly be sustainable, which is another reason why I’m convinced that all this talk of a “renewal” or update to Anthem was never serious on the part of EA and BioWare. The sad thing is that there was potential in Anthem. Had it been a project that was handled differently its flying “Iron Man” suits and brand-new sci-fi world could have gone on to be held up alongside franchises like Mass Effect or Halo. But a series of poor decisions across its development meant that wasn’t possible, and it seems unlikely at this stage that Anthem’s world will ever be revisited.

What this means for Anthem’s remaining players is that it’s over. It’s time to jump ship and not spend another penny on any in-game microtransactions. While BioWare have promised to keep the servers running for now, in reality it’s only a matter of time before they’re shut down and the game is gone forever. There are other, better games out there to play, so if you’re one of those few remaining players, have a look for something else to play instead.

A javelin underwater.

For BioWare this is a double-edged sword. On the one hand it potentially frees up a handful of developers to work on the next Dragon Age game, Mass Effect 4, and whatever else may be in the pipeline. On the other hand it confirms what we’ve all known for a while – the studio has released two failures in a row. Electronic Arts, rather like Google, has a reputation for shutting down unsuccessful studios and killing projects that aren’t bringing in enough money. There was already a lot of pressure on BioWare to get their next project right – and that pressure has just increased.

I don’t think we should celebrate the demise of Anthem – but I don’t lament it either. The game was a waste of potential, it damaged the reputation of a studio previously held in high esteem, and serves as yet another example of why this “release now, fix later” trend is such a mistake. Hopefully the lessons of Anthem will be learned so that better games will be made in future. That’s its only shot at a legacy.

Anthem is the copyright of Electronic Arts and BioWare. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Mass Effect trilogy – ranking Shepard’s squadmates

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

With Mass Effect: Legendary Edition on the horizon I thought it could be fun to go back to the Mass Effect trilogy and look at Commander Shepard’s comrades. Though I have no immediate plans to buy Legendary Edition – it looks like a pretty unimpressive upgrade, in my opinion – its existence has nevertheless prompted me to look back at its three constituent games. There were some absolutely wonderful characters who were well-written in all three parts of the Mass Effect trilogy. Without these characters to interact with, the world of Mass Effect would feel smaller and far less immersive.

However, there were also a handful of major characters who were less interesting, bland, useless in combat, or who got too little screen time for us to really get to know them. So there’s plenty of ammunition to put them into an internet-friendly numbered list! I’m excluding the squadmates from Andromeda, because that game was less fun across the board, and I’m also excluding the two characters who were only playable for a short time during the Omega DLC for Mass Effect 3. Otherwise all characters from the first three games are here – including those who were only available as DLC when the games were new. Legendary Edition will have all of them, so I’m happy to feature them all here.

Legendary Edition is coming soon.

As I always say, these things are subjective. If you don’t agree with how I regard a certain character, that’s okay! One of the great things about games like the Mass Effect trilogy is that they allow for player choice and different ways to play. We don’t need to fight or argue over which character is best!

With that out of the way, let’s jump into the list!

Number 19: Zaeed Massani

Somebody has to be in last place, and unfortunately for me it’s Zaeed. There are a couple of reasons why that’s the case, but it boils down to him feeling like an afterthought for most of Mass Effect 2. He doesn’t have any especially interesting dialogue or banter, either with Shepard or with anyone else on the team. When you approach him in the cargo hold of the Normandy (where he spends his down time) the “conversations” you can trigger with him aren’t even full cut-scenes, they’re just lines of dialogue heard over the top of gameplay.

Zaeed’s loyalty mission was okay, but it almost always required players to take the renegade path in order to be sure of winning his loyalty. There is a possible way to get through it with a 100% paragon outcome, but the required conversation check is so high that I’ve never been able to manage it. This cuts into the short mission’s replay value and leaves it feeling pretty bland. Like everything else involving Zaeed, the loyalty mission feels like it was thrown together as an afterthought.

For a DLC character, Zaeed is not well-integrated into the main game. Other DLC characters and missions flow naturally into the games they’re part of, but Zaeed and his loyalty mission feel tacked-on. He had the potential to be a fun character; a gruff mercenary veteran who’s seen it all. But that potential feels rather wasted.

Number 18: Liara T’Soni

Sacrilegious though it may be to some Liara superfans, I’ve never really liked the Mass Effect trilogy’s main asari character. In Mass Effect 1 she was perhaps at her best, but even then managed to feel less interesting and less relevant to the mission at hand than other squadmates. But her strange turnaround in Mass Effect 2 from mild-mannered student of history to hard-nosed information dealer just felt out of place. And as much as I enjoyed the Lair of the Shadow Broker DLC from a gameplay perspective, making Liara the new Shadow Broker is something which again felt wrong for her character.

There’s such a disconnect between the Liara we get to know and the shady world of information broking that she inhabits beginning in Mass Effect 2, and while I admire the creative decision to try to do something consequential with a character who otherwise felt like unnecessary fluff, for me it didn’t work and actually made matters worse.

As a biotic squadmate, Liara was most useful in Mass Effect 1, where only Kaidan was also able to use some biotic powers. By the second two games, though, her biotics felt less impressive – especially having seen what Jack and Samara can do! I don’t hate Liara, but a combination of some odd character decisions and the existence of other, more interesting squadmates means she ranks pretty low down on my list.

Number 17: Grunt

If we’re talking about Grunt’s overall story, perhaps I could rank him higher on the list. His role in Mass Effect 3 was certainly more interesting, as he led a team of krogan warriors to hunt for the rachni. But looking at him purely as a squadmate in Mass Effect 2, which is his only appearance in that capacity, he’s just not the most interesting character.

His backstory is certainly different, and perhaps was a way for the writers to try to differentiate him from Wrex. But there’s no getting around the fact that, for me at least, Grunt never manages to step out of that shadow; he always feels like a generic stand-in for Wrex. That said, I enjoyed Grunt’s loyalty mission in Mass Effect 2, as battling against a giant worm-monster was a ton of fun!

Number 16: James Vega

I feel a little bad for James Vega, who was voiced by established actor Freddie Prinze Jr. Vega came late to the party, and I think part of the reason for the negative reaction some fans had to him in Mass Effect 3 is that they were hoping for the return of more characters from Mass Effect 2 instead of someone new.

Despite that, however, James Vega was okay. For new players picking up the series for the first time, his newness may have helped them find their footing in an established, ongoing story, and characters playing that kind of role do serve a purpose. The Citadel DLC fleshed James out more and gave him a bit more to do than the base game, which was certainly to his overall benefit, but despite that he still isn’t an especially memorable character.

Most other characters in the trilogy elicit some kind of reaction from me, even though it’s been probably five years or so since I last played the games. But James Vega really doesn’t. He’s just… there. A background character. And there’s nothing wrong with him at all, unlike those lower down this list he isn’t bad. He’s just… forgettable.

Number 15: Ashley Williams

I don’t particularly dislike Ashley – though I would usually choose Kaidan at that moment in Mass Effect 1 – and on my first playthrough as male Shepard I think I chose her for Shepard’s romance option. She’s fine as a character, but is a bit limited as a squadmate because she can’t really do much beyond shoot.

Most squadmates have some kind of truly useful ability beyond their weapons that can make a difference in combat. Late in Mass Effect 1 Ashley can unlock “First Aid,” which, as you might expect, allows her to heal Shepard. But this uses medi-gel, which is a consumable item that isn’t unlimited in supply, rendering a potentially-interesting ability far less useful. This skill is also gone if Ashley survives to Mass Effect 3, where she can just shoot and throw grenades. If you’re going up against a heavily-armoured boss she can be useful – but most of the time I’m looking for a squad with a broader range of talents.

That’s more to do with the way I play the games than a criticism of Ashley herself, I suppose!

Number 14: Miranda Lawson

Though I have nothing against Miranda, it really isn’t until Mass Effect 3 where her story truly pays off – and by then she’s no longer a squadmate. She fills an interesting story role in Mass Effect 2, overseeing Shepard’s mission on behalf of the Illusive Man and Cerberus, but because of both her station on the Normandy and her natural disposition, she and Shepard tend to keep one another at arm’s length – even after her loyalty mission to save her sister.

The loyalty mission is one of the better ones, I think, and Miranda is a multitalented squadmate, capable of using both tech and biotic powers. During the Suicide Mission, Miranda is one of the possible candidates to lead the second squad at the beginning of the assault on the Collector base (assuming she remains loyal) and thus she’s a versatile all-rounder as a squadmate.

Miranda is at her best in Mass Effect 3, though, and that game goes a long way to paying off her character arc – both with her family and with Shepard.

Number 13: Samara

I love Samara’s “Reave” ability, which can be unlocked after securing her loyalty. It’s one of the most powerful biotic powers in the entire game, and can be incredibly useful when on the back foot. Samara also has one of the more interesting loyalty missions in Mass Effect 2, one which is largely nonviolent. In an action-RPG that may seem odd, but these quieter, story-driven moments make the Mass Effect series what it is, at least in my opinion.

Samara also proves invaluable during the Suicide Mission, as one of only two biotics (the other being a fully-upgraded Jack) capable of safely escorting Shepard’s squad through a dangerous part of the base. The only reason I wouldn’t put her higher up the list is because she’s a character recruited well into the second half of Mass Effect 2, and thus has fewer options to join Shepard on missions.

Her story of chasing down her rebellious daughter, and then trying desperately to save her other daughters during the Reaper war, is one of the trilogy’s most interesting – and tragic.

Number 12: EDI

The Normandy’s AI is able to acquire a body and thus becomes a potential squadmate early into Mass Effect 3. EDI was already fun thanks to her dynamic with Joker, the Normandy’s pilot, but being able to take her on missions added an extra dimension to her – as did her dialogue during downtime on the Citadel.

As with Samara’s “Reave,” EDI’s “Defense Matrix” ability can be a lifesaver when the chips are down and you’re facing a difficult battle! The “best” possible ending to Mass Effect 3 sees the destruction of the Reapers – but along with them all other forms of artificial life. EDI almost certainly doesn’t survive in such a scenario, and that adds an extra level of complexity to the endgame given that players have spent two full games with her by that point.

Number 11: Jacob Taylor

Jacob is all business during his time on the Normandy, and I think some fans were put off by that in Mass Effect 2. Unlike other main squadmates, large parts of Jacob’s backstory are told not in the main trilogy but in Mass Effect Galaxy (a mobile game released in between the first and second titles) as well as in comic books. Perhaps that’s part of why he can feel a little barebones in the main game.

However, Jacob provides Mass Effect 2 with one of the best loyalty missions, tracking his father’s crashed starship to a remote planet. Not only is the setting beautiful and the wreck of the ship fun to explore, but the story of a man who kept the safe food for himself while allowing others to suffer is shocking. The Mass Effect series doesn’t shy away from grotesque characters like Jacob’s dad, and these kinds of characters give the story a dose of realism.

Jacob is also a proficient squadmate in his own right, and the “Incendiary Ammo” ability that he brings can be very useful in combat.

Number 10: Jack

We’re into the top ten now, and up first is Jack. The “psychotic biotic” has a truly satisfying character arc across Mass Effect 2 and Mass Effect 3, genuinely growing and taking on responsibilities after being a violent loner when Shepard first encounters her.

Jack’s backstory is one of the most tragic in the series, as she was experimented upon mercilessly for her powerful biotic abilities by Cerberus. She’s also headstrong and one of the few characters who doesn’t worship the ground Shepard walks on – slapping them and telling them they were an idiot for trusting Cerberus in Mass Effect 3.

During the Suicide Mission, Jack is the only other character besides Samara capable of putting up a powerful enough biotic barrier to safely escort Shepard and his team through a dangerous part of the base.

Number 9: Kasumi Goto

When it came to Zaeed, I mentioned that he felt entirely tacked-on and separate from the other characters in Mass Effect 2. Kasumi, despite being another DLC character, doesn’t feel that way at all – perhaps because her entire persona is constructed around being someone who works in the shadows.

Her loyalty mission is one which requires a fair amount of nonviolent stealth, and putting Shepard in a fancy suit at a high society party was fun to see! In combat she is one of the weaker squadmates – but her “Shadow Strike” ability, when fully upgraded, is unstoppable and incredibly powerful. Her appearance in Mass Effect 3 also potentially saves the hanar from a Reaper attack – and the hanar are one of my favourite Mass Effect races!

Number 8: Urdnot Wrex

Wrex is the first krogan squadmate Shepard can recruit, and after being playable for Mass Effect 1 also rejoins Shepard during the Citadel DLC. I adore Wrex – he’s plenty of fun and great in a fight. Wrex has so much more personality than Grunt, which makes sense as he’s much older. But that personality makes him a more complex and enjoyable character, and someone who can usually be relied upon for some fun banter with both Shepard and other members of the team.

Wrex’s big moment came during the mission to Virmire, where Shepard intended to destroy a cure for the genophage – a disease which sterilised most krogan. Despite being a rough-and-ready mercenary, Wrex genuinely cares about his tribe and his race, something which comes through in Mass Effect 2 and 3. The krogan are, in some ways, comparable to the Klingons, and there’s room in every sci-fi series for that kind of violent warrior race!

Number 7: Thane Krios

Despite being an assassin for hire, Thane is remarkably sweet. As he comes to the end of his life he’s clearly spent a lot of time thinking about some of the things he did wrong, and at the top of his list is patching up his relationship with his son – which ultimately becomes the focus of his loyalty mission in Mass Effect 2.

The loyalty mission is another one that involves a fair amount of sneaking around, and trying to successfully trail a target atop the Citadel’s catwalks can be confusing – and a tad frustrating at points. But it’s a unique experience in the game! As a sniper, Thane can be useful in combat, though his abilities are fairly run-of-the-mill and don’t help him stand out. His sacrifice in Mass Effect 3 packs a real emotional punch, and is one of the few major character deaths in the entire trilogy that can’t be avoided.

Number 6: Tali’Zorah

Tali is very cute. The first time I played through Mass Effect 2 as male Shepard she was my romance option of choice! She’s a competent fighter, and when she first joins the mission that may come as a bit of a surprise. The quarian storyline is one of the series’ most interesting, and as the main quarian character we get to know, Tali is front-and-centre in helping us understand their plight.

The quarians created a race of AI – the geth – to serve as their servants. But when the geth became fully sentient the quarians attempted to shut them down, resulting in the loss of their homeworld. Ever since, quarians like Tali have been looked down on and mistreated – an analogy for many different minority groups in modern times.

Tali is a squadmate in all three games, and her combat drone – an ability she gains beginning with Mass Effect 2 – is one of the most useful powers any squadmate can have, as it provides an extra target for enemies to shoot at as well as an additional semi-squadmate, able to perform limited attacks of its own for a short period.

Number 5: Kaidan Alenko

When it comes to Kaidan, comparisons with Ashley are inescapable! As mentioned above, she’s okay. A by-the-book soldier who’s good at shooting but not much else. Kaidan, in comparison, oozes personality, and the experiences he has with Shepard take an emotional toll on him. If allowed to survive across the trilogy, Kaidan’s character arc is one of my favourites to see play out.

Raphael Sbarge, who voices the character, had previously voiced Carth Onasi in an earlier BioWare game – Star Wars: Knights of the Old Republic. As I’d played that game at least four or five times before Mass Effect 1 that was odd for me at first, but Sbarge brings a raw emotional tone to the character of Kaidan that I quickly came to love.

In Mass Effect 3 Kaidan can be a romance option for male Shepard – one of only two same-sex romance options for male Shepard in the entire trilogy (both in Mass Effect 3, by the way). Kaidan’s vulnerability and the emotional portrayal won me over, but as a squadmate he’s a perfectly capable biotic with the usual biotic abilities.

Number 4: Mordin Solus

Mordin singing Gilbert and Sullivan – twice – has to be one of the most random things in the entire series! He’s a fun character, in some respects a somewhat stereotypical “mad scientist,” but as he proves on many occasions, he has heart. The complexity in his story comes from regretting his actions on repairing the genophage – the disease which prevents most krogan from having children.

Though he remains proud of his work from a technical point of view, he comes to see what he did as morally wrong, and would ultimately die putting it right – a death which can only be avoided under very specific (and rare) circumstances, meaning it’s an inevitability in most playthroughs. His death hits hard in Mass Effect 3, but he did what he believed to be right.

As a squadmate he’s surprisingly strong and good with a gun, which characters like this typically aren’t! He also has plenty of fun dialogue throughout Mass Effect 2, both with Shepard and others, and is another great character with real personality.

Number 3: Javik

It was an absolute crime to make Javik only accessible via paid DLC. The series’ first and only prothean character had a huge impact on Mass Effect 3, and it was patently obvious that the game and story were built with his presence in mind. He’s seamlessly integrated into the plot – which, coupled with the fact that he was launch-day DLC, seems to confirm that he was cut from the main game to be sold for more money.

Scummy business practices aside, Javik is awesome. He brings a totally different perspective to the Reaper war, and his very existence is proof that there are ways to defeat and outmanoeuvre what seems to be an unstoppable foe – something Shepard points out to him in a very moving moment on the Citadel.

Javik is a strong, decent fighter, and while his “Dark Channel” ability wasn’t unique (Shepard could also use it) it was very useful in a fight.

Number 2: Legion

I adore Legion. Having spent much of Mass Effect 1 and parts of Mass Effect 2 fighting the geth, Legion wanting to form an alliance could have felt like too much of a stretch – but the way it was written, and the performance by voice actor DC Douglas that brought Legion to life, were fantastic. Legion’s story of an internal geth conflict elevated the synthetic race from one-dimensional bad guys to something more complex, a theme that carried over to Mass Effect 3 where we’d learn more about their origin and goals.

Resolving the quarian-geth conflict is one of my absolute favourite moments in the entire series, and Legion plays a key role in it. Their death is the only other inevitable squadmate death in the series (along with Thane’s) and as such packs a serious emotional punch. Though we don’t usually get to spend as much time with Legion as I’d want (due to when they’re able to join the squad) he made an immediate and lasting impact on the story.

Legion is also a solid fighter, useful during the Suicide Mission, and both their shield and “AI Hacking” abilities can be incredibly useful.

Number 1: Garrus Vakarian

How could it possibly be anyone else at the top of this list?! Garrus is Commander Shepard’s BFF whether they’re male or female, and that relationship is one of the core storylines across the entire trilogy. Seeing Garrus and Shepard’s friendship play out across the games is what makes them worth playing, and even if all of the other squadmates and characters were boring one-dimensional cardboard cut-outs, Garrus alone would save the Mass Effect trilogy!

He has plenty of fun banter with both Shepard and everyone else on the various teams that come together across the three titles, and his storyline takes him from frustrated cop to anti-mercenary vigilante – learning from Shepard that sometimes you have to go around the rules! Almost every playthrough I would end up picking Garrus for the majority of missions, because he’s just such great fun.

It helps, of course, that Garrus is a competent fighter, able to use powerful weapons and with different ammo at his disposal. If you’re heading into a heavy firefight or about to stare down an imposing boss, Garrus should be at the top of the list for squadmates to join you.

So that’s it! We’ve put all of Commander Shepard’s squadmates in ranked order.

One good thing about the upcoming Legendary Edition is that all three games, plus all of their DLC, will be available in one place. I don’t think that alone justifies the price – especially if you own the games and DLC already – but having everything in one package is good, and means that there will be none of the nonsense of DLC-only characters and missions any more. I was lucky at the time the Mass Effect trilogy was out to be able to afford to pick up the DLC, but I know of people who missed out on some of these characters and missions because they only had the base game, and that’s awfully sad. I hope this practice of cutting content to sell later – or even on day one – goes away soon.

A scene from the Legendary Edition trailer.

Even the characters that I ranked at the lower end of this list have their moments and were generally well-written. There are very few characters across the Mass Effect trilogy that I felt were actually written badly or served no real purpose, even when considering NPCs who aren’t able to join the squad. Some are perhaps rather barebones, but all serve a purpose in the story and pad out the world of Mass Effect – making it feel real and immersive. In fact I’d say that Mass Effect is one of the best and most interesting sci-fi settings that I’ve had the opportunity to get to know, and while some aspects of it are certainly unoriginal it’s a well-constructed world populated with a diverse, fun set of characters.

I hope this was a bit of fun, and for me it was a chance to jump back into Mass Effect for the first time in a while. Though I’ve written on a couple of occasions about the impending Legendary Edition it’s been several years since I last played through the trilogy. Perhaps I’ll have to dust off my Xbox 360 and go around again.

Mass Effect: Legendary Edition will be released in May 2021 for Xbox One, PlayStation 4, and PC. The Mass Effect series – including all titles and characters listed above – is the copyright of Electronic Arts and BioWare. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Picard Season 2 finally enters production!

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1 and Star Trek: Discovery Season 3.

Just a short one today. It seems as though the long-delayed second season of Star Trek: Picard has officially entered production, with filming commencing in California. Raffi actress Michelle Hurd posted on social media that she was “back to work.”

Details of the season are otherwise hard to come by; ViacomCBS is keeping a tight lid on production. Partly that will be due to coronavirus-related concerns, but also to avoid leaks or spoilers. Sir Patrick Stewart has been back in California for a while, and from what he’s said has been raring to go! Stewart recently appeared during the ad campaign for Paramount+ – the new name for the rebranded CBS All Access, and the future home of Star Trek: Picard.

Aside from Stewart and Hurd, the Season 2 cast will comprise Isa Briones as Dahj, Santiago Cabrera as Chris Rios, Evan Evagora as Elnor, Alison Pill as Dr Jurati, and Jeri Ryan as Seven of Nine in a “special guest star” capacity. The only main character from Season 1 who isn’t returning (as far as we know, anyway) is Harry Treadaway’s Narek. I’m still hopeful, however, that Season 2 will somehow make note of Narek’s fate, as the Season 1 finale left things unclear.

Will we at least learn what happened to Narek?

The timeframe for Season 2’s production and release is still up in the air. If we use Season 1 as a baseline for comparison, we can expect filming to last approximately four months (Season 1 filmed from late April to the end of August 2019). However, it goes without saying that coronavirus-related safety protocols could delay things. Four months of filming would put the end of production somewhere in late June or early July, and again if we use Season 1 as a baseline, where post-production work took approximately four-and-a-half months, we could potentially see Season 2 being wrapped up and ready to go before Christmas.

However, Discovery’s third season took closer to nine months in post-production due to coronavirus and the teams all having to work from home, so I’d be surprised to see Picard Season 2 before next year. There’s also Discovery Season 4 to consider – it began filming back in November, so will likely conclude first. I’m not sure how much crossover there is of post-production staff between the two shows, but it stands to reason that if work on Discovery Season 4 is already underway, Picard Season 2 may have to wait longer.

Production on Discovery Season 4 has been underway for weeks.

So let’s assume, for now, that sometime in the first half of 2022 seems like a reasonable guesstimate for when we could see the season air! If we get any significant news regarding character crossovers, plot details, or a trailer, be sure to check back as I’ll almost certainly have something to say.

Speaking of character crossovers, have you heard the news that Thadiun Okona (from The Next Generation Season 2 episode The Outrageous Okona) may be appearing in Star Trek: Prodigy?! What an odd choice. But actor William O. Campbell confirmed on a recent podcast that he’s already been in the recording studio, so I guess we’ll see what he brings to the series when it arrives later this year! I had suggested Okona as a possible character for Picard Season 2 months ago, but I would never have guessed he’d crop up in Prodigy!

So that’s all I have to say, really. Picard Season 2 felt in danger for a while there, so I’m very glad indeed to hear that filming is underway. A few weeks ago I wrote up some preliminary predictions for what Season 2 may contain, so be sure not to miss that article if you’re interested in my pre-season musings!

Star Trek: Picard Season 1 is available to stream now on CBS All Access (soon to be rebranded as Paramount+) in the United States, and on Amazon Prime Video in the United Kingdom and elsewhere. The Star Trek franchise – including Picard and all other properties mentioned above – remains 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: Voyager – The torpedo and shuttle “problem”

Spoiler Warning: There are spoilers ahead for Star Trek: Voyager and Star Trek: Discovery.

If you’ve been around the Star Trek fan community for a while, you might’ve heard some fans complaining about the “problem” of the USS Voyager’s use of shuttlecraft and torpedoes in Star Trek: Voyager. Perhaps this particular point of criticism was more biting in the late 1990s when Voyager was still on the air, but in some corners of the community it’s still talked about.

In short, fans have argued that, because Voyager was trapped in the Delta Quadrant and thus unable to be resupplied by Starfleet, they should have run out of torpedoes and shuttles. The number of shuttlecraft and torpedoes depicted in the series fluctuates, and some episodes focus on the need to conserve or seek out supplies, while in others, Captain Janeway and the crew seem to use these limited resources with abandon. Some fans have tried to calculate how many torpedoes and shuttles were used across all seven seasons of Voyager’s run – presenting it as a “gotcha” moment when those numbers seem larger than they should be.

Did Voyager fire too many torpedoes?

There are two ways to approach this, in my opinion. The first is to use an argument that I generally dislike: “it’s just a story.” I’ve written about this before, but one of the most important things when creating an ongoing story – especially one that has to fit into an existing franchise – is internal consistency. If it was established that the USS Voyager has, for example, four shuttles, and then a future episode arbitrarily changes that, then the show is not being internally consistent – i.e. consistent with itself. That, to me, has the potential to be immersion-breaking.

In some cases, “it’s just a story” is a perfectly valid excuse. In comedies like The Simpsons, for example, pretty basic things like which character’s bedroom is behind which door can change depending on which episode you’re watching – and on what the writers need it to be for the sake of a punchline or story. And in shows which have a floating timeline and are inherently un-serious, that isn’t really an issue. But other stories – those that want to be taken more seriously – do have to hold themselves to a higher standard, and thus the “it’s just a story” excuse generally doesn’t work in Star Trek to excuse inconsistencies and mistakes – at least in my opinion.

One of the torpedo tubes of the USS Enterprise-A in Star Trek VI: The Undiscovered Country.

On a basic level it is of course true that many inconsistencies and “goofs” within Star Trek are there because the writers either deliberately chose to go in a specific direction or to ignore a previously-established fact in order to make a particular storyline work. That can be said to be an explanation for what happened – but not an excuse!

The second way to approach the issue of shuttles and torpedoes in Voyager is to use the franchise’s own internal canon, and particularly established facts from within Voyager itself. A simple count of the number of torpedoes shown on screen or the number of shuttlecraft mentioned early in the show’s run is only one part of a bigger picture, and there are ways that we can interpret other canonical events within the series or within Star Trek as a whole to explain what appear, on the surface, to be inconsistencies.

One of Voyager’s torpedoes was beamed aboard a Borg vessel in the episode Dark Frontier.

There are two big points to consider when discussing Voyager’s shuttlecraft and torpedo complements, and how they could be replenished from an in-universe point of view. The first is trading and harvesting. On a number of occasions, Voyager depicted the crew visiting planets and moons to gather resources – everything from food to metals. And on a number of other occasions, the crew were able to make trades with Delta Quadrant factions in order to acquire resources that they were short of.

Weapons were only ever mentioned in the context of trading when Captain Janeway refused to sell Voyager’s weaponry to other races, but just because we didn’t see on screen the crew of Voyager bartering for someone else’s weapons – or more likely, weapon components and materials – doesn’t mean that it didn’t happen. Trading to acquire weapons or components wouldn’t contradict Janeway’s orders and adherence to Federation values. If the crew were able to get the basic parts needed to make more torpedoes, then there’s no reason why those parts couldn’t be used. Nothing I know of within Star Trek suggests that torpedoes can only be manufactured at specific facilities, or that they’re even especially difficult to build or modify.

Captain Janeway and her crew traded with many different cultures and factions during Voyager’s seven years in the Delta Quadrant.

What is a torpedo made of? We’ve actually seen torpedoes up close on a few occasions within Star Trek, and we have a reasonably good idea as to how they work. A torpedo uses antimatter as its main explosive element, creating a matter-antimatter explosion when detonated. There are also references to plasma and ion radiation, and in addition the torpedo casing and other internal components are made from metal – perhaps the same kind of tritanium as used in the construction of starship hulls.

The main component that the crew of Voyager would need to get, as far as I can see, is the right kind of antimatter to be used in the warhead. Every other aspect of the torpedo should be fairly easy to come by – or to manufacture, which we’ll look at in a moment. Antimatter is not naturally occurring, so the crew would probably need to trade for it, unless it could be scavenged from wrecked or abandoned ships.

Spock and Dr McCoy perform “surgery” on a torpedo in Star Trek VI: The Undiscovered Country.

Shuttles are obviously less easy to trade for, but in the episode Alice we see this exact thing happen. Paris falls in love with a shuttlecraft he sees at a junkyard and convinces Chakotay to trade for it, acquiring a new shuttle for Voyager. In that episode it would backfire, of course, but the principle remains!

As above, it would be possible to trade for and harvest components and materials necessary to repair or build shuttles. The basic metals needed for the hull would be perhaps the most important, as well as components necessary for systems like warp drive, but I can see no reason why it should be impossible for the crew to get enough components and material together to replace a lost or damaged shuttlecraft.

Neelix, Kim, and Chakotay on an away mission to collect resources.

So now we come to the second major way that the Voyager crew could resupply themselves: replicating and/or manufacturing their own torpedoes and shuttles. To me, the single biggest piece of evidence in favour of this argument is the creation of not one but two Delta Flyers. The ship had the capability to replicate large components and the crew had the necessary engineering expertise to build a spaceworthy craft from scratch. It stands to reason that, contained within Voyager’s databanks, are the designs and schematics for both torpedoes and shuttles.

Voyager was designed for long-range tactical and exploration missions, meaning that the possibility of the ship operating outside of Federation space and far from the nearest Starbase had to be taken into consideration when it was built. Logically that would include the ability to be self-sufficient for long periods of time, being able to repair and build components on the fly. It doesn’t mean Voyager’s resources are unlimited – but it does mean that the ship clearly has the ability to build new components and presumably a stockpile of raw materials for doing so.

The Delta Flyer under construction. This alone proves that Voyager and the crew had the capability to manufacture and/or replicate practically anything.

Augmenting that supply is something we see the crew engage in numerous times, chasing down sources of energy, antimatter, food, metal, and so on. While food and power are arguably the most urgent and immediate concerns, ensuring that they have enough components and raw materials to repair the ship, build replacement parts, etc. are all important too. How many times did we see Voyager undergo repairs or suffer damage that wasn’t present in the next episode? The ship clearly has the capability to build replacement parts – and there’s no reason why that can’t apply to torpedoes and shuttles too.

Something we learned in Star Trek: Discovery could be relevant here too, and while it’s certainly up for debate I think it’s worth mentioning as part of this conversation. In the third season episode There Is A Tide, Admiral Vance – the head of Starfleet – told us a little more about the way replicators work. The replicators at Federation HQ in the 32nd Century used a base of matter that was repurposed into new configurations. In the case of Federation HQ, bodily waste was repurposed into food – presumably with other matter thrown in there too! But the principle that you could feed any old matter into a replicator and use the technology to repurpose it seems to be how replicators (and earlier synthesisers) work in Star Trek.

Admiral Vance eating a replicated apple in There Is A Tide. This episode gave us a little tidbit of information about replicators and how they work.

This is also, at a very basic level, how warp nacelles work. The Bussard collectors on the front of a starship’s warp nacelles collect particles of hydrogen and deuterium while the ship is in flight, using the collected molecules as a way to augment the ship’s fuel supply. Insert one kind of matter, transform it into fuel, and use that fuel to fly.

The specifics of exactly how these technologies work is deliberately kept somewhat vague, but replication and collecting resources seem to me to offer an in-universe explanation as to how the crew of Voyager could replenish their supplies of expendable items like torpedoes, as well as replace destroyed shuttlecraft and even make complete repairs to the ship.

One of Voyager’s shuttlecraft.

When you combine what we see on screen just within Voyager itself – the many times the crew are scavenging and harvesting resources from planets and nebulae, all the times they traded with Delta Quadrant factions, the ship’s replicators, the ability to build the Delta Flyer twice – I think we can reasonably say that it adds up. Voyager had the ability to produce new torpedoes, repair damage to its hull and systems, and even build new shuttlecraft. There is no plot hole!

I understand why some fans feel that this is a problem. Some episodes do seem to contradict some of what I’ve said, and especially in the early part of the show’s run, the supply of torpedoes in particular was mentioned more than once. Captain Janeway did once say that there was “no way” to replace the ship’s 40-odd torpedoes – but given everything we know about replicators and the crew’s ingenuity, perhaps that was either a misunderstanding on her part or something that the crew were able to overcome at a later time.

Voyager firing tricobalt devices at the Caretaker’s Array in Caretaker.

The ship started out with 40 torpedoes (and a few tricobalt explosive devices). But by the end of the series almost 150 torpedoes had been fired – at least, according to the sources I can find online! There were also at least eight shuttlecraft used on the show across its seven-year run. The only way to make this internally consistent is using some combination of trading, harvesting resources, and building/replicating replacement parts. Given that we see Voyager is capable of this when building the Delta Flyer, I don’t see it as a plot hole.

So that’s my solution to this longstanding “problem.” The crew were very resourceful, willing and able to make trades with different factions, to think outside the box when it came to how best to use what they had to make it home. The ship itself is powerful, designed for long missions, and kitted out for exactly these kinds of issues. Though it may not have been shown on screen outright, it seems like the best fit based on everything we know is simply that the crew figured out a way to build more torpedoes, shuttles, and repair kits at some point relatively early into their journey home.

Problem solved. Right?

Star Trek: Voyager ran from 1995-2001 and is available to stream in its entirety on CBS All Access (soon to be rebranded as Paramount+) in the United States, and on Netflix and/or Amazon Prime Video in the UK and elsewhere. The series is also available on DVD. The Star Trek franchise – including Star Trek: Voyager and all other properties 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.

If Star Trek had behaved like Star Wars…

Spoiler Warning: There are spoilers ahead for the Star Wars franchise – including recent projects such as The Rise of Skywalker and The Mandalorian. There are also minor spoilers for the Star Trek franchise too.

Let’s step through the looking-glass, across the divide between universes, into a strange new world. This world is very much like our own, but with one major difference: Star Trek behaved like Star Wars. The Original Series ran from 1966 to 1969, just as it did in our reality, but then… things started to change.

Join me on a weird and wonderful journey through what Star Trek might have been… if it had acted like Star Wars. Don’t worry, I promise we’ll make it home safe and sound.

Are you ready to go through the looking-glass?

We begin our journey in the 1970s. Star Trek is being rebroadcast in syndication, and its fanbase is growing. Some of these fans begin to organise and ask for more Star Trek on their screens, and the company that owns Star Trek in this alternate reality – let’s call them CiacomVBS – thinks long and hard about what to do. They have a popular series on their hands… what should they do with it?

Eventually the people in charge of Star Trek hit upon a brilliant idea: a Star Trek prequel, looking at Kirk, Spock, McCoy, and other familiar characters in their Starfleet Academy days and before their five-year mission. The main roles were re-cast, and the first new Star Trek project in almost twenty years was finally greenlit in 1988. Called the “Kelvin films” for the involvement of a starship called the USS Kelvin, this prequel trilogy was popular with some Trekkies, but wildly disliked by others. When the third film finished its theatrical run, CiacomVBS decided to shelve Star Trek and proclaimed that the franchise was complete.

Fans were split on Star Trek by this point. Some proclaimed that The Original Series was the only good part, whereas other (primarily younger) fans were thrilled with the Kelvin films. As time passed, Star Trek appeared to be complete. Its stars moved on to other projects, or faded into obscurity. But the fanbase remained, and with the passage of time those younger fans grew up, leading to a minor resurgence in the popularity of the Kelvin films.

In the 1990s, a massive media empire called the Dalt Wisney Company approached CiacomVBS about a buyout. When the multi-billion dollar deal went through, Wisney announced a plan to bring Star Trek back – this time for a sequel. Star Trek: The Next Generation premiered a few years later, and starred a younger cast of characters – alongside the return of The Original Series’ crew. Their first adventure was to find Captain Kirk, who had gone missing.

Kirk eventually agreed to train the new crew of Starfleet officers, along with help from Spock, Dr McCoy, Scotty, Uhura, Chekov, and Sulu. The returning characters took up a lot of the new show’s screen time, leaving many Trekkies to say that the new crew were undeveloped and underused. To make matters worse, a lack of overall direction by the Dalt Wisney Company meant that each of the three seasons of The Next Generation was helmed by a totally different team of writers. The consequence of this was a jarring change in tone between each of the three seasons.

The Next Generation’s third and final season was its worst by far, with a confused mess of a story that seemed to be trying to overwrite much of what happened in Season 2 – including the backstory of Captain Picard, the major character introduced in Season 1. By far its most egregious fault, though, was bringing back Khan as a villain – Khan had been killed off decades earlier, and his return was called “the worst kind of deus ex machina” by critics.

There were also two “standalone” projects produced during this time. The first saw a team of renegade Starfleet officers go on a secret mission to steal the plans to the Klingon D7 battle cruiser, and ended with them transmitting the plans to Kirk aboard the Enterprise. The second was titled Chekov: A Star Trek Story, and it told the tale of the young Pavel Chekov before he joined Starfleet.

Despite the lacklustre response to The Next Generation and Chekov, Wisney had invested a lot of money into Star Trek, and putting their expensive acquisition on hiatus was not possible. They announced another spin-off: Deep Space Nine. This promised to finally take a look at the Star Trek galaxy away from Captain Kirk and Starfleet for the first time, being set on a space station in a new region that had never been seen before.

Fans seemed to respond well to Deep Space Nine at first, but its short runtime, bland main character, and overreliance on the aesthetic of The Original Series were all points of criticism of the show. By Season 2 it seemed to be doing better and was beginning to stand on its own two feet – but for some inexplicable reason Season 2 of Deep Space Nine brought back the character of Sulu – who had been killed off in The Next Generation. Fans were confused as to how he had survived being eaten by an alien monster, but this was never addressed.

The Season 2 finale was perhaps the most egregious example of Wisney forcing fan-service into Deep Space Nine, though. As Sisko and his crew were cornered, staring down a seemingly-unstoppable villain, the shuttlecraft Galileo was spotted approaching DS9. The shuttle door opened, and there, in all his glory, stood Captain Kirk. Kirk dispatched the villain’s henchmen with ease, and gave Sisko – and the show’s stunned audience – a nod and a wink.

In the aftermath of Deep Space Nine Season 2, the Dalt Wisney Company put together a presentation where they announced what’s coming next for Star Trek – and to no one’s surprise, it was more of the same. Nostalgia, throwbacks, and not much else.

The actor who played Scotty in the Kelvin series was given his own spin-off. Next was Star Trek: Nurse Chapel, which promised a look at the franchise’s second-most famous medical officer. Then there was The Harry Mudd Show, looking at lovable rogue Harry Mudd, and Star Trek: Balok, which promised a deep dive into the backstory of the character fans first met in The Corbomite Maneuver. There was a miniseries looking at Kor, the Klingon captain, and finally there was Star Trek: That Guy Who Flew The Shuttle In That One Episode – which was immediately given a three-season order. Some fans were thrilled with these offerings… but a lone voice spoke out.

On a website called Dennising with Trek, an independent critic wrote that it was time for Star Trek to move on. The Original Series had become a weight around the neck of the franchise, holding it back and stopping it from properly moving on to new adventures. The Star Trek galaxy offered such an interesting and exciting setting, they wrote, that it was positively criminal to only look at such a tiny sliver of it over and over and over again. Star Trek can be better than this.

Apparently this website is incredibly popular in the alternate reality.

So that, my friends, is where we end our journey through this strange mirror universe. We step back across the divide, and find ourselves firmly back in our own reality. I promised I’d get you home safe and sound!

What was the point of our little interdimensional sojurn? As I’ve said many times already, Star Wars is stuck. It has never been able to move beyond its original trilogy, and it’s gotten to a point where those films are now holding it back from making any meaningful progress.

You might look at some of the Star Trek projects that exist in the alternate reality we visited and say that they sound like fun – but they represent an incredibly narrow vision of what Star Trek could be. If Star Trek had behaved like Star Wars, with a total and unshakable reliance on The Original Series and its characters, we’d never have got to see some absolutely incredible characters and stories. We’d have missed out on Picard’s transformation into Locutus of Borg in The Best of Both Worlds, or on Sisko’s painful decision in In The Pale Moonlight. We’d never have met Captain Janeway and her crew at all, nor Captain Archer and his.

Avery Brooks put in one of his best performances as Sisko in the Season 6 episode In The Pale Moonlight.

There is a place for prequels, for looking back, and for nostalgia. The very reason franchises like Star Trek and Star Wars were revived is because the companies behind them see nostalgia as a way to attract audiences. But in my opinion – my subjective opinion – Star Wars goes too far and overplays the nostalgia card. The Star Wars galaxy is a sandbox of almost infinite proportions, with not only trillions of inhabitants, countless alien races, and millions of planets to explore, but also tens of thousands of years of history. We could look at events and characters that are entirely disconnected from Luke, Han, and Leia – but Star Wars has never even tried to do that.

The Mandalorian brought back Boba Fett and Luke Skywalker in what was pure fan-service. Fans lapped it up, and I’m happy for the people who enjoyed the way that story went. But for my money I think Star Wars can do better. I think it can be broader and deeper, and can step away from relying on those old characters. Star Wars is a fantastic franchise, and its setting is so vast and interesting that it doesn’t need the crutch of those old characters… but for some reason Disney can’t see it.

Luke Skywalker returned in The Mandalorian.

Star Trek moved away from its original incarnation decades ago, and in the years since we’ve had a heck of a lot of exciting, memorable shows and films that have become iconic parts of the franchise in their own right. And that innovation and willingness to try new things continues today, with Star Trek recently branching out into animated comedy and with a kids’ show on the horizon. Star Wars could do that too.

Star Trek realised a long time ago that the galaxy Gene Roddenberry and others had created was crying out to be explored. New characters and new ships came along and have had some incredible adventures. Star Wars hasn’t been brave enough to try anything genuinely different yet. I hope one day that will change.

Some names, titles, and properties above have been used in a satirical manner for the sake of parody and criticism. The Star Wars franchise and all related properties are the copyright of the Walt Disney Company and LucasFilm. The Star Trek franchise and all related properties are the copyright of ViacomCBS. Stock photos courtesy of Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Yesterday’s Nintendo Direct – reaction

Nintendo struck gold with their Nintendo Direct broadcasts a few years ago, advertising their upcoming games straight to their biggest fans. Nintendo Direct broadcasts have become one of the premiere events in games marketing, and the format has been emulated by a number of other companies – especially with the pandemic forcing the cancellation of big events like E3.

Yesterday’s Nintendo Direct was the first major broadcast that the company has done in some time, though. Over the last year or so, Nintendo Directs have focused either on third-party titles being ported to the Switch or on single games like Super Smash Bros. Ultimate or Animal Crossing: New Horizons. This one promised to be different, showing off Nintendo’s plans for the first half of 2021.

The pre-Direct spiel sounded interesting.

2021 is an interesting year for Nintendo. The company has often used the anniversaries of major releases as the springboard for themed events, and this year marks a number of such anniversaries. The Legend of Zelda was released in 1986, making this year the series’ 35th anniversary. Additionally, it marks the 25th anniversary of the launch of the Nintendo 64 – along with the 25th anniversaries of such classics as Super Mario 64, Mario Kart 64, Wave Race 64, and even Star Wars: Shadows of the Empire. As you may recall, I’ve never been all that interested in the Zelda series, but I was very curious to see if there would be any mention of the Nintendo 64’s anniversary.

2021 is also the 20th anniversary of the launch of the GameCube – and with it such titles as Luigi’s Mansion and Super Smash Bros. Melee. The Wii launched in 2006, making this year the console’s 15th anniversary… so you get the picture. There are potentially a lot of anniversary-themed events coming from Nintendo!

It’s Mario Kart 64′s 25th anniversary later this year.

My most recent experience with a Nintendo game was underwhelming. Super Mario 3D All-Stars was fine… but not great. Nintendo’s approach to only release the game for a limited time meant that I rushed to pre-order it, but on reflection I wish I hadn’t. The version of Super Mario 64 contained in that package is actually worse in some ways than either the original or emulated versions – it has a weird aspect ratio meaning that, whether you play in handheld mode or docked, you’re stuck with thick black bars on all four sides of the screen. It’s really offputting.

But we’ve drifted off-topic! I went into yesterday’s Nintendo Direct with cautious interest but no plans to rush into a purchase or pre-order. However, with Nintendo’s predilection for anniversaries and the rumours of news about Mario and/or Zelda, plus the fifty-minute advertised runtime, I was expecting at least something of note.

Senior Nintendo manager Shinya Takahashi presented yesterday’s Nintendo Direct.

There were a few points of interest, but nothing that blew me away. This kind of “event” broadcast can be a double-edged sword for Nintendo, because on the one hand there was a lot of hype and interest over the last couple of days – but that hype can come crashing down if expectations are not met. And while I would say that, from my point of view, what was shown off was perfectly fine, there was nothing spectacular or that felt like an immediate must-buy. Fans expecting to hear about Breath of the Wild 2 or a big Zelda or Mario event will have certainly come away disappointed.

So let’s get into the announcements that were of interest to me. First, Fall Guys is finally making its way to the Switch! I suggested way back in August when I first played the game that it would be an absolutely perfect fit for the Switch, and I’m so glad to see developers Mediatonic agreed. The Switch has an install base of some 60+ million players, many of whom are interested in this kind of fun, pick-up-and-play title. I’ve recently got back into playing Fall Guys just in the last couple of weeks, and I’m seriously considering getting the Switch version too. The only downside is that Fall Guys will require Nintendo’s paid Switch Online service.

Fall Guys is coming to the Switch.

Animal Crossing: New Horizons is getting a number of Super Mario-themed items. This is something that fans of the game had been expecting; a Mario crossover had been teased as early as last year. But from what we saw in the broadcast the items look like fun, and they’re all very much on theme! Earlier Animal Crossing titles had Nintendo- and Mario-themed items included, so this is one more missing feature that has been re-added rather than something altogether new – but that’s been a pattern with New Horizons since it was launched. My first impression was that the items look very similar to those in Super Mario 3D World – the remaster of which has just been released for Switch. Perhaps that is not a coincidence!

I’ve never tried the Splatoon games, though they’ve always looked like fun. Nintendo opted to use Splatoon 3 as the broadcast’s big finale – I’m not sure how well that worked given that the game isn’t coming until 2022, and that it’s very much a second-tier series in the Nintendo library. But it looks like more of the same – another fun game in what is held up as a fun series.

Splatoon 3 was announced… but it isn’t going to be released for a while yet.

Speaking of 2022, there were several titles discussed or shown off that were coming either much later this year or not till next year. Ordinarily I wouldn’t remark on something like that, but the pre-broadcast statement (which you can see above) said explicitly that what would be shown off were games coming in “the first half of 2021.” Why set that expectation only to break it? If they had said “coming soon,” or something like that, there’d be no reason to comment. It just struck me as a little odd.

A notable port was that of battle royale first-person shooter Apex Legends. I’m not convinced Apex Legends will find a huge Switch audience, but if it allows players to sign in using their existing account then perhaps being able to play on the go will prove popular – as it has with other titles already. Hades, one of the best indie titles of last year, was already available digitally on the Switch but is now getting a physical release too. Hades was already a great fit for the Switch, and Nintendo’s console with its cartridge system is the one remaining place in gaming where physical copies of games are still widely popular!

Indie game Hades is getting a physical release.

Mario Golf: Super Rush is the latest in a long line of Mario sports titles, and looks like fun. Its Wii-like motion controls (using the Joy-con controllers) will surely win it some praise, and these arcade-style sports games are usually well-received, especially on Nintendo hardware. That was the only new Mario title announced. As for the Zelda series, after the director sought to reassure fans that Breath of the Wild 2 is coming along nicely, the Zelda series was treated to a remaster of Skyward Sword – which originally released in 2011. Not sure how well its mapping of the Wii’s motion controls to the Switch’s thumbsticks will work – but the option to retain the motion controls using the Joy-con controllers will still be present.

There was a strange re-release announced of 2005 Xbox/PlayStation 2 game Stubbs the Zombie in Rebel Without a Pulse. I vaguely remember that game from the Xbox era – it has a fun premise but, if I recall correctly, was little more than average. So I was surprised to learn it’s being re-released not only for the Switch but also for PlayStation 4 and Xbox One!

The Legend of Zelda: Skyward Sword can be played using motion controls.

And that’s it really. There were some updates and new characters for Super Smash Bros. Ultimate and Hyrule Warriors, as well as updates announced for a couple of other titles. Nothing in yesterday’s Nintendo Direct was bad, but nothing really leapt out at me as being fantastic or a wonderful surprise. It was just… okay.

Therein lies the danger with hyping up an event like this. Nintendo hadn’t done a proper Direct broadcast in a while, so expectations were high for what may be announced. The pandemic has certainly slowed work in Japan – just as it has everywhere else – so it’s no criticism that they haven’t got more to say. That’s something I feel most people will understand. But given that there really wasn’t that much to say – and that some of what was shown off isn’t coming any time soon – perhaps there was a better way to do it than by hyping up a big broadcast like this one. I have no doubt that some Nintendo fans – especially those invested in Zelda and expecting something big – came away at least a little disappointed.

All titles mentioned above are the copyright of their respective developer, publisher, and/or studio. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.


You can watch the full Nintendo Direct broadcast below:

Thoughts on the potential Ceti Alpha V/Khan miniseries

Spoiler Warning: There are spoilers ahead for Star Trek II: The Wrath of Khan, Star Trek Into Darkness, Star Trek: Discovery, and for other iterations of the franchise.

If you don’t follow the ins and outs of the Star Trek rumour mill, maybe you missed talk of a potential Khan-focused project. I know I had until relatively recently! But apparently the proposed miniseries – codenamed Star Trek: Ceti Alpha V – has been written, and is floating somewhere in that nebulous “maybe” zone – better known as “development hell.”

This story, penned by The Wrath of Khan and The Undiscovered Country director Nicholas Meyer, would fill in a gap in the story of iconic villain Khan, focusing on his life in between his exile by Kirk in Space Seed and his re-discovery by the crew of the Reliant in The Wrath of Khan. Along with being the director of both of those films, which are generally considered among the best of cinematic Star Trek, Meyer also co-wrote their stories, so I don’t want to dismiss out of hand his work or ideas on this project.

That said… I’m not entirely sure this is something worth doing.

Khaaaaaan!

The fact that Ceti Alpha V is said to be a miniseries, perhaps consisting of a mere three episodes, would condense its story and avoid dragging it out too much – and that’s certainly a good thing. However, the reason why that might be necessary and the one saving grace this project has is because Ceti Alpha V would be looking at what is arguably the least-interesting part of Khan’s life and story.

Space Seed saw Khan awaken in a new century, still feeling superior to unaltered humans and intent on recapturing his long-lost empire. The Wrath of Khan saw him seek revenge on Kirk, the man who he feels wronged him by marooning him and his crew on the doomed world. Aside from the destruction of Ceti Alpha VI, which could be an interesting thing to see, I suppose, seeing Khan’s descent into madness and a revenge obsession just doesn’t feel necessary or interesting.

Khan in command of the USS Reliant in The Wrath of Khan.

The concept reminds me in some ways of the Star Wars prequels. Though that trilogy of films was beset by all kinds of issues, the fundamental problem was that it was telling the less-interesting part of an already-complete story – and that’s the trap Ceti Alpha V feels like it’s on the precipice of falling into. We didn’t need a three-film saga showing the awkward childhood and the rise and fall of Anakin Skywalker to understand that he was an evil villain who could be redeemed by the residual love he had for his son. All the elements of Darth Vader’s redemption story were already present in the first three Star Wars films, and the prequels ended up not just being unnecessary fluff, but they actively detracted from Vader as an imposing, intimidating villain.

What would Khan do in a potential Ceti Alpha V miniseries that we don’t already understand from both Space Seed and The Wrath of Khan? At best what we’ll see is a padded out version of what we already know happened: the explosion of Ceti Alpha VI, the ecological ruin of Ceti Alpha V, the deaths of his wife and members of his crew. And at worst we’ll see Khan engage in some awfully tacked-on story akin to the worst parts of the Star Wars Clone Wars cartoon.

Khan in Space Seed.

Sorry to keep hitting you with Star Wars comparisons, but the way I feel about this Ceti Alpha V project is similar in many ways to how I feel about the upcoming show Star Wars: Obi-Wan Kenobi. That series will follow Kenobi in between the prequels and the first Star Wars film… but the problem is that we already know what he did in those years: sat in exile in his desert hut.

Ceti Alpha V would also almost certainly recast the character of Khan for what will be the second time. Benedict Cumberbatch did a decent job in Star Trek Into Darkness a few years ago, but I seriously doubt he’d reprise the role here. While Star Trek has seen success with the recasting of classic characters – Captain Pike and Spock, most notably – doing so again here would just seem to add a further complication to the franchise.

Benedict Cumberbatch took over the role of Khan for Star Trek Into Darkness.

Unlike Star Wars, Star Trek has managed to successfully move beyond its original incarnation. The Original Series remains an important part of the franchise and its legacy, but as we look ahead to the 2020s – and hopefully beyond – we see projects like Prodigy, Lower Decks, the Section 31 series, and shows set in both the 25th Century with Picard and the 32nd Century with Discovery. I’m not sure that we need to revisit Khan right now – he’s a character whose story is arguably complete, and Star Trek as a whole is not in a place where this kind of backwards look is needed to bring in audiences.

As a Trekkie I would of course be interested to see a Khan miniseries. And also I’d be very interested to see any project with strong involvement from Nicholas Meyer. I just don’t see it being a necessary addition to the franchise based on where we are right now, and that’s before we get into the fact that, as mentioned, this would seem to be offering to tell the least-interesting part of a story that has already concluded.

The script for this project was written by Nicholas Meyer.
Photo Credit: Mike Muegel, CC BY 2.0 https://creativecommons.org/licenses/by/2.0, via Wikimedia Commons

There is plenty of scope for Star Trek to see the return of classic characters from The Original Series era – and we have seen a number of such characters in Discovery already. With Picard Season 2 in the offing and the return of Captain Janeway in Prodigy, we’re also welcoming back some characters from the 24th Century too. Maybe we just don’t need Khan right now?

Despite my feelings overall, I don’t think we should entirely dismiss the idea of Ceti Alpha V. I truly dislike the expression “nobody asked for this,” and I would point to Enterprise as a series that I likewise felt would have little to offer that ended up being a great Star Trek show that really embodied the spirit of exploration. So I don’t want to just say that Ceti Alpha V wouldn’t have merit; it may even succeed at bringing in fans of The Wrath of Khan – which is arguably the biggest point in its favour.

We already know how Khan’s story ends.

Will it get made? I don’t know. Meyer has suggested that the script itself is either almost complete or fully ready, so perhaps it’s only one step away from being greenlit. If I were in charge I think I’d look at other projects first before deciding whether or not to go ahead with something like this, though.

That’s just my opinion – and as I always say, the Star Trek franchise is a big tent, able to welcome all kinds of different stories. Just because this wouldn’t be top of my list doesn’t mean it lacks merit or would be unenjoyable – and I daresay if it does enter production I will tune in! One thing I definitely like the sound of are short-format stories like made-for-streaming films or miniseries. Just like Short Treks, miniseries like this proposal could be used to tell all kinds of stories in the Star Trek galaxy – and more Star Trek on our screens is always a good thing.

Star Trek II: The Wrath of Khan and all other Star Trek titles mentioned above are the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

I pre-ordered Starlink

February was a month where I was hoping to save some money, putting a little aside for some overdue computer upgrades. But I was pleasantly surprised to hear that pre-orders for Starlink – the satellite internet company owned by Tesla founder and Mars enthusiast Elon Musk – were available here in the UK. I promptly paid my deposit and have signed up for Starlink, which is scheduled to become available in “mid-to-late 2021.”

Usually I encourage people to avoid pre-orders, as they can lead to disappointment. But I’ve been in dire need of upgrading my internet connection for a long time, and with neither fibre broadband nor 5G seemingly on the cards any time soon, Starlink is the best option for me. I live in a rural part of the UK, and while some nearby settlements have been connected to fibre broadband and are enjoying download speeds around 50-60 Mbps and upload speeds of at least 10 Mbps, I’m stuck with copper telephone lines.

A SpaceX rocket launches, taking Starlink satellites into orbit.
Photo Credit: U.S. Air Force/Airman 1st Class Zoe Thacker via WikiMedia Commons

It’s amazing to me in a way just how much data these old-fashioned copper telephone wires can actually transmit. Considering the technology is well over a century old, and that this village had its telephone lines installed sometime in the 1950s or 1960s (yes, rural England was late to the party!) it’s a shock that any internet connection is possible, quite frankly! I remember my father telling me about his childhood in London, when his family was the only one on their street to have a telephone. People would queue up at their front door sometimes to borrow their phone! How times change.

In 2021, the kind of speeds that copper phone lines can deliver are just not acceptable, even using broadband. On a good day I can expect around 7-8 Mbps down and barely 1 Mbps up, which means I can download almost one megabyte of data per second. That’s adequate for streaming, even in high definition, but it means downloading large files is interminably slow! When it comes to video games, which I predominantly buy digitally on platforms like Steam, this can mean waiting literally an entire day – or even longer – just to download the installation files for some of today’s modern titles.

My download speed could be worse… but it could be a heck of a lot better too!

That’s not to mention the unreliability of the service I get from BT – a.k.a. British Telecom. A few years ago, a fault of some kind at BT knocked me offline for over six weeks, and the “best case scenario” download and upload speeds I mentioned often fluctuate and dip below that; some days I can find I have barely 1 Mbps of download speed, meaning doing anything online besides reading text is impossibly slow. As a disabled person who spends a lot of time indoors, I find myself increasingly reliant on the internet for everything from communication to everyday necessities. I do my banking and sort out my bills online. In these pandemic times I use video chat to keep in touch with friends and family. I even order my groceries online! And of course, the online sphere is where I get much of my entertainment, whether that’s in the form of films, television, or video games.

As I said when I criticised the television license, I don’t watch broadcast TV any more, so the internet has become my primary way of accessing entertainment, news, and really everything else. It’s become a necessity in a way I would never have predicted in the 1990s or even the 2000s – and not just for me, but for almost everybody. So I’ve been in need of an upgrade for a while!

I’ve got a new toy to play with coming soon!

I looked into getting a 4G modem and router, but as it happens the 4G availability in my area wouldn’t improve the situation much. It was also much more expensive – almost double the price I currently pay. And as mentioned, neither fibre nor 5G seem to be coming here any time soon. I could move house of course, but I’m settled here and moving into a town simply for the sake of faster internet is not something I’d realistically want to do.

Then along came Starlink! I’d signed up to be notified about the service over a year ago, excited at the prospect of faster internet via satellite. And now I’ve officially pre-ordered it! Hopefully the company will stay on course for their mid-to-late 2021 launch, and all being well I’ll get connected in late summer or the autumn. Be sure to check back because I’ll let you know all about the experience when I finally get connected.

So that’s it. There isn’t much else to say at this stage, really. I’m very excited about this new, fancy-sounding piece of technology, and I don’t mind paying a little extra if my internet experience will be vastly improved. The pre-order process was simple, and I can’t fault it from that point of view. I’m looking forward to faster internet speeds some time soon!

Starlink is available to pre-order now in the United Kingdom and some other locations in Europe and North America. Availability varies by location but over time the company plans a worldwide rollout of the service. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Five Star Trek episodes for Valentine’s Day!

Spoiler Warning: There are minor spoilers ahead for the episodes on this list.

Love is in the air! Happy Valentine’s Day – even though 2021 promises to be the strangest in a long time. If you have a special someone to spend today with, I bet you’re wondering what to watch to put you both in the mood. And if you don’t… perhaps you’re just wondering what to watch. So without further ado, here are a few Star Trek episodes worth watching on the most lovey-dovey day of the year – or at least tangentially related to it! As always, the list is in no particular order.

Number 1:
The Dauphin (Star Trek: The Next Generation)

Wesley’s first love is the story of The Dauphin.

It’s been a while since we talked about The Next Generation’s most controversial major character: Wesley Crusher! He’s the main focus of this episode, falling in love with the ruler of a war-torn planet. In a classic case of “bad timing,” Salia and Wesley’s relationship wasn’t to be. He learned a valuable lesson about love along the way, though, and while the episode has some cute moments and some awkward ones, it manages to be distinctly “Star Trek” all the while.

Number 2:
Choose Your Pain (Star Trek: Discovery)

Dr Culber and Stamets in Choose Your Pain.

I often call the relationship between Stamets and Dr Culber the “emotional core” of Discovery, yet looking back on the show’s 42 episodes, there are relatively few in which they are the main focus. Choose Your Pain has a lot going on, but one of the most significant points is how Hugh and Paul clash over the tardigrade – the space-dwelling lifeform that appears to be the key to making the Spore Drive work as intended. They’re able to resolve things, of course, but only when Stamets does something life-changing to himself in order to save the tardigrade’s life.

Number 3:
Threshold (Star Trek: Voyager)

Ah, Threshold.

When we think about Tom Paris, who’s his romantic partner? B’Elanna Torres, of course. But in Threshold – widely regarded as one of Voyager’s worst episodes – Paris and Janeway get together and even have kids! Had you forgotten about that? After passing the Warp 10 barrier and experiencing “hyper-evolution,” Paris kidnaps Janeway and flees to an uninhabited planet. The two hyper-evolve into lizards and apparently “do the nasty,” resulting in at least three offspring. The crew of Voyager opted to leave the hyper-evolved children behind when they rescued Paris and Janeway, though, and for some reason the events of Threshold were never mentioned again. I wonder why?

Number 4:
Amok Time (Star Trek: The Original Series)

One of the most memorable fights in all of Star Trek.

Amok Time is certainly one of the most iconic Star Trek episodes, having been imitated and parodied many times. It focuses on Spock and introduces us to the concept of pon farr – the Vulcan biological mating need. The Vulcans evidently practice arranged marriage, and when Spock’s betrothed chooses another man, Kirk and Spock must engage in a ritual fight to the “death.” As one of the first episodes to explore the Vulcans in depth, as well as our first visit to the planet Vulcan, Amok Time is incredibly important within the history of Star Trek. And as a love story, well there’s something kind of romantic about T’Pring choosing to escape her arranged marriage to be with someone she cares about… right?

Number 5:
Change of Heart (Star Trek: Deep Space Nine)

Jadzia and Worf in Change of Heart.

Workplace romances are bound to cause problems! After Worf arrived on the station at the beginning of Deep Space Nine’s fourth season, he and Jadzia Dax struck up a relationship. They eventually got married in the episode You Are Cordially Invited, and continued to work closely together. In Change of Heart they’re assigned a dangerous mission to evacuate a Federation spy at the height of the Dominion War. But when Jadzia is injured, Worf is forced to choose whether to save her life or complete the mission.

So that’s it. Five somewhat Valentine’s Day-related Star Trek episodes! Try not to take it too seriously; this was just a bit of fun to mark the occasion!

On a more serious note, Valentine’s Day can be difficult. It can be a day that brings home feelings of loneliness, that we aren’t loved or even that we’re unworthy or undeserving of finding someone special. If you feel that way, listen to me: it’s bullshit. You’re a King, a Queen, or non-binary Royalty and you are amazing. If you haven’t found somebody yet, that’s okay. There’s no pressure or time limit. I know people who found love well into their seventies and eighties, and a few years ago attended the wedding of a neighbour of mine who finally was able to marry his boyfriend – at the age of 85! Just because some people manage to find their special somebody early in life doesn’t mean you have to conform to that too. One thing I wish I’d learned a lot sooner is that it’s better to be single than to be in a bad relationship! So please try not to worry or let Valentine’s Day become an excuse to feel rotten. Your time will come. Until then, I wish you a very happy Valentine’s Day – platonically, of course!

The Star Trek franchise is available to stream now on CBS All Access (soon to be rebranded as Paramount+) in the United States, and on Netflix and/or Amazon Prime Video in the United Kingdom and elsewhere. Star Trek and all episodes and series listed above are 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 + Star Trek: The Next Generation crossover theory: Lore

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1, Star Trek: The Next Generation, and for other iterations of the franchise.

Season 1 of Star Trek: Picard expanded our knowledge and understanding of the Star Trek galaxy in the 24th Century. As the lore of Star Trek grows (pun intended!) one thing I find fun is seeing how any new information we get can be made to fit with past iterations of the franchise, and in the case of Picard, I think I’ve hit on a theory that is plausible based on some new facts that we learned last year.

I previously touched on this theory as part of my essay on Commodore Oh a few months ago, but I thought it warranted being expanded and given its own article – so that when it’s finally confirmed on screen I can say “I told you so!” Or not. In short, this theory connects Data’s brother Lore to the Zhat Vash, the faction introduced in Star Trek: Picard.

Lore in Datalore.

Before we go any further and get into the weeds, let’s recap. Lore was introduced in The Next Generation Season 1 episode Datalore, and would return in Brothers in Season 4, as well as the Season 6 finale Descent, and Descent, Part II which opened Season 7. He was, in effect, Data’s “evil twin,” and would go on to cause havoc for Data and the crew of the Enterprise-D. We would also learn that Lore was responsible for luring a spacefaring lifeform called the Crystalline Entity to his homeworld, killing most of the citizens of the colony.

Next we have the Zhat Vash, who were introduced in Star Trek: Picard. An ancient, secretive Romulan sect, the Zhat Vash were on an anti-synthetic crusade. They believed that the development of artificial life would lead to all life in the galaxy being exterminated, and sought to wipe out synthetics wherever they found them. As part of their plan to prevent the Federation developing synths, a Romulan agent named Oh infiltrated Starfleet shortly after the discovery of Data in 2338.

Commodore Oh infiltrated Starfleet.

This theory begins with something that The Next Generation never really explained: Lore being evil. Apparently this is a flaw in at least some Soong-type androids, as we’d also see Sutra exhibiting many similar traits to Lore in the two-part finale of Picard Season 1. But is there more to it than a simple mistake, as Dr Soong believed?

Though the Zhat Vash despise synthetic life, as part of their crusade to exterminate synths from the galaxy they seem to have learned a great deal about them – including how to reprogram them. In Picard Season 1, we learned that rogue synths had attacked Mars, destroying Admiral Picard’s fleet. It was the intervention of the Zhat Vash, hacking into the synths and reprogramming them, that caused this attack. If the Zhat Vash possessed the ability to do this in the 2380s, it’s at least possible that they were able to do something similar to Lore in the 2330s.

The Zhat Vash were able to reprogram Federation synths, leading to the attack on Mars.

Lore was activated months (or possibly years) before Data, and lived with his creator on the Omicron Theta colony. Dr Soong’s reputation seems to have been known within the Federation, and his work doesn’t appear to have been classified or somehow kept secret. The Zhat Vash seem to have been able to infiltrate the Federation with relative ease, having two spies inside Starfleet that we know of, and even if a Zhat Vash operative in this era were not an especially high-ranking officer, given the openness of Dr Soong’s work and the dedication the Zhat Vash have to their cause, I think we can reasonably suggest that they would have come to know what he was doing, and thus of the existence of Lore.

As I suggested in my last crossover theory, it stands to reason that the Zhat Vash will have been deeply alarmed about the Federation and their synthetic research. In the mid-23rd Century, two Federation AIs went rogue: Control (as seen in Discovery Season 2) and the M-5 multitronic unit (as seen in The Original Series second season episode The Ultimate Computer). Although it seems to be androids that were the main focus of Zhat Vash attention, as Laris made clear, the Romulans fear all kinds of AI – so these events would certainly have upset them enough to keep an eye on Starfleet and the Federation.

A fleet of ships under Control’s command went rogue and attacked the USS Enterprise and the USS Discovery.

That makes it even more likely, in my opinion, that the Zhat Vash would have found out about Dr Soong and Lore on Omicron Theta. If they were following Dr Soong’s work on positronic brains, they may have been working on ways to shut down his research or reprogram Lore. As mentioned, none of this appears to have been classified, and while Dr Soong kept his work private, it may have been possible for the Zhat Vash to infiltrate Omicron Theta and gain access to his research.

Their main goal was to prevent the rise of synthetic life. A single android was bad enough, but what they feared most was a civilisation of them. But Dr Soong didn’t have a civilisation – he had one single operational android. From the Zhat Vash’s perspective in the 2330s, if they could force Lore to be shut down – and ideally kill Dr Soong at the same time – the Federation would be unable to replicate the work and would thus be unable to build more.

Lore in Descent, Part II.

At some point following his activation, Lore began to exhibit “emotional instability” to the point that he upset and worried the colonists on Omicron Theta. This doesn’t appear to have happened from the moment of his activation, though, which lends credence to the idea that he was reprogrammed – perhaps rather crudely in an attempt to force Dr Soong to take him offline.

However, before Dr Soong could take action to shut him down, Lore contacted the Crystalline Entity, which arrived and wiped out the Omicron Theta colony. If Lore had been reprogrammed, was this something he chose to do of his own volition? It seems a very specific action to take if he wanted to kill the colonists – he was more than capable of physically overpowering and outwitting them if he wanted to kill them.

The Crystalline Entity “feeding,” as seen in Silicon Avatar.

The destruction of Omicron Theta can be seen as a classic Romulan move. By using the Crystalline Entity, not only was Lore assumed destroyed, but so were Dr Soong, his assistants, and all of his research, setting back synthetic research in the Federation by decades. Of course we know that Dr Soong and Lore both escaped – but that clearly wasn’t part of the Zhat Vash’s plan! Perhaps they underestimated Lore.

Most importantly, though, having the Crystalline Entity wipe out Omicron Theta absolved the Romulans of any direct involvement, as well as potentially destroyed any evidence that they had ever been there. It reminds me in many ways of the false flag operation that they ran on Mars; the synths were reprogrammed and forced to go rogue, an event which so thoroughly shocked the Federation that the Zhat Vash were able to persuade them to shut down all synthetic research.

Laris first told Admiral Picard – and us as the audience – about the existence of the Zhat Vash.

With Lore being the only extant android, a “clean” attack on the colony, wiping out the entire site and all of its inhabitants, would work very well from the Zhat Vash’s perspective. Openly attacking Omicron Theta would surely have started a conflict with the Federation, and if that could be avoided through this kind of cloak-and-dagger operation, well that seems exactly like something they would seek to do.

So that’s the extent of the theory, and any Zhat Vash involvement afterwards appears to have ignored Lore. Perhaps they figured that the existence of Data showed that the Federation would not stop until they were forced to, or at least that it was no longer possible to stop Federation AI research by killing one android. This would explain why they didn’t take any aggressive action against Data during The Next Generation era, and could also explain why Dr Soong went into hiding after the Omicron Theta attack – he may have been hiding from the Zhat Vash.

Data in Star Trek: Generations. The Zhat Vash appear to have been either unable or unwilling to attack him.

This theory fits with Lore’s appearances in The Next Generation and doesn’t step on the toes of anything as far as I can see. It provides backstory to why Lore acted the way he did, and explains his motivations for doing so in a different way. It also elevates Lore from simply being an “evil twin” trope into more of a tragic character – we will never know what Lore could have been were he not interfered with.

Crucially, this theory fits with what we learned of the Zhat Vash in Picard Season 1, both in terms of their goals and their methods. It seems at least possible that the Zhat Vash are responsible for the attack on Omicron Theta and for reprogramming Lore, turning him into the malevolent adversary that Data and the crew of the Enterprise-D had to deal with.

Commodore Oh.

This could have even been the first mission of a young Zhat Vash operative named Oh. Maybe she was the one sent to Omicron Theta to deal with Dr Soong, and this entire situation is her doing.

So that’s it. That’s my theory! I doubt it will ever be confirmed, but you never know! It seems plausible to me, at least. I hope this was a bit of fun and an excuse to jump back into the Star Trek galaxy. As always, please remember not to take this theory, or any other fan theory, too seriously. Theory-crafting is supposed to be enjoyable, and the last thing we need right now is something else to argue about!

Star Trek: Picard Season 1 is available to stream now on CBS All Access (soon to be rebranded as Paramount+) in the United States, and on Amazon Prime Video in the United Kingdom and elsewhere. The Star Trek franchise – including Picard 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.

The CD Projekt Red hack is nothing to celebrate

Despite the slow pace of updates meaning that Cyberpunk 2077 is still a hot mess more than two months on from its release, I had hoped that the controversy was dying down, giving the game and its developer, CD Projekt Red, time to fix things. We’ve recently discussed why the “release now, fix later” approach is a bad idea, and Cyberpunk 2077 is a case in point. But there’s a line between criticising a company for its bad, anti-consumer decisions and breaking the law to attack them and their employees. CD Projekt Red has recently fallen victim to what they’re calling a “targeted cyber attack,” one which has not only compromised their recent game, but has also supposedly granted the hackers access to private employee data.

This is not something to cheer, no matter how disappointed one may be in the Cyberpunk 2077 fiasco. CD Projekt Red made many mistakes and acted in an unfair, aggressively anti-consumer manner. But the company and its employees do not deserve to have their work – and especially not their personal data – stolen for ransom.

A hacker has attacked Cyberpunk 2077 developer CD Projekt Red.

There are many cases of hackers doing good things, attacking truly evil entities and bringing to light incredibly important information. It’s thanks to hacking that we know, for example, the extent of cyber surveillance by governments. Hackers routinely take on dictatorships, corrupt governments and organisations, and have even helped bring to justice sexual predators and abusers. But unlike in any of these cases, video games are not a matter of life or death. No one has been helped by this situation, and it may very well make things worse.

Some industry watchers and analysts are saying we need to brace for “shocking” revelations which may come from the stolen data. While no one is yet saying precisely what the hackers may have unearthed, it’s not hyperbolic to say that cyber attacks of this nature have literally shut down companies in some cases. If there’s something big hiding in the CD Projekt Red data, it could spell disaster for the company.

We don’t yet know what – if anything – is hiding in the stolen data.

Nobody wants that. Most folks I’ve spoken to who were disappointed in CD Projekt Red and Cyberpunk 2077 want the company to keep working on the game, fix the issues, and apologise for the misleading way they handled the marketing and launch. Nobody serious is advocating for the company to suffer or be closed down; that would be counterproductive to what all of us want: for Cyberpunk 2077 to get to a decent, playable state.

Of course it’s most likely that nothing in this hack will lead to CD Projekt Red being shut down. But the mess that results from this kind of event will harm morale within the company – especially among ordinary employees who are now finding out that their personal data has been stolen. It will slow progress on fixing the game, and despite what we might say about how it should have never been released in this state, that’s already happened and won’t be undone by a hack like this. The game needs to be fixed as soon as possible, and this will slow down that work.

Cyberpunk 2077 is a broken bug-riddled mess that needs to be fixed.

I’m not someone who goes to shill for corporations, nor someone who would ordinarily stand up for a wealthy company – especially one that has behaved in such a scummy way. But this hack helps nobody, harms the company right at the moment when it needs to be focusing on fixing the game, and only benefits cyber criminals – criminals who probably don’t even care about Cyberpunk 2077. This may simply be a convenient excuse to attack a company and demand money.

Speaking of demanding money, if this were simply an irate gamer trying to “get back” at CD Projekt Red, why threaten the company and ask for a “ransom?” There’s nothing altruistic about this; it isn’t even like the recent “Reddit vs. Wall Street” battle over GameStop shares. This is cyber crime, plain and simple, and I find it very disheartening to see how many people are actively supporting it and cheering for it.

Cyberpunk 2077 launched to well-deserved bad reviews in December.

It’s funny, in a way, and I get that we all like to make jokes and memes about these situations. I saw someone making the joke that hacking into CD Projekt Red was comparable to a hacking minigame in Cyberpunk 2077 – and I admit that one made me chuckle! There can be no denying that the company massively screwed up the launch of its latest game, and they have seen their share price take a hit, their reputation and goodwill utterly collapse, and they’re undoubtedly losing money as a result. Cyberpunk 2077 has been pulled from the PlayStation Store, seen huge numbers of refunds issued, and the mess will take a long time for CD Projekt Red to clean up.

All of that is good. And I support companies like Sony taking legitimate action to hold CD Projekt Red accountable. That absolutely needs to happen. And it has happened already – by lawful means. The game’s review scores have been mediocre, with many players giving the game 0/10 for its bugs and glitches. And all of the aforementioned criticism has eroded the reputation of CD Projekt Red. But this hack is a step too far and cannot be condoned. Criticise CD Projekt Red. I know I have. Call them out for their lies and their nonsense. Don’t buy the game or insist on a refund. Support companies like Sony in pulling the game from sale. But breaking the law and attacking the company helps no one, and is ultimately going to make the wait for the game to be fixed even longer.

Cyberpunk 2077 is the copyright of CD Projekt Red. Some stock photos courtesy of Unsplash. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.


CD Projekt’s full statement on the hack can be found below:

The ad campaign for Paramount+ has been surprisingly strong

In early March, CBS All Access is being relaunched under the new name Paramount+. As a Trekkie, I’m invested in the future of Star Trek, and it’s my hope that Paramount+ will be a successful, stable home for the franchise in the 2020s and beyond. The rebranding of CBS All Access is in many ways a positive thing, especially as ViacomCBS will be taking Paramount+ international, beginning with launches in Australia and the Scandinavian countries.

At the same time, though, I can’t help but feel that, if CBS All Access had proved to be the runaway success ViacomCBS was hoping for, the rebranding would be unnecessary. ViacomCBS has never been totally up-front about subscriber numbers, viewership, or revenue, so it’s hard to tell how big of a success CBS All Access has really been. But we’re drifting off-topic.

The rebranding has led to an ad campaign in the run-up to next month’s launch of Paramount+, and I have to admit that I’m surprised at how fun the commercials have been.

Anson Mount during the Super Bowl ad.

As someone who doesn’t watch broadcast television any more, I don’t actually see a lot of ads. But because I follow Star Trek and Paramount+ on social media I’ve seen most of the adverts made for the new service, including one which was broadcast during the Super Bowl – the single biggest and most valuable day of the year in terms of television advertising in the United States. The fact that ViacomCBS paid millions of dollars for a Super Bowl commercial shows how seriously they’re taking the launch of Paramount+.

Star Trek has been front and centre of this ad campaign, with the stars of Discovery, Picard, and the upcoming Strange New Worlds all being featured prominently. There was also a separate Star Trek Universe ad that showed off the franchise. These ads have been clever and funny, and above all they’re memorable. After being shown prominently during the Super Bowl, and being discussed online, I don’t think there can be many folks in the United States who are unaware of the impending arrival of Paramount+ – and hopefully that has already begun to translate into pre-orders and subscribers to the service.

Sir Patrick Stewart during the Super Bowl ad.

Sonequa Martin-Green reprised her role as Michael Burnham – albeit in the “old” Discovery uniform – for the ads, and Anson Mount returned as Captain Pike too. We also saw Ethan Peck’s Spock, and of course Sir Patrick Stewart was heavily featured and narrated the commercials. The message was clear: Star Trek is back, and the best place to see it is on Paramount+.

A couple of years ago Stephen Hillenburg, the creator of SpongeBob SquarePants, passed away. There was a campaign online to have the song Sweet Victory from the cartoon incorporated into the Super Bowl halftime show, but fans were left disappointed when it was only given the barest of mentions. The Paramount+ Super Bowl ad featured the song – as SpongeBob SquarePants is a Nickelodeon show, and Nickelodeon is a ViacomCBS company. This alone has brought a huge amount of online attention to Paramount+ from fans who felt the 2019 Super Bowl didn’t go far enough, and whoever it was in ViacomCBS’ marketing department that came up with the idea deserves a raise!

Hopefully it will be a “sweet victory” for Paramount+!

There are still arguably too many streaming platforms, especially in the United States. And over the next few years we’ll see which survive and which end up either closing down or amalgamating in order to remain competitive. Paramount+ is not quite at the same level as Netflix or Disney+ – but ViacomCBS have a huge advantage over the likes of Apple TV+ in the sense that they can draw on a huge library of content that they already have. They’re not starting from scratch with original content nor having to pay expensive licensing rights to other people’s films and shows. In my opinion (as someone watching from the outside) that does give the service a boost.

As SpongeBob SquarePants showed during the Super Bowl, building up goodwill and using nostalgia to hook in fans – especially younger ones – is a step in the right direction as Paramount+ gets ready for its debut. I never used CBS All Access as someone who doesn’t live in the United States, but one of the criticisms levelled against it was that it didn’t have a lot going on. Besides Star Trek – which was the flagship franchise, especially when it launched – a lot of folks felt that CBS All Access was rather barebones, and I know of a lot of people who would subscribe during the run of a show they wanted to see – like Star Trek: Discovery – and promptly unsubscribe when the season was over. Hopefully Paramount+ will have enough new and legacy content to prevent that from happening.

Anson Mount, Stephen Colbert, and Sir Patrick Stewart dancing to Sweet Victory. Not sure who the animated guy is… maybe someone from Archer?

Paramount+ is also promising live sport – something relatively uncommon in the streaming world. Here in the UK, Amazon Prime Video have paid for the rights to some Premier League football (soccer) matches, but as far as I’m aware there aren’t many other platforms that do so regularly. If sport becomes a big part of Paramount+, that will certainly be another way to attract subscribers.

So the ad campaign has been fun, and it was especially cool to see Star Trek at the Super Bowl! I doubt that’s happened before! I’m rooting for the success of Paramount+, and I hope it will be a successful home for Star Trek – and its promised “mountain” of other content – going forward. Please bring it to the UK soon – I know of at least one person who’ll subscribe!

Paramount+ will launch in the United States on the 4th of March 2021. Launches in other countries and territories are already planned for early- and mid-2021. The service will be the new digital home of Star Trek. Paramount+, the Paramount logo, and all titles mentioned above are the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

YouTube channel spotlight: Cruising the Cut

It was only a few years ago that I rarely used YouTube. I’d occasionally check out a film trailer or listen to a song I couldn’t find anywhere else, but I largely bypassed its user-generated content, figuring that the website was largely filled up with amateurish comedy, cat videos, and cringeworthy children making videos they’re bound to look back on in shame a few years down the line! But as the web has grown to become an ever-larger part of all of our lives, I’ve found myself spending more and more time on YouTube to the point where I’m pretty sure I watch at least one video on the platform every day.

There are some great channels on YouTube, and you can find different ones dealing with every topic under the sun, but this time I’d like to shine a spotlight on one which became a favourite a couple of years ago: Cruising the Cut. When I first subscribed, the channel was hovering somewhere around the 25,000-subscriber mark. That’s good, but by no means YouTube royalty! In the last couple of years, however, Cruising the Cut has grown to well over 100,000 subscribers, and hitting that mark was thoroughly deserved.

So what is Cruising the Cut? It’s primarily about travelling on England’s canal network, and the life of a “liveaboard” – i.e. someone whose permanent home is his narrowboat. The gentleman in question is named David, and the first couple of videos on Cruising the Cut explain how he decided to sell up and move aboard a canal boat permanently. David was a television journalist before starting his YouTube channel, and his background, both in terms of knowing how to use the camera and set up beautiful shots, as well as how to be interesting and informative in his presentation, shines through.

David runs the channel and produces and narrates every video.

2021 seems like a great time to get caught up with Cruising the Cut if a travelogue around England sounds like your cup of tea, because the pandemic has, unfortunately, brought a halt to David’s planned travels. The result of this has been fewer videos, and a recent announcement that there may not be much travelling being put to film at least for the next few months. So now could be a good time to binge-watch David’s travels so far!

I’ve always had an interest in canals, and their history is really fascinating. The second half of the 1700s was the heyday of canal construction in England, and a network of artificial waterways was built that spans much of the central part of the country. They were initially constructed as profitable transportation routes, often for moving natural resources like coal or iron to budding industrial centres. By the mid-20th Century, however, many canals had fallen into disrepair, and it took a lot of hard work to restore the network to its current condition – work which is still ongoing.

The invention of the railway and steam locomotives brought canal construction to a premature halt in the 19th Century, though many of the engineering and mechanical techniques pioneered during their construction did not go to waste and was used by early railway builders. It’s primarily for this reason, though, that the canal network is not larger!

A map showing the extent of the canal network in England and Wales.
Picture Credit: The Canal & River Trust

Since starting his channel in 2015, David has filmed his travels across a significant portion of the canal network, but hasn’t yet been everywhere or stopped at every point of interest! So hopefully, once the pandemic clears, there will be more to come. He manages to be informative and entertaining in equal measure in every video, and I find myself learning something new about the canals, their history, or the part of the country he’s visiting almost every time.

Gongoozling – the name for canal boat-watching – is, by its nature, a slow affair. This isn’t something fast-paced or action-packed, so set your expectations accordingly! Canal narrowboats only have a maximum cruising speed of around four miles-per-hour, so don’t expect Cruising the Cut to be zipping all across the country in each video. This is, as David says, “slow TV.”

There’s nothing wrong with that, though, and stepping out of our sometimes-hectic lives to slow down and set our watches to “canal time” is no bad thing. Sometimes we choose entertainment for its value as escapism, and perhaps that’s what you’ll find with Cruising the Cut. Life on the canals certainly seems to be at a different pace – it can feel, sometimes, like another world, one caught in a moment somewhere in England’s past.

The intro to episode 159.

When I first encountered Cruising the Cut there were a couple of other canal-related YouTube channels, but that number has grown over the last few years and there must be at least a dozen by now. It’s a niche, certainly, but apparently a growing one! I wouldn’t have expected that necessarily, but despite the fairly obscure subject matter, it just goes to show that anything can be interesting and entertaining if well-presented.

That could be the motto of many YouTube shows, actually! I’m often surprised at how channels with a fairly narrow or unusual focus can draw large audiences, but when the presenter is enjoyable to watch, the subject matter itself can almost be anything. In the case of Cruising the Cut, following David’s travels around the canal network is one half of the appeal; the second is the way in which it’s presented.

The episodes in which he travels are usually filmed from two angles – one at the front of the boat, and one at the back, where David can speak directly to the camera from the boat’s stern deck. Cruising the Cut does sometimes make use of drone shots as well, and these can be absolutely stunning! There are some beautiful vistas along the canal network, and David’s camera work is great at capturing them.

The view from the Pontcysyllte aqueduct in Wales.

So that’s about all I have to say, really. Cruising the Cut is gentle entertainment for when you need a break, as well as an interesting and informative travelogue, one that is perhaps not quite on the beaten track! You may have seen England in travel documentaries before – you might even live here – but I’d be willing to bet that most folks haven’t seen this side of the country. There are big cities, smaller towns, and rural areas all served by this canal network, and it really is a world unto itself – a world of slow-moving pleasure boats, holidaymakers, marinas, chandleries, and even the occasional floating business that has survived into the modern era.

I know this isn’t the usual kind of geekdom that I write about – and it seems a country mile away from sci-fi – but if you’re interested either in a fun travelogue or in learning more about the canals, which are a fascinating part of English history, maybe you’ll find Cruising the Cut as much fun as I do.

Cruising the Cut, and all videos posted to the channel, are the copyright of the channel owner. YouTube and associated trademarks are the copyright of Google and Alphabet. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Great Star Trek villains: General Chang

Spoiler Warning: There are spoilers ahead for Star Trek VI: The Undiscovered Country.

The Star Trek franchise sometimes lucks out on getting a wonderful guest star to jump aboard. Some of these guest stars are relative unknowns; actors and actresses who aren’t household names, but nevertheless gave wonderful, memorable performances. On the other hand, there are a handful of actors and actresses who join Star Trek when they’re already very well-known, either because they’re longstanding fans or because they were offered a once-in-a-lifetime role.

Christopher Plummer, who played General Chang in Star Trek VI: The Undiscovered Country, was firmly in the second category; an established, renowned star. Plummer sadly passed away yesterday at the age of 91, and I thought it would be nice to take a look at his single Star Trek role, as well as pay tribute to this legend of stage and screen.

Christopher Plummer (1929-2021)
Picture Credit: 20th Century Fox, Public domain, via Wikimedia Commons

Christopher Plummer had a long career, first appearing on television in his native Canada in 1953. He continued to act well into his 80s, and among his final roles were the 2019 film Knives Out and a Canadian television show called Departure which was broadcast that same year. To Star Trek fans, Plummer is iconic for his role as the eyepatch-wearing Klingon General Chang in 1991’s The Undiscovered Country, where he faced off against fellow Canadian William Shatner’s Captain Kirk.

Plummer’s love of Shakespeare was incorporated into the story of The Undiscovered Country – the title of which is itself a quotation from the Great Bard. Chang would go on to quote Shakespeare numerous times throughout the film, appearing all the more villainous for it! There’s something about Shakespearean language that makes for a menacing antagonist.

General Chang and Captain Kirk share a glass of Romulan Ale aboard the Enterprise-A.

General Chang was one part of a broader conspiracy to prevent the Klingons and Federation achieving peace – a metaphor, in 1991, for the end of the Cold War. The Klingons had been conceived during The Original Series as the “Russians” to the Federation’s “Americans,” so it was certainly fitting to bring them into a storyline like this.

To continue the analogy, Chang represents the hard-liners – Soviet military leaders who could not conceive of the end of their dominance and place in the world. A few months before The Undiscovered Country would hit cinemas, a number of such men attempted a coup in the Soviet Union. This was the final roll of the dice from the old guard to preserve Soviet communism and wrench control away from the reformer Gorbachev; the Soviet Union would be formally dissolved in December of that year.

Chang appears on the Enterprise-A’s main viewscreen shortly after the assassination.

Perhaps it’s because of how timely the story was that General Chang made such an impact on Star Trek. The franchise has often looked at the real world through its sci-fi lens, but few stories managed to be as relevant or as timely as The Undiscovered Country was in 1991. The end of the conflict between the Klingons and the Federation represented the end of the Cold War, the explosion of Praxis and its fallout can be seen as an analogy for the Chernobyl nuclear disaster, and General Chang and Captain Kirk are the respective “old soldiers” from either side who must overcome the way they feel.

Kirk succeeded where Chang could not in that regard, and The Undiscovered Country gave him a meaningful character arc in a way few prior stories had. But Chang’s role is just as interesting, as he represents the many people on both sides of the conflict who were unable to find a way to live in peace. He was a foil for Kirk; a dark reflection of where Kirk’s own biases and mistrust could have led. Chang’s philosophy was that it was better to die in battle than live peacefully with one’s enemies – and he got his comeuppance for it.

Chang during Kirk’s trial on Qo’noS.

But having an interesting real-world message isn’t the only thing that makes Chang’s story so much fun. As I’ve said before, pushing too hard on that front can sometimes lead to a story or character being less entertaining! Instead, Chang was a truly interesting villain for the Star Trek franchise; a Klingon whose motivations were steeped in the concept of honour that his warrior people hold so dear.

Chang’s Klingon Bird-of-Prey could fire its weapons while cloaked, making it a uniquely challenging vessel for Kirk’s Enterprise-A and Sulu’s Excelsior during the climactic final confrontation. This battle, along with the Battle of the Mutara Nebula in The Wrath of Khan, draws on inspiration from war films set aboard submarines, with Kirk and Sulu trying to outmanoeuvre and outthink their unseen opponent.

General Chang’s Bird-of-Prey could fire while cloaked.

During Kirk and McCoy’s trial on Qo’noS, Chang was a powerful advocate for the prosecution, insisting they be convicted for the assassination of Klingon Chancellor Gorkon – an act for which he and his co-conspirators were, in fact, responsible. Star Trek has shown numerous times that it’s a franchise capable of some great moments of courtroom drama, and this was absolutely one of them! Chang shouting at Kirk that he shouldn’t wait for the universal translator was pitch-perfect acting.

A complex villain, whose motives were to continue a conflict that he could simply see no way of bringing to a peaceful end, General Chang is absolutely one of the most interesting and entertaining antagonists in all of Star Trek, and is up there with Khan as one of the best ever faced by Kirk and The Original Series’ crew.

Christopher Plummer had a long and varied career, one which touched many different genres and styles of acting, and endeared him to generations of audiences. His one moment in Star Trek was not his defining role – and is not the headline in most of his obituaries in mainstream news outlets today – but I firmly believe it showed what he was capable of at his best: a classic Shakespearean actor capable of transitioning to a wholly new genre. He will be missed.

Star Trek VI: The Undiscovered Country is available to stream now on CBS All Access (soon to be rebranded as Paramount+) in the United States, and on Netflix in the United Kingdom and elsewhere. The Star Trek franchise – including Star Trek VI: The Undiscovered Country – is the copyright of ViacomCBS. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Five games that prove “release now, fix later” doesn’t work

Spoiler Warning: There are minor spoilers ahead for the titles on this list.

One of the most annoying trends in the games industry over the last few years has been the “release now, fix later” approach taken by companies. I’ve looked at this problem before, but suffice to say that the internet and digital distribution have led publishers and studios to release their games in an unfinished state, with a plan to roll out patches and fixes after release.

A few years ago – even as recently as the Xbox 360/PlayStation 3 generation – this wouldn’t have worked. But with so many people buying games digitally nowadays, companies seem to think that they can get away with it. However, there are many examples over the last few years of games that failed to live up to their potential – or failed entirely – because of this attitude.

Yes, we’re going to talk about Cyberpunk 2077 again…

The few days either side of a game’s release are incredibly important. Reviewers get their hands on a copy and play through the game, getting their reviews ready in time for launch. Then players who pre-ordered and those who got the game on day one get to play the game for themselves, and within hours of release a game’s reputation is pretty much set. It takes a lot of hard work to change anyone’s first impression – so if the game was in a bad, unfinished state, that will be the headline. And once that becomes the prevailing opinion, it’s very difficult to change minds and convince people to give it a second look.

As a result, releasing a game too early can kill it – even if subsequent patches and hotfixes bring it up to code.

Let’s look at five games that fell victim to this “release now, fix later” phenomenon.

Number 1:
Destiny (2014)

One of the first big games to suffer because of this was Bungie’s Destiny. After departing the Halo series following 2010’s Halo: Reach, Bungie struck out on their own to make what they promised would be a “ten-year experience” called Destiny. Less than three years after Destiny’s 2014 release, though, Destiny 2 would launch.

There was a lot of interest in Bungie on the back of the success of the Halo series. Halo: Reach had been hailed as the best entry so far, and there was nothing to suggest that Destiny would be anything other than fantastic. In a way we can call this a case of overhyping, but Bungie actually did a reasonable job of setting appropriate expectations for what Destiny would be. The finished game was just not very interesting to many players, and after beating the main campaign, most didn’t stick around.

If Destiny had been released in a complete state instead of promising updates and expansions, perhaps more players would have stuck with it. But this is precisely the problem with games that go down this route – an underwhelming experience puts players off. Why would they bother coming back to Destiny to see the latest update(s) when the game was only okay the first time around? Games need to be good when they release – not average with the promise of becoming good later, and that, in a nutshell, was Destiny’s problem.

Number 2:
No Man’s Sky (2016)

No game is more synonymous with “release now, fix later” than 2016’s No Man’s Sky. I actually felt that, for what it was, the game was decent even at launch, but I hadn’t bought into the hype and went into the game with moderate expectations! There’s no denying that No Man’s Sky was missing many promised features at launch, and while it wasn’t plagued by bugs or glitches in the way some games on this list were, it felt threadbare to many players.

No Man’s Sky is a classic example of overhyping. Studio Hello Games and its head Sean Murray seemed incapable of saying “no,” promising players that No Man’s Sky would be an infinitely pleasurable sandbox in which they could do just about anything they wanted. A key part of marketing in the games industry is reining in hype and knowing when and how to set accurate expectations – something that Hello Games completely messed up.

Hello Games put in a lot of hard work to bring promised features to No Man’s Sky in the years after its release, and in 2021 the game actually does meet many of those lofty expectations. But even so, many players who were burned in 2016 have not returned, and the game’s reputation is still in the gutter in many people’s minds. There’s even a sense that Hello Games should not be “rewarded” for fixing the game after its release, and I know folks who refuse to buy it on principle.

Number 3:
Fallout 76 (2018)

Fallout 76 may be the worst game on this list. It was certainly the most disappointing to me personally. Not only did it launch in a crappy, broken state riddled with bugs, but it was also threadbare. A double-whammy, if you will.

The heart of any role-playing game comes from great, memorable characters. And the Fallout series has always provided plenty of interesting people to engage with, triggering quests and storylines that are easy to get invested in. Fallout 76 had precisely zero non-player characters at launch, making its world feel empty and its quests uninspired and meaningless. Aside from wandering around, looking at the pretty (if decidedly last-gen) environment and battling a few buggy monsters, there was literally nothing to do in the game.

There were other problems which don’t stem from the game being forced out the door too soon, such as Bethesda’s reliance on a massively out-of-date game engine and a crappy shooting mechanic that single-player Fallout games had managed to cover up with the VATs system. But the core of Fallout 76′s problems came from being released in an unfinished state. The game’s reputation tanked and has not recovered, and Bethesda, which had already been on a downward trajectory, is now held in especially low regard.

Number 4:
Anthem (2019)

BioWare released two games in a row in the mid/late 2010s which both suffered this exact issue. After Mass Effect: Andromeda was ridiculed on release for being a buggy mess, Anthem likewise had issues at launch. Though there were fewer bugs than in Andromeda – or at least, fewer egregious ones – Anthem was nevertheless unfinished.

For a live service title, Anthem was missing a lot. There were few customisation options, not enough interesting loot, and the final act of the game, which is the most important part as it’s where players will spend most of their time, was described as being just plain boring. In addition, the enemies were repetitive, the story – something BioWare is usually good at – was lacklustre and uninspired, and the game was just mediocre.

Mediocrity is not good enough when there are so many other competing titles to play, and Anthem soon lost the small number of players it initially picked up, dropping more than 90% of its playerbase within a few weeks of launch. What happened next is typical of underperforming live services: its “roadmap” of planned updates was cancelled. Though Anthem technically limps on and its servers are still active, in reality everyone knows it’s dead.

Number 5:
Cyberpunk 2077 (2020)

Cyberpunk 2077 is unusual in the sense that, unlike the other entries on this list, it’s a single-player game. It isn’t the only single-player game to ever release too soon, but it’s certainly the most significant one in recent years. CD Projket Red appear to have been desperate to release the game before the end of 2020, and whatever the reason for that may be, the end result was a game so riddled with bugs and glitches that many described it as “unplayable.”

Sony took the unprecedented step of withdrawing Cyberpunk 2077 from sale on the PlayStation Store – a move which has not yet been undone. CD Projekt Red, which had been one of the most popular games companies in the view of the general public, saw its reputation collapse – and its share price took a nosedive too.

Even now, almost three months on from release, Cyberpunk 2077 is still in a bad state, especially on PlayStation 4 and Xbox One. The game is simply not optimised to run well on those consoles, and it will take many more months of work to get it anywhere close to playable. However, in some ways the bugs and glitches have covered up what may come to be seen as Cyberpunk 2077′s worst failing: the game underneath the bugs certainly does not live up to the pre-release hype. Far from being a genre-busting once-in-a-lifetime experience, what players who stuck with the game through its issues have found is an okay first-person-shooter/role-playing game, and little else.

So that’s it. Five games which prove unequivocally that the “release now, fix later” concept simply does not work. The sooner games companies come to realise that a delay is better than a bad launch the better. There is a much-overused quotation from Nintendo legend and Super Mario creator Shigeru Miyamoto: “a delayed game is eventually good, a bad game is bad forever.” Despite all of the games above promising fixes, they remain, in the eyes of most gamers, bad.

Nintendo’s Shigeru Miyamoto has a thing or two to say about this!
Picture Credit: Vincent Diamante from Los Angeles, CA, USA, CC BY-SA 2.0 https://creativecommons.org/licenses/by-sa/2.0, via Wikimedia Commons

That’s the fundamental problem with this approach. It’s very difficult to overcome first impressions, and if a game launches to mediocre reviews and online criticism, that will be the only thing most people remember. No Man’s Sky has worked incredibly hard to overcome its launch issues, and the game is in a state today that genuinely lives up to the expectations players had and the pre-release hype. Yet the game will always come with an asterisk, and when people remember No Man’s Sky in ten or twenty years’ time, the fact that it was a colossal disappointment will be first and foremost in people’s minds.

As more and more games release in an unfinished state and go on to underperform – if not fail hard – I hope that games companies and publishers will come to see the folly in this approach. Maybe the 2020s will see more delays and better games as a result. We can only hope, right?

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

Mass Effect: Legendary Edition details announced

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

Rumours swirled for much of 2020 that the Mass Effect trilogy was to be remastered. The project was confirmed a couple of months ago – Mass Effect: Legendary Edition will be coming to PC, Xbox, and PlayStation in May. I didn’t cover the initial announcement, though, because there really wasn’t much to say. Electronic Arts and BioWare saw fit to publish only a brief teaser, and from that there was very little to gleam.

After a couple of months of waiting, however, we now finally have some details about Mass Effect: Legendary Edition, so I wanted to take a look at some of them and give my thoughts. Some games journalists were invited to a digital event for Mass Effect: Legendary Edition in which they were able to speak with developers and managers at BioWare, so in addition to the official trailer and announcement we also have some more details to look at. My invitation to that event must’ve got lost in the post!

The logo for Legendary Edition.

Prior to the official announcement of Mass Effect: Legendary Edition, I wrote up a wishlist of things I’d like a remaster of the trilogy to include. Obviously not everything I hoped to see has been included, but some key things will be. I would reiterate a point I made in that article, though: it’s only been a few years since the trilogy wrapped up. The Mass Effect trilogy was released during the Xbox 360/PlayStation 3 era, and, like many games from that generation, they still look pretty good today. I questioned the need for a remaster so soon, given that there hasn’t been that much of an increase in computing power and graphics technology in the intervening nine years.

And on that point, which is arguably the single biggest reason to remaster any game, I have to say that I’m not especially impressed with what I’ve seen of Mass Effect: Legendary Edition so far. There are some improvements, of course, and it can be hard to properly convey the scale of the changes made when dealing with compressed digital video on platforms like YouTube. But I have a decent 4K monitor, and when I looked at a number of scenes from the official trailer as well as high-resolution screenshots provided by BioWare, it was hard to see a significant improvement, especially when looking at scenes from Mass Effect 2 and Mass Effect 3.

When Capcom remastered Resident Evil 2 and Resident Evil 3 over the last couple of years, both games saw a colossal improvement from a visual standpoint. In fact I think it’s arguable that the remade versions of those games told their stories in a much better and more immersive way – except, of course, for the cut content from Resident Evil 3. Both titles were beloved by gamers of a certain age, but bringing them up-to-date allowed a whole new generation of players to experience the horror and excitement of Raccoon City. That won’t be the case with Mass Effect: Legendary Edition. Aside from the fact that the games have all been available on Xbox One, PlayStation 4, and even the Wii U, there just isn’t such a noticeable change in the way the games look, and while there have been tweaks and adjustments to gameplay, none of the games have seen a huge overhaul in the way the Resident Evil titles did.

Resident Evil 2 was in need of an update. The Mass Effect series? Not so much.

So I come back to my original question from my first piece on the subject: is now the right time to remaster the Mass Effect trilogy? Although it seems mad to think ahead to the PlayStation 6 when we’ve literally just had the PlayStation 5’s launch, I would argue that waiting another five to ten years and another console generation would have allowed the Mass Effect trilogy to see much more of an improvement. The original games are good enough – especially the second and third titles – to stand on their own two feet. A re-release or a repackaging of all three titles would have been sufficient, and I don’t really see a significant advantage to what EA and BioWare are billing as a “remaster.”

This is not, by the way, a problem unique to the Mass Effect series. Call of Duty 4: Modern Warfare was remastered in 2016, less than a decade after its release, and was similarly underwhelming. Partly this is psychological – we have a tendency to remember games looking better than they actually did. But in the case of many modern titles it’s also due to the fact that visuals and graphics have not improved in a huge way over the last decade when compared to earlier decades. So while Mass Effect: Legendary Edition looks decent, it’s not always easy to see – at least from the footage shown so far – that it’s substantially better than the original versions of its three constituent games.

Debatable.

The second point of criticism I have is that no action has been taken to change the story. As I wrote last time, I didn’t expect the ending of Mass Effect 3 to fundamentally change. That would require far too much effort for a project of this nature. The “pick-a-colour” ending of Mass Effect 3 is arguably the weakest part of the entire trilogy, and while it would be great to have seen that changed I knew it wouldn’t happen. So that isn’t what’s disappointing!

What is disappointing, though, is that the final third of Mass Effect 3 appears to be left unchanged. For me, the “pick-a-colour” ending was only one part of what let the game down; countless smaller decisions taken across the whole trilogy that should have mattered were either entirely ignored or only given the barest lip service in the story’s climactic final act. The most egregious example is that of the Quarians and Geth. To make a long story short, if players follow a specific path across all three games, it’s possible to save both the Geth and Quarians at a decisive moment where it looks as though it should only be possible to save one. This choice should matter; having both powerful fleets on side should be hugely impactful in the final battle against the Reapers. Yet it isn’t. Aside from a couple of seconds of cut-scene where both fleets warp in, and one line of dialogue, this massive choice fails to make any impact.

That may be the worst example; it’s certainly the one which stuck with me. But there are dozens of others, and the final third or so of Mass Effect 3 was undeniably rushed. Revisiting the project should have been an opportunity to right some of these wrongs, and to at the very least make a conscious effort to pay off, in a meaningful way, more of the player’s choices and efforts as the story reaches its conclusion.

The Quarian-Geth conflict can be peacefully resolved… but that never really felt like it mattered as the game entered its final act.

The lack of payoff to some of these choices will be even more noticeable in Mass Effect: Legendary Edition than it was when we played Mass Effect 3 back in 2012. This is for the simple reason that Legendary Edition is actively inviting players to play all three titles back-to-back as one continuous story – a story whose lacklustre ending and underwhelming acknowledgement of significant moments will be all the more recognisable for it.

I do understand the argument that there wasn’t enough material left on the cutting room floor to reincorporate into the game. But unlike in cinema, video games use voice acting and with practically all of the principal voice actors from across the trilogy still alive, there’s no reason I can see why bringing some of them back into the studio to record new dialogue should have been impossible. The final act of Mass Effect 3 would be massively improved by as little as fifteen minutes’ worth of extra dialogue and cut-scenes, and while the Extended Edition DLC will be included in Legendary Edition, even that could stand to be improved.

Omega as seen in the trailer.

So I think that covers my main criticisms of the project based on what I’ve seen and read. Now let’s get into the good points!

We’ll look at specific overhauls and changes in a moment, but first I wanted to acknowledge that, despite their reputation as a money-grubbing company, Electronic Arts is releasing Mass Effect: Legendary Edition as a single package. All three games, plus all of their DLC, are included. It doesn’t look like there are any pre-order exclusives, special editions, or anything of the sort, and while some critics will say that such behaviour should be the bare minimum, the reality is in this industry that it isn’t – so it is worthy of praise when companies do behave themselves! EA could have easily tried to split the project up and sell different parts of it, so the fact that the entire trilogy and all its DLC are part of one package for one price is great. I would argue that perhaps full price (£55 here in the UK, at least on PC) is a bit steep for games from 2007, 2010, and 2012, but I guess for the remastered version of all three I can’t really complain about that too much.

If you recall, Mass Effect 2 and Mass Effect 3 were early pioneers of cut-content DLC. Mass Effect 2 had a couple of its characters peeled off to be sold separately, and Mass Effect 3 had Javik, the series’ only Prothean character, sold as day-one DLC. So the series is no stranger to courting controversy with the way its games are sold, which is another reason to heap praise upon the decision not to do so with this version!

Javik was originally only available to players who paid extra.

Now into some specifics. The character creator has been overhauled, and while we don’t know exactly what’s changed, BioWare have promised new hairstyles, faces, and customisation options for Commander Shepard. Even by Mass Effect 2, the limitations of the original character creator were becoming apparent, so this is one area that needed work. I’m glad to hear that changes have been made in this area, as a role-playing game needs a decent amount of customisation. Making Commander Shepard feel like a unique and personal character is part of the appeal of games like the Mass Effect series.

Mass Effect 1 is seeing a number of gameplay changes and tweaks in order to bring the experience more in line with the second and third entries. Of the three games, Mass Effect 1 is the only one which felt even close to being “outdated” in 2021, and considering the substantial gameplay improvements which debuted in Mass Effect 2, I’m glad to see EA and BioWare updating it.

The Normandy approaches the Citadel.

Specifically BioWare mentioned changes to the heads-up display, the way the Mako vehicle handled, the hacking/slicing mini-games, the removal of class-based weapon loadouts (i.e. players will be allowed to use any of the game’s guns regardless of their character’s stats), changes to aiming to make lock-on better, the ability to skip the lift (elevator) scenes, as these were only in the game to begin with to hide loading times when transitioning between areas, and a higher level cap.

All of these sound good, and will update Mass Effect 1. However, BioWare has not mentioned weapon overheating, which was a difficult mechanic to get the hang of in the first game. Overheating was dropped in Mass Effect 2 in favour of “thermal clips,” which was just technobabble for ammo, and I’m surprised in a way that ammo isn’t coming to Mass Effect 1. Also unchanged is the game’s inventory system, which could be complicated and would quickly fill up with dozens of different tiers and categories of weapon upgrades and ammo options.

There will be other tweaks and rebalances across the three games, including to enemy and boss AI. The games will all run in 4K at 60fps, which is really the bare minimum that we should have expected from any AAA remaster in 2021! Finally, there are some PC-specific changes, including keyboard and mouse options and support for ultrawide monitors.

The Reapers are coming!

So that’s it. Mass Effect: Legendary Edition will bring some aesthetic changes to the table and some gameplay tweaks that will hopefully make the experience smoother and more enjoyable… but I’m still left with a sense best summed up thus: “what’s the point?” The second and third games are perfectly playable in their current form without being upgraded, and the offered upgrades seem minor, even from a visual standpoint.

Packaging all three titles together, along with their DLC, is admirable, but it would have been just as easy to re-release the trilogy with its DLC and spare the effort of “remastering” some of these already-decent looking scenes. It isn’t like any of the three Mass Effect games looked bad by today’s standards, and I can think of a lot of recent games that have been less impressive.

There was an opportunity to expand Mass Effect: Legendary Edition. By bringing back some of the original voice actors and adding a few extra scenes, particularly toward the end of Mass Effect 3, the remaster could have taken the story to new heights and genuinely improved the worst part of all three games. Even without a major rewrite of the ending, by adding more context and better paying off more choices and combinations of choices, Legendary Edition would have at least felt worthwhile. At the moment, it kind of doesn’t.

This fire effect from the remaster doesn’t look like it’s been improved much.

Bringing games from 2007-12 “up to date” is unnecessary. Maybe in another ten years we could argue that enough time had passed and enough technological improvements had been made that the games would feel new again, but everything I saw in the trailers has left me with the belief that they won’t feel new. A shiny coat of paint and throwing the entire story together in one package is really all you’ll get.

If you’ve never played the Mass Effect trilogy, go for it. Wait for Legendary Edition, which is due out in three months or so, and give it a try. The games are great, and while the ending is a bit of a let-down, if you go into the games with your expectations set you will at least know what you’re letting yourself in for. But if you’ve already played all three games, I feel like this is a hard sell. I was genuinely interested in Legendary Edition when it was announced, but having heard what’s included and seen the minor changes for myself, I’m probably going to give it a pass, especially for £55. Maybe if it goes on sale in a couple of years I’ll pick it up then.

Mass Effect: Legendary Edition will be released in May for PC, Xbox One, Xbox Series S/X, PlayStation 4, and PlayStation 5. The Mass Effect series is the copyright of Electronic Arts and BioWare. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The beginning of the end for Google Stadia

Do you remember Google Stadia? It’s the video game streaming platform that internet powerhouse Google launched in late 2019. I hope you didn’t spend too much money on buying any of the dozen or so games that got ported over, though, because it seems as though Google is throwing in the towel.

While the Stadia service itself isn’t going anywhere, Google announced today that they will be ending all internal game development and closing their Stadia-only game studios. We don’t know exactly how many titles were being worked on for the service, but there were several in development that haven’t yet been released – and it seems as though all titles scheduled to release in 2022 or later are now cancelled. A handful of titles planned for this year may still be released.

In typical corporate style, Google is trying to spin this as an “evolution” of the service; opening up Stadia to third-party developers. But… which third-party developers would those be, exactly? Make no mistake: this is the beginning of the end for Stadia.

The Google Stadia controller.

Google Stadia was not an inherently bad idea. By streaming games instead of running them on a console, phone, or PC, Stadia allowed anyone with a decent internet connection to play games regardless of whether they owned an up-to-date console or powerful PC. But the service never really took off following a seriously underwhelming launch. In late 2019, Stadia was criticised for feeling like it was in its alpha version. Basic features were missing, and the service had less than twenty games. Though the Stadia team did put in some hard work to improve things, it never really got much attention from the gaming community or the public at large.

Within really just a few weeks of the service being launched, most of the attention from players and observers was on the Xbox Series X and PlayStation 5. Despite having some advantages in theory – like a lower up-front cost and being readily available – no one really considered Stadia as a serious competitor to Microsoft and Sony.

And Google isn’t the only massive company in the tech space to suffer an ignominious defeat in its first foray into the gaming realm. A few weeks ago, Amazon announced that it was shutting down its first internally-developed multiplayer game, citing a lack of players. I couldn’t even remember the name of Crucible, such was the lack of attention and interest the project garnered!

Stadia was Google’s first project in the gaming sphere.

Both Google and Amazon seem to have expected to “break in” to the games industry in a similar manner to Microsoft’s 2001 launch of the original Xbox, yet neither company has managed to stick the landing. That’s despite gaming having grown massively in the intervening two decades, and despite, as mentioned, Google Stadia offering several potential advantages.

A relatively low cost of entry was Stadia’s big selling point in many ways, and as Xbox and PlayStation both continue to struggle with hardware availability – something which looks set to continue through at least the first half of this year – there was an opportunity for Stadia to have another throw of the dice and push hard. But Google appears to have lost interest in Stadia almost from the moment of its troubled launch, and today’s news has felt like an inevitability for some time.

The Stadia service, while interesting on paper, had two major drawbacks: it still required players to buy games individually, and it relied on faster-than-average internet connection speeds to work properly. There were also issues of lag, both from the service itself and its controller, and in any kind of competitive game, even a millisecond of lag is unacceptable.

ChromeCast – one way to use Stadia.

Microsoft’s big selling point right now is Xbox Game Pass – a subscription service where a single monthly fee grants players access to a massive library of titles. Because Stadia is already a streaming platform – games run on Google’s hardware and stream via the internet to a player’s machine – there was an expectation that a subscription service would at least be an option, but it wasn’t at launch. The subsequent announcement of Stadia Pro was basically ignored, and doesn’t seem to have hooked in many subscribers. When you’re unable to download the games you buy, Google Stadia felt to many players like a risky option – how can you “own” something if you can’t even get a digital copy? Players who made that argument in 2019 may be feeling rather smug today, as Google is one step away from proving them right.

The internet connection speed was also an issue. In some countries with superfast internet it wouldn’t be an issue, but where I live in the UK, Stadia would have struggled. I’ve heard anecdotally from friends and others who bought into the service that even when they had what they thought was an acceptable connection speed, Stadia still underperformed.

There was a healthy scepticism regarding Stadia when it was launched, and the rough time the service endured in those crucial first few weeks was very offputting even to those who might’ve been interested. Streaming as a concept can work – and in the future don’t be surprised to see a Stadia-like offering from the likes of Steam, Epic Games, or even Nintendo. But for too many people, the infrastructure doesn’t exist right now to make streaming games a viable business proposition – or a risk consumers are willing to take.

The green variant of Google Stadia’s controller.

Finally, Stadia lacked any exclusive games. Alright, it had two: 2019’s Gylt, and Outcasters, which was released in December. Those are the only two Stadia-exclusive games as far as I can tell, and as I’ve said before: exclusive games sell systems. Without any – or with a couple of underwhelming titles that nobody notices – it’s very difficult to convince anyone to pick up a new system, even one which is relatively inexpensive.

Google is notorious for shutting down big projects, which was another reason folks were cautious about getting on board with Stadia. According to the website Killed By Google, the tech giant has shut down over 200 companies and projects, including some pretty well-known ones like Google Glass and Hangouts. The company has a tendency to cut and run when a project doesn’t meet expectations – and given Stadia has barely been more than a blip on the gaming radar, perhaps that’s to be expected.

So we don’t know at this stage how long Stadia itself will still be around. It’s possible that, despite the shutdown of internal game development, the servers will remain online for years to come, and if that’s the case maybe one day Stadia will see a revival. I wouldn’t bet on it right now, but you never know. Google’s corporate-speak of “focusing on improving technology” and “building business partnerships” sounds like a load of waffle to me, though, and I’m not sure which business partners they think are going to swoop in and save the ailing Stadia.

The Google Stadia logo.

Stadia, like some of Google’s other abandoned projects, was an experiment. It was an attempt to make streaming the “next big thing” in gaming, and if it had worked we might be talking about the death of traditional home consoles in favour of cheaper streaming kits. But the reality is that the experiment didn’t work. Early adopters and tech enthusiasts were simply not interested, put off by a weak launch, lack of games, lack of the necessary infrastructure, the concept of buying games that they couldn’t be sure they’d be able to keep, and most importantly Google’s reputation. As a result, Stadia never hit the mainstream. Most consumers never even came to know it existed, and this news likely won’t even reach mainstream outlets.

In general I’m supportive of more competition in the gaming realm. Google, as a massive company with a huge budget, was uniquely placed to be disruptive, but for all the reasons above they couldn’t convince more than a handful of players to give Stadia a shot. This news is disappointing for the 150 or so developers who will lose their jobs, but it was not unexpected.

Stadia is owned by Google. All titles listed above are the copyright of their respective owners, studios, publishers, developers, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A willingness to change is the key difference between Star Trek and Star Wars in 2021

Spoiler Warning: There are spoilers ahead for the following: The Mandalorian Seasons 1-2, The Rise of Skywalker, Star Trek: Discovery Seasons 1-3, Star Trek: Picard. Minor spoilers may be present for other iterations of both the Star Wars and Star Trek franchises.

I’ve been working on my review of Season 2 of The Mandalorian, which was shown on Disney+ at the end of last year, and I found myself saying the same thing several times. I will (eventually) finish that review, but for now I wanted to take a step back and look at two of the biggest sci-fi/space fantasy franchises, and one crucial difference between them.

Whether it’s the prequel trilogy, sequel trilogy, spin-offs, or even the recently announced slate of upcoming projects, Star Wars is intent on sticking close to its roots. I’ve made this point before, but Star Wars as a whole has only ever told one real story – that of Palpatine, Anakin, Luke, and Rey. Every film and television series in Star Wars’ main canon either directly tells part of that story or is inextricably tied to it. The inclusion of Luke Skywalker and other legacy characters in The Mandalorian doubles down on this.

Luke Skywalker recently appeared in The Mandalorian.

In contrast, Star Trek has continually tried new and different things. The Next Generation took its timeline 80+ years into the future and left much of the franchise’s first incarnation behind. Deep Space Nine took the action away from starships to a space station. Enterprise was a prequel, but not one which told the early lives of any classic characters. The Kelvin films attempted to reboot Star Trek as a big screen popcorn blockbuster. Discovery took a serialised approach to its storytelling, and Picard picked up that format but used it to tell a very different type of story. Lower Decks is perhaps the biggest departure to date, branching out beyond sci-fi into the realm of animated comedy. Though there are common threads binding the franchise together, each project is one piece of a much larger whole, and the Star Trek galaxy feels – to me, at least – much more vast as a result.

Where Star Wars has told one overarching story, Star Trek has told hundreds, many of which are totally separate and distinct from one another. And that concept shows no sign of slowing down. Indeed, both franchises are doubling down on what they do best: Star Wars is focusing on classic characters and looking inwards, Star Trek is expanding and trying new things.

Captain Burnham will take Star Trek: Discovery to new places.

That willingness to change, to explore totally different and unrelated aspects of its setting, is what sets Star Trek apart from Star Wars right now – and arguably is one of the big points of divergence going all the way back to the mid-1980s. It may also explain why so many fans are excited about The Mandalorian and even the dire Rise of Skywalker, while some Star Trek fans have never been interested in Discovery, Picard, and Lower Decks.

Nostalgia is a big deal in entertainment, and while I would argue Star Wars has overplayed that particular card far too often, there’s no denying it has seen success with that formula. That’s why we’re seeing the Obi-Wan Kenobi series, the Ahsoka series, the Lando series, and even the Cassian Andor series all getting ready to debut on Disney+ in the next few years.

Star Wars continues to bring back characters, themes, and designs from its past.

Someone far cleverer than I am said something a while ago that really got me thinking. If a franchise – like Star Wars, in this case – relies so heavily on nostalgia to the point of never trying anything new, it won’t survive beyond its current generation of fans. Because bringing in new fans – the lifeblood of any franchise – is increasingly difficult when every project is designed exclusively with existing fans in mind. How can Star Wars survive when its current fanbase moves on if everything it does is fan service? What kind of appeal does the Obi-Wan Kenobi show have to someone new to Star Wars? Basically none.

With the exception of Star Trek: Picard, which did rely on the strength of its returning character, I think any Star Trek project has the potential to bring in new fans. Some shows and films are definitely enhanced by knowing more about Star Trek and its setting, but even in Discovery, where main character Michael Burnham is related to classic character Spock, there really wasn’t anything that required a lot of background knowledge.

Spock in Star Trek: Discovery.

Star Trek is not only trying new things, but the people in charge are conscious to allow each project to stand on its own two feet. They are parts of a greater whole – and while I have argued many times here on the website that Star Trek could do more to bind its ongoing series together, it’s still possible to watch one show and not the others without feeling like you’ve missed something important.

What we see are two very different approaches to storytelling. Both Star Trek and Star Wars were reborn in the mid-2010s out of a desire on the part of their parent companies to use nostalgia as a hook to bring in audiences. That should not be in dispute, and I don’t want to say that Star Trek somehow avoids the nostalgia trap. But where Star Wars really only has nostalgia going for it, Star Trek continues to branch out, using nostalgia as a base but not allowing it to overwhelm any project.

“Baby Yoda” is symbolic of Star Wars’ reliance on nostalgia in many ways.

Neither approach is “right” or “wrong;” such things are subjective. I don’t want to sound overly critical of Star Wars either, because despite my personal feelings, there’s no denying many of the creative decisions made are popular – even The Rise of Skywalker, which was eviscerated by critics, was well-received in some areas of the fandom. It just strikes me as interesting and noteworthy that these two major franchises are taking very different approaches to the way they construct their narratives.

Whether it’s the inclusion of Luke Skywalker himself, the aesthetic of practically everything in the show, or a storyline which returns the franchise to the Jedi and the Force, The Mandalorian oozes nostalgia from every orifice – and if that’s what fans want and will lap up, then that’s okay. It was too much for me, and I stand by what I said last year during the show’s first season: I was expecting to see “the adventures of a gunslinger far from the reaches of the New Republic;” a show which would take Star Wars away from some of those themes to new places. That was my preference – a personal preference, to be sure, and judging by the positive reaction not only to The Mandalorian but to spin-off announcements like the Obi-Wan Kenobi series (and the return of Darth Vader to that series) I’m in the minority.

Mandalorian armour (i.e. Boba Fett’s armour) seen in The Mandalorian.

Star Trek takes a different approach. Both Picard and Discovery in their most recent seasons moved the timeline forward, brought in new characters, and dealt with contemporary themes. There were touches of classic Star Trek in both shows, including in aesthetic elements like set design and costuming, but in both cases the franchise feels like it’s moving forward.

Costuming is an interesting point to consider, as it’s representative of where both franchises find themselves. As early as 2015’s The Force Awakens, Star Wars was stepping back, relying on Stormtrooper armour, First Order uniforms, and especially the costumes worn by Rey that were practically identical to those seen in the original films. This was continued in The Mandalorian, not only with the main character’s Boba Fett armour, but with the use of Original Trilogy Stormtrooper armour and costumes for many villains. In contrast, Star Trek took its main characters out of uniform entirely in Picard, and Discovery has introduced a whole new set of uniforms and a new combadge for the 32nd Century. Where Star Wars looks back to its heyday, Star Trek looks forward, incorporating some of its classic designs into wholly new variants.

Discovery’s new combadges (as seen in the opening titles).

What we see in these costuming choices is a reflection of where both franchises are narratively. Star Wars continues to look back at the only truly successful films the franchise has ever made: the Original Trilogy. Frightened of trying anything truly new and unwilling to leave that comfortable ground, it’s stuck. As I wrote once, the Original Trilogy has become a weight around the neck of modern Star Wars, as projects not only become constrained by those films, but continue to fail to live up to them.

Star Trek looks forward, tries new things, and embraces change. Not every new project will win huge support and be successful, but some will, and every project has the possibility to be a launchpad for others, taking the evolving franchise to completely different places.

The Original Trilogy is – in my opinion at least – holding Star Wars back.

It’s clear which approach I prefer, and that I’d like to see more innovation and change from Star Wars. Though I was certainly underwhelmed by some of the recent announcements made by Disney and LucasFilm, I’m hopeful that, despite being held back in many ways by an overreliance on nostalgia, some decent films and series may stumble out the door.

Each franchise could learn something from the other, though. Star Trek’s projects are split up, and while Discovery’s third season made an admirable effort to connect to Picard, that was not reciprocated. Lower Decks had many callbacks and references to ’90s Star Trek, but otherwise stands alone. The franchise could work harder to bind its different projects together, reminding audiences that they’re watching one piece of a greater whole.

The Qowat Milat, who debuted in Picard, later appeared in Discovery. But the franchise could do more to bring its projects together.

Star Wars could see how a successful sci-fi franchise doesn’t need to be constrained by its original incarnation, and that shaking things up can work. The Mandalorian felt to me as though it was retreating to Star Wars’ comfort zone, and while that move may be popular right now with the fandom, it doesn’t really provide a solid foundation for expansion in the way Star Trek’s shows and films have done.

At the end of the day, both franchises are testament to the power of nostalgia to bring fans back. But they undeniably take very different approaches to that. Star Wars is conscious to try to make everything feel like its first couple of films – to the point that it can be overwhelming. Star Trek certainly doesn’t overwhelm anyone with nostalgia – to the point that some recent projects have been criticised for feeling like they aren’t part of the franchise at all.

Whichever approach you ultimately feel works best, one thing is clear: neither franchise is disappearing any time soon! The first half of the 2020s -and hopefully beyond – will see several different projects from both Star Trek and Star Wars, and as a fan of both and of sci-fi and fantasy in general, that’s great news. Long may it continue!

The Star Trek franchise – including all properties mentioned above – is the copyright of ViacomCBS. The Star Wars franchise – including all properties mentioned above – 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.

For the love of God, don’t call it the “Switch Pro”

What is it with major games companies giving their flagship home consoles awful names? The name of the Xbox Series X was so confusing that on the day the console became available to pre-order, sales of the previous generation model Xbox One X skyrocketed. Many consumers will have been surprised when they ended up with the wrong machine!

Nintendo is no stranger to awful names. After the success of the Wii in the late 2000s, Nintendo wanted to keep the brand name going and launched the Wii U. But due to a combination of poor marketing and the confusing name, many consumers didn’t even realise that the Wii U was a new console, instead assuming that its tablet-controller was some kind of overpriced accessory for the original Wii.

Having been in this position once before, and having seen the reaction to Microsoft’s awful naming schemes, you’d think Nintendo would know better than to release a new console called the “Switch Pro.” But if rumours are to be believed, that is exactly what they plan to do.

Has Nintendo learned nothing from the Wii U?

Here’s the fundamental flaw in that approach: it’s the Wii U problem all over again. What is a Switch Pro? Is it like a PlayStation 4 Pro or iPhone 12 Pro – the same basic machine, running the same software and games, but with a bit of extra power to make those games look better? Or is it a whole new system which will run its own exclusive software that won’t work on the original Switch? Can you figure it out? Because I can’t.

I used to work in the video games industry. I spent several years with a large games company and I’ve done freelance work for a few others. If I, as a former industry insider and someone who knows a fair amount about gaming, can’t tell what a Switch Pro is supposed to be, what hope does the average consumer have?

Not only are Nintendo potentially risking a repeat of the Wii U fiasco, with the console failing to sell due to its confusing name, but they also risk upsetting existing Switch owners if there are going to be Switch Pro-exclusive titles. Imagine the disappointment of buying a game you believe will work on your Switch only to find the console you paid £200-300 for won’t run the game. Cue angry letters from members of the public, parents, and irate gamers.

The Nintendo Switch was released in 2017.

The name “Switch” is no more of a brand than “Wii” was in 2012. What people look for are the big names: Xbox, PlayStation, and of course Nintendo. The Nintendo Switch is its own thing, and Nintendo’s next console will need a new name to give itself a new identity – it can’t recycle the “Switch” branding because that’s inextricably tied to the current console and lineup of games. When there has already been the handheld-only Switch Lite, there will be an expectation from the public that a “Switch Pro” will simply be another variant – not a wholly new console.

That’s before we even get into the frankly rather troubling idea of Nintendo talking about launching a new console while the current machine is less than four years old. The past couple of console generations have been twice as long, and there’s a reasonable expectation when buying a new console that it will have a decent lifespan. Especially in the current climate, with all kinds of uncertainty hanging over people’s jobs and economic futures, it isn’t a great time to launch a new console.

Nintendo screwed up with the Wii U in 2012, and the release of the Switch less than five years later was a response to that colossal mistake. But with the Switch doing phenomenally well and with plenty of games either already out or coming up in the next few months, there’s no need for another machine at this stage. Some newer titles that are popular on other platforms – like Cyberpunk 2077, for example – won’t be able to be ported to the Switch because it’s a less-powerful device. But that didn’t stop people continuing to enjoy the Wii, and even when the Switch launched it wasn’t going toe-to-toe with the Xbox One or PlayStation 4, yet it outsold the Xbox One in less than four years and is on course to catch up to the PlayStation 4.

There are still some great games to come for the Switch.

There’s a lot to be said for being patient and reaping the rewards of the incredibly-successful Switch. Players of all ages and skill levels have responded very positively to this hybrid machine, and while any company in the games industry needs to have an eye on the future, I’d argue that now is not the time. Even Xbox and PlayStation could’ve squeezed another year or two out of their last-gen machines instead of rushing ahead with the Xbox Series X and PlayStation 5 launches a couple of months ago.

But we’ve drifted off-topic. The “Switch Pro” is a terrible name for a new console, one which will confuse a lot of parents and players, and end up upsetting people when they don’t get what they expected. If the Switch is coming to the end of its life – which it shouldn’t be, but we all know that Nintendo loves to artificially mess with these things – then a new console needs a new name.

Let’s not repeat the mistakes made by the Wii U and Xbox Series X!

Switch, Wii, Wii U, and other properties mentioned above are the copyright of Nintendo. 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 – Season 4, Episode 12: The Wounded

Spoiler Warning: There are spoilers ahead for Star Trek: The Next Generation, as well as for other iterations of the franchise.

Thirty years ago this very day, Star Trek: The Next Generation broadcast the twelfth episode of its fourth season: The Wounded. This would be a highly significant episode for the franchise going forward, and in many ways began to set the stage for the upcoming spin-off Deep Space Nine. At this stage work on pre-production of Deep Space Nine had already kicked off, and while The Wounded is by no means a backdoor pilot, there was a conscious effort on the part of Rick Berman – who was in charge of Star Trek at the time – to begin to put the pieces together for the new series.

The Wounded is the first episode to give future Deep Space Nine regular Miles O’Brien a significant role. Though present since Encounter at Farpoint at the beginning of Season 1, O’Brien had been a background character with little to do until this point. The episode also marked the debut of the Cardassians, with future Gul Dukat actor Marc Alaimo featuring as a different Cardassian – Gul Macet.

Gul Macet – the first Cardassian ever seen in Star Trek.

For both of those reasons, The Wounded is incredibly important within the history of Star Trek. The foundations of Deep Space Nine were laid here, and it was around this time, under Rick Berman’s direction, that Star Trek truly cemented its evolution from purely episodic storytelling to an interconnected franchise. Deep Space Nine would share The Next Generation’s time period and be broadcast while its sister show was still on the air. This was a marked change from the way The Next Generation was spun off from The Original Series, and one which allowed the different parts of the franchise to connect in ways that were unprecedented at the time.

After more than a decade of the Marvel Cinematic Universe and other such franchises, we almost take for granted this concept of big, interconnected fictional universes. But episodes like The Wounded are a big part of building that sense of connectedness within Star Trek, and in the early ’90s that was something entirely new. The difference between a good film or television show and one that can become one part of a greater franchise is that sense of interconnectivity, and it’s impossible to understate the importance of episodes like The Wounded on building up Star Trek as that kind of franchise.

The Wounded was instrumental in laying the groundwork for Deep Space Nine.

In that sense, it isn’t only Deep Space Nine which owes so much to The Wounded – and other similar episodes around this time in The Next Generation’s run – but also Voyager, and by extension Enterprise, the Kelvin films, Discovery, and the fact that Star Trek is still going strong thirty years later. It’s one of those incredibly significant moments in the history of the franchise – one of the moments at which Star Trek became an expanded franchise.

More than that, The Wounded is an especially good episode. As Star Trek has always done, it deals with real-world themes through its sci-fi lens, looking at war, post-traumatic stress, how feelings of hate can linger long after the event, and so on. It was also a rarity at this point in Star Trek to see Starfleet officers as anything other than exemplars of virtue, or the Federation as anything less than a utopia. Captain Maxwell is not a villain per se, but the actions he takes in The Wounded endanger the peace – a hard-won peace with the Cardassians. In that sense, the episode looks at the idea of how war can and should be justified, and whether it’s acceptable to sacrifice the truth to preserve the peace.

The episode’s title card.

Coming toward the end of the 1990-91 Gulf War, that makes The Wounded a very timely piece of television. Unlike the later Iraq War of 2003, the Gulf War was generally popular at the time, but even so there was a sense that there wasn’t a real plan for what to do after the initial military objectives had been achieved. Should the US and allies push on into Iraq and remove the Iraqi government? Or should they make peace even if doing so meant leaving a dictator in place? The Wounded doesn’t tackle all of these issues head-on, but the general theme of making peace with an enemy, the value of peace itself, and on a personal level, the toll war can take on those who serve, were all present in the narrative.

Finally, The Wounded draws on inspiration from the film Apocalypse Now, itself influenced by the novel Heart of Darkness, and in the vein of those classics features a story about a war hero going “mad.” Plot points like Captain Maxwell’s mental state and his foray into enemy territory are comparable to storylines in those classic works of literature and cinema. There’s a reason why audiences respond to such powerful themes and storylines, and The Wounded does an admirable job of translating them to Star Trek’s science fiction setting, doing so in a way that retains the original message, ensuring it isn’t buried too deeply in talk of aliens and spacecraft.

The Wounded follows a similar narrative to classic war film Apocalypse Now.

Because of the way The Next Generation was broadcast at the time, I can’t claim that this is the thirtieth anniversary of when I saw The Wounded! That would’ve been a couple of years later, as here in the UK that was the kind of delay we were looking at between an episode’s US premiere and when it would be broadcast here. Regardless, let’s take a look at The Wounded together.

The episode begins with a couple of sequences that set up the main storylines. Both via his captain’s log and on the bridge, Picard gives us a lot of information about the Cardassians – who were, as noted, new to Star Trek in this episode. The bridge crew briefly discuss the situation, and it emerges that Picard had been part of the conflict and negotiations to resolve it while in command of the Stargazer. The exact nature of Cardassian-Federation relations is a little confused; Picard says a “peace treaty” is in effect whereas Troi describes the Cardassians as “allies.”

Up next we get a sequence with Chief O’Brien and Keiko – whose wedding had been part of the previous episode, Data’s Day. In their quarters, O’Brien seems unimpressed with Keiko’s vegetarian cuisine. O’Brien got a fun line when looking at the kelp-based meal: “Sweetheart… I’m not a fish.” That line still wins a chuckle decades later! As O’Brien promises to prepare Keiko a meal of his childhood Irish classics, the ship comes under attack.

The attack on the Enterprise comes during Miles and Keiko’s breakfast.

On the bridge, the crew briefly discuss the minor damage to the ship. The Cardassians apparently fired without responding to hails. This sequence marked the first appearance of the Cardassian Galor-class warship, initially described here as a “scout ship.” Despite firing on the Enterprise-D while its shields were down, there is no major damage nor any casualties. A few phaser shots from the Enterprise-D causes damage to the Cardassian ship and forces its captain – Gul Macet – to hail. The Galor-class would go on to be one of the Cardassian mainstays during the Dominion War – where it was much more effective! Perhaps it got an upgrade. Macet alleges that a Federation ship attacked the Cardassians in violation of their peace treaty; he gives Picard one hour to find out what’s happened.

Star Trek: Picard and Star Trek: Discovery both have pretty understated theme music. They aren’t bad, but they’re closer to the themes from Deep Space Nine and Voyager in that they’re slower, quieter pieces of music. The Next Generation’s theme is in contrast to those! Taken from Star Trek: The Motion Picture, the up-tempo theme really conveys a sense of adventure in a way the others really don’t. Star Trek: Lower Decks, and to a degree the main theme from 2009’s Star Trek reboot film, both do this too, and both of those pieces of music are likewise up-tempo and adventurous. It’s only when coming back to The Next Generation after watching a full season of Discovery that I can really appreciate this difference in musical tone!

The Enterprise-D attacked by the Trager, the first Cardassian Galor-class ship seen in Star Trek.

After the opening titles Captain Picard receives a briefing from a Starfleet Admiral. He informs Picard that the USS Phoenix, under the command of Captain Maxwell, was responsible for destroying a Cardassian station – though they are unable to find out why as Captain Maxwell is not responding. The Enterprise-D – along with a small group of Cardassian “observers” – has been granted permission to enter Cardassian space and catch Maxwell.

The Admiral is very concerned with preserving a hard-won peace treaty, and makes it clear that he believes that the Federation is not prepared for another war with Cardassia – prescient, one might say, in light of how badly the Federation handled much of the Dominion War! Though the Dominion War arc hadn’t even been conceived at this stage, when looking back at The Wounded now that we know what happened, it’s possible to see how the Dominion War story built on what had previously been established in many ways. These smaller moments add up to a much greater whole, and are part of what makes for a believable narrative.

Admiral Haden speaks to Captain Picard.

Though Captain Picard is initially insistent that the three Cardassian observers be made welcome and not made to feel like “prisoners,” he acquiesces to Worf and Riker’s request that their access to the ship be limited. Worf intends to post guards at what he considers to be sensitive areas of the Enterprise-D for the duration of the Cardassians’ stay. Data establishes that O’Brien once served with Captain Maxwell aboard a ship called the Rutledge, and Picard tasks Counsellor Troi with looking after the crew, as he feels some officers may be uncomfortable with the Cardassians on board – foreshadowing what’s to come.

The Cardassians beam aboard and Riker and Troi are there to greet them, along with Chief O’Brien. The Wounded is the only episode of Star Trek to show off a different style of Cardassian uniform. Unlike the silver-grey mail-like armour that they would wear in the Deep Space Nine era, here the Cardassians wear a plain brown leather-like armour over some kind of undershirt. Most notably, this is the only episode which shows off Cardassian headgear – a kind of helmet that covers the back of the head with three bars connecting at the front. Though the outfit isn’t bad per se, I think it’s easy to see why it was changed later. Not only does the headgear look a little silly, it also covers up key aspects of the Cardassians’ facial features and makes them less distinguishable from one another. Gul Macet sports facial hair, too, and The Wounded would be the only time we would see that on a Cardassian character.

Gul Macet and his aide beam aboard.

It’s interesting that Marc Alaimo was the first Cardassian seen in Star Trek, and in another role would also go on to be the most significant Cardassian. In that sense he’s similar to Deep Space Nine co-star Armin Shimmerman, who was one of the first Ferengi seen in Season 1 of The Next Generation and also played Quark, the most famous Ferengi in Deep Space Nine. We don’t spend enough time with Gul Macet to really show off how different he is from Alaimo’s more well-known character of Gul Dukat, and in many ways the performance he puts in here is similar. Perhaps Macet and Dukat are related?

Counsellor Troi seems to pick up on O’Brien’s discomfort with the Cardassians as she and Riker escort them from the transporter room. In the briefing room, Geordi and Riker explain the basics of scanning for the Phoenix, and that they’re able to scan one sector per day. It’s worth pointing out that how big a “sector” is in Star Trek has never been consistently explained on screen! The Cardassians are sceptical – understandably so – but Picard is able to calm the tensions.

The briefing room scene.

Also present at the briefing room table is O’Brien, and Picard turns to him to ask him a little about Captain Maxwell, with whom he previously served. O’Brien explains that Maxwell’s family were killed during a Cardassian attack on the Setlik III outpost – and if Setlik III sounds familiar to you, it’s a name associated with O’Brien’s military service that would be brought up numerous times in Deep Space Nine, most significantly, perhaps, in the episode Empok Nor.

O’Brien responds aggressively when it’s suggested to him that Captain Maxwell is taking revenge for what happened to him, and it’s clear that he feels a strong sense of loyalty to his former commander. Gul Macet attempts to press the point when Picard intervenes, but before the discussion can continue the briefing is interrupted by Worf, who has located the Phoenix on long-range sensors.

O’Brien in the briefing room.

The briefing breaks up, and Captain Picard invites Gul Macet to the bridge with the senior officers. O’Brien and the two junior Cardassians leave together and end up sharing a turbolift. Here’s where we get one of the episode’s most interesting scenes. The Cardassians – who are, after all, just doing their jobs – attempt small-talk with O’Brien, but he isn’t having any of it.

After an invitation to join the Cardassians in Ten-Forward, O’Brien snaps. He tells them abruptly that he will cooperate with them when it comes to discussing technology or the search for Captain Maxwell if ordered to do so, but will not spend his free time with them. He then barges past them out of the turbolift.

O’Brien and the Cardassians in the turbolift.

It was around this time that we began to see cracks in the utopian/perfect veneer of Starfleet and humanity in Star Trek, proving that they haven’t entirely risen above the pettiness and conflicts we have in contemporary times. Gene Roddenberry was strongly opposed to the idea of Starfleet as a military outfit, and famously tried to have Star Trek VI: The Undiscovered Country re-written to cut out what he saw as anti-Klingon racism from Kirk. He felt such attitudes were beneath humanity in his vision of the future. I can only imagine he felt the same way about O’Brien in The Wounded. As an aside, The Undiscovered Country will also celebrate its 30th anniversary this year.

On the bridge, Picard orders the Enterprise-D to intercept the Phoenix, with Gul Macet watching over his shoulder. Macet wants the ship’s precise location so that he can have Cardassian vessels arrive first. He also asks for the ship’s transponder frequency – a neat callback to Star Trek II: The Wrath of Khan. Worf looks angry at this suggestion, which Captain Picard refuses – diplomatically, of course.

Picard and Gul Macet on the bridge.

O’Brien serves Keiko the promised meal in their quarters, though she seems unimpressed with his replicated potato casserole (which looks more like potato salad!) He sings an old song from his days on the Rutledge, and it seemed for a moment as though the unpleasantness with the Cardassians was forgotten. But it turns out the song – which Colm Meaney does his best to sing – was a favourite of Captain Maxwell’s. He pushes Keiko to comment on why someone – speaking abstractly – might not be comfortable with Cardassians, but appears in denial about his own feelings toward them.

This scene and the previous one really humanise O’Brien. What he’s feeling is, as Keiko explains, quite natural. Yet at the same time he’s not comfortable sharing with her exactly what it is that’s wrong. He brushes off his battle experiences calling them “skirmishes,” and refuses to accept or even recognise that he’s holding on to a degree of resentment.

O’Brien in his quarters.

On the bridge, the crew has detected that the Phoenix is in pursuit of a Cardassian vessel – a supply ship. Gul Macet is incredulous that Data can read Cardassian transponder codes and tell what kind of vessel it is at such range, but they have a more immediate problem. Maxwell is not responding to hails, and goes on to attack the ship while the Enterprise-D can only watch.

I do like the 2D graphics used to represent the positions of the Phoenix and the Cardassian ship on the main viewscreen. Though arguably not very “high tech,” it’s cleverly done and easy to understand for us as the audience. The remastered Blu-Ray version didn’t change this, but did upscale and improve it. Though in many ways Discovery and Picard have changed up the aesthetic of Star Trek for modern times, we have seen these flat, 2D maps in those series as well.

Watching the attack unfold.

Gul Macet again insists on being given the transponder frequency (or prefix code) for the Phoenix, and when Maxwell does not respond Picard orders Worf to send the code to the Cardassians. Worf loudly protests, but does carry out his orders. Despite sending the codes, however, the Phoenix is able to continue its attack and destroys both the Cardassian warship – to Gul Macet’s shock – and the supply ship it was initially targeting.

Following the battle – if it can be called that – Picard orders the Enterprise to increase speed to warp 9 to catch up. Given the urgency, I do wonder why the ship was only at warp 6 initially. Gul Macet leaves the bridge wordlessly.

The Phoenix destroys a Cardassian warship.

Picard goes to visit O’Brien in his transporter room. O’Brien again states how greatly he respects Captain Maxwell, saying he served with “the two finest captains in Starfleet,” putting Maxwell on par with Picard himself. He also says that he believes Captain Maxwell must have a reason for the actions he’s taken, reiterating that this isn’t some quest for revenge.

Captain Maxwell, according to O’Brien, took the loss of his family as well as one could, and continued to perform his duties despite the tragedy. Even hearing that Captain Maxwell has just killed 600 Cardassians does not shake O’Brien’s opinion, as he tells Picard that he “knows” them and that one must be careful around Cardassians, a race he clearly holds in low regard. What Picard says next about holding on to one’s anger clearly has an effect on O’Brien, and causes him to consider not only what Captain Maxwell is doing, but his own attitude to the Cardassians. It’s one of the most powerful moments in the episode – yet lasts mere seconds.

Captain Picard arrives in the transporter room.

Picard, in this statement, encapsulates the theme of the episode: that holding on to anger is never a good thing. Captain Maxwell may have pretended to be fine – as O’Brien was moments earlier with Keiko – but neither man ever got over their wartime experiences. It’s something that applies in the real world, too. At the time, the Gulf War was raging, but the peace treaty storyline reminds me more of the Vietnam War, and how Americans in this era might view their one-time enemies. It could even apply to the Second World War, and even today there are lingering feelings from that conflict in some areas.

In Ten-Forward, O’Brien joins one of the Cardassians for a drink. He initially offers an apology for his earlier actions, spurred no doubt by Captain Picard’s words. But as he talks to the Cardassian officer he spills more of his history with them – he was present on Setlik III after Captain Maxwell’s family was killed, and it was the first moment he ever killed someone. O’Brien’s words are very powerful: he doesn’t hate the Cardassians, he hates himself, and blames them for making him into a soldier and a killer.

O’Brien and the Cardassian officer in Ten-Forward.

On the bridge, Worf claims to have caught the other junior Cardassian accessing a computer on deck 35. Gul Macet reprimands him and confines him to quarters. The Cardassian officer’s staredown of Gul Macet seems to imply that he was carrying out his orders, but that point was not expanded upon further.

Gul Macet and Captain Picard speak in the ready-room. Macet says he will further discipline the man, Picard says it doesn’t matter, and that in order to have peace, no one individual must be allowed to disrupt it – a very self-serving statement under the circumstances, one might say! Macet sees Picard as a kindred spirit – both men desire peace above all else. Perhaps that comes as a surprise to both of them. Though it is hard to detach Marc Alaimo’s performance as Macet from his later role as Dukat, he is believable in this moment.

Gul Macet in Picard’s ready-room.

Data interrupts the conversation to tell Picard that they’re twenty minutes away from intercepting the USS Phoenix, and the very next scene shows the two ships together. Captain Maxwell beams aboard to discuss the situation with Captain Picard, and is greeted by O’Brien and Riker in the transporter room.

Far from being adversarial, Captain Maxwell is disarmingly pleasant, greeting Riker warmly and being pleased to see O’Brien after such a long time. Were it not for the previous twenty minutes we’d be forgiven for thinking this was any “normal” interaction between Starfleet officers! In that sense though, seeing this scene in context, there’s something very unsettling about it. Knowing that Captain Maxwell has gone rogue, knowing how many people he’s just murdered, and then seeing him as a jovial man in a Starfleet uniform offering friendly handshakes leaves a bad taste – intentionally so.

Captain Maxwell and O’Brien reunite in the transporter room.

O’Brien looks disturbed as Riker and Maxwell depart, the latter arriving in Picard’s ready-room for a showdown. Again, though, pleasantries were observed, and Maxwell initially retains his disarming persona. Soon, however, Maxwell appears to go off the rails. He insists that the Cardassians are re-arming, and that the science station he attacked was actually a military outpost.

When pushed by Picard for evidence, he offers nothing concrete, instead talking in vague terms about there being no need for a scientific station in the area and its strategic value from a military perspective. He didn’t contact Starfleet because he didn’t want to wait, believing that Federation bureaucracy would be too slow to recognise the threat.

Captain Maxwell in Picard’s ready-room.

Captain Maxwell genuinely expects to find a kindred spirit in Picard, a fellow veteran of the Cardassian border wars. Not only does he expect Picard to harbour the same anti-Cardassian sentiments he clearly holds, he seems to expect his so-called “evidence” – which is little more than guesswork – will be adequate to excuse his actions in Picard’s eyes.

When this doesn’t materialise, Maxwell begins to sound even more disconnected, talking in big but ultimately vague terms about the need to save lives. He argues that he’s trying to prevent a war by stopping what he sees as Cardassian aggression, and accuses Picard of losing his edge. He believes that the peace treaty was a ruse, and that he was doing necessary work by ignoring it.

Captain Picard responds to Maxwell.

Picard replies by giving his assessment of the situation. He suggests that Maxwell is not doing any of this for the good of the Federation, but simply for the sake of revenge. When Maxwell says that history will consider Picard a fool, Picard says he will accept that, but insists Maxwell stand down now and return to Federation space. Maxwell asks him to join him and scan one of the Cardassian supply ships together, but Picard refuses.

Can we argue, in light of what came next, that Maxwell was right? Not only in the sense of what the Cardassians were doing in The Wounded, but seen in hindsight after the Dominion War? The Cardassians were re-arming, and within five years of the events depicted in this episode, the Dominion War would break out. Captain Maxwell’s methods may have been wrong, but his basic point stands: the Cardassians did use the peace treaty to rebuild and re-arm. They were preparing for another conflict. In that sense, we can look at the Cardassians as one might look at Germany in the mid-1930s. Picard was arguing that peace was the most important goal, something worth making sacrifices for. Those same arguments were made by many in Britian, France, and elsewhere in the years preceding the Second World War. We might even call it appeasement.

Maxwell realises he’s misjudged Picard.

Maxwell initially agrees to Picard’s plan, agreeing to return to the Phoenix and accompany the Enterprise-D to a nearby Starbase. Picard was very strong and unwavering during the conversation, telling Captain Maxwell that he will “allow [him] the dignity” of returning to his own ship rather than putting him in the brig, then turning away to face the window after ordering Maxwell escorted out.

Predictably, though, Captain Maxwell does not stick to his side of the agreement. While en route to the Starbase, the Phoenix changes course, hunting down a Cardassian starship a light-year away. Picard orders the Enterprise-D to pursue, rapidly increasing speed. However, Data explains that the Phoenix is also accelerating and they won’t catch up in time.

The USS Phoenix changes course.

As an aside, I like the design of the Nebula-class ships. They debuted in The Best of Both Worlds, though this was the first time the ship design was named on-screen. The intention with the Nebula-class was to create a vessel comparable to the Galaxy-class but smaller, clearly giving the Enterprise-D an advantage. In that sense it’s an updated Miranda-class from Star Trek II: The Wrath of Khan, and in fact its saucer-plus-nacelles design is superficially similar. It’s a neat-looking starship, and though such things are 100% subjective I’ve always thought the Nebula-class was a fun design.

As Picard gives the order to ready the phasers, Riker informs him that O’Brien used to be Maxwell’s tactical officer, and he’s summoned to the bridge. The Enterprise-D catches up with the Phoenix just as it intercepts the Cardassian supply ship, and O’Brien arrives on the bridge to help out.

O’Brien and Data on the bridge.

The Phoenix has not powered up its weapons, and Data informs the bridge that they’re unable to scan the Cardassian ship. That does raise eyebrows – literally – but Picard first talks with O’Brien about Captain Maxwell, still hoping to avoid a Starfleet-on-Starfleet battle. Captain Maxwell hails the Enterprise and pleads with Picard to board the Cardassian ship, saying it will prove him right.

Picard, of course, is having none of it. With Maxwell no longer trustworthy he insists he beam aboard the Enterprise. Maxwell is looking increasingly desperate, threatening to destroy the Cardassian ship if Picard won’t board it. He ends the conversation when Picard doesn’t back down.

Captain Maxwell on the Enterprise-D’s viewscreen.

Captain Maxwell will strike if his back is against the wall, so says O’Brien. And mere seconds later the Phoenix is seen to power up its shields and weapons, reading an attack on the Cardassian vessel. Picard orders red alert, and prepares to take the extraordinary action of firing on another Starfleet vessel to defend a Cardassian ship.

O’Brien offers to beam aboard the Phoenix to talk Captain Maxwell down, and comes up with a technobabble plan to beam through the cycling shields of the Nebula-class vessel. With few other options, Picard authorises the mission. It would’ve been neat to see O’Brien in the transporter room pulling off this seemingly dangerous, complicated bit of transporter work! But instead the very next scene in in Captain Maxwell’s ready-room, with O’Brien having already beamed aboard.

Captain Maxwell looks out at the Enterprise-D.

Maxwell is shocked to see O’Brien, and pulls out a phaser. He refuses to believe Picard will attack his ship to protect “the enemy,” but when O’Brien insists that he will he becomes dejected. He asks O’Brien what happened in “this war,” but O’Brien retorts that there is no war any more, that the war is over and they have peace.

As they talk, it becomes clear to O’Brien – and to us as the audience – that Picard and Gul Macet were right: for Captain Maxwell this is all about what happened to his family on Setlik III. He says that the war is not over, that the Cardassians are butchers who “live to make war,” and O’Brien comes to realise that he was never able to let go of what happened.

Captain Maxwell points a phaser at O’Brien.

As O’Brien listens, Maxwell’s voice breaks. His children never had the chance to grow up, he lost his family, and he has been unable to let go of that anger toward the Cardassians. It has clouded his judgement. The two men talk and reminisce about their time on the Rutledge, and other officers they served with, including a man who died at Setlik III. O’Brien sings the song again, and Captain Maxwell joins in. It turns out the song was one sung by the man who was killed by the Cardassians.

As the song comes to an end, Captain Maxwell realises that it’s over. Whatever he was trying to do, whatever reasons he had, however he’d convinced himself and his crew that it was right, he couldn’t defeat the Enterprise and he couldn’t negotiate with Picard. As he says to O’Brien, he isn’t “going to win this one.”

Maxwell and O’Brien share a moment.

Picard confirms in a voiceover log that Captain Maxwell has been detained, and that the Phoenix has rejoined the Enterprise. In the briefing room, Picard thanks O’Brien for resolving what could’ve been a far worse situation. O’Brien expresses his pride at having served with Captain Maxwell, someone he still considers a “good man,” in spite of what he did. Picard dismisses him, and Gul Macet says he admires O’Brien’s loyalty, “even if it is misplaced.”

The Wounded has one final twist, though, as Picard explains to Gul Macet. After saying that Maxwell, who was a decorated war hero, simply could not find a role for himself when peace broke out, Picard drops the bombshell that Maxwell was right. The Cardassian ships were not carrying science equipment – they were, as Maxwell said, preparing for war.

Captain Picard talks to Gul Macet in the briefing room.

Gul Macet asks the obvious question: if Picard knew, why not board the ship? Picard responds that he was there to protect the peace; that was his only objective. He placed preserving the peace ahead of everything else, even when he knew that Maxwell was right and that the Cardassians were using the so-called science outpost for military purposes. As we discussed above, he chose to put peace ahead of all other considerations.

Picard tells Gul Macet to take a message back to the Cardassian Central Command: the Federation and Starfleet will be watching. They know what the Cardassians were trying to do, and though they did not take aggressive action this time, the option remains on the table. Any chance of a surprise attack is gone, the Cardassian objective has failed. Picard spins his chair around, signalling the end of the conversation – and the episode.

Gul Macet.

So that was The Wounded. It was fun to look back on this episode on its thirtieth anniversary – something which makes me feel very old indeed! The episode was a heavy one, with incredibly deep and meaningful themes that touched on issues which are still as relevant in 2021 as they were in 1991. It’s also an important piece of Star Trek history, introducing the Cardassians, giving O’Brien his first real storyline, and bringing Marc Alaimo into the franchise.

Though the Cardassians’ uniforms would be redesigned, their overall look, as well as the appearance of their Galor-class ships, would remain in use until the end of Deep Space Nine. We have briefly seen a Cardassian in the recent third season of Discovery, too, a design which is largely unchanged from that which debuted here. The Cardassians would go on to join the Klingons as one of the most-explored Star Trek factions thanks to their significant role in Deep Space Nine.

The Phoenix and the Enterprise-D.

As Gene Roddenberry stepped back from day-to-day work on Star Trek: The Next Generation, things began to change. Where the first season largely followed the formula Roddenberry used in The Original Series, by the end of Season 2 and certainly by the time The Wounded premiered, the series had taken a different path. In addition to the darker themes which looked at humans holding prejudiced views and even committing war crimes, Rick Berman and others were working hard to establish Star Trek as a growing, connected franchise with themes, characters, factions, and storylines that would all cross over.

Plans for Deep Space Nine were underway, and within two years that show would premiere with the episode Emissary. The Star Trek franchise we know today wasn’t created by The Wounded, but the episode plays an important role in taking Star Trek to new places, not only thematically but also in terms of expanding the roster of characters. O’Brien had his first major storyline here, and the success of his role in The Wounded established him as a major player in Star Trek, getting him ready for the move to Deep Space Nine.

I had fun re-watching this episode of The Next Generation. I have written up two other re-watches from the show, and you can find them here: Season 2’s The Measure of a Man and Season 7’s Lower Decks. This is something I do from time to time, and with no new Star Trek on the schedule at the moment, check back as I’m sure I’ll be writing up more episode re-watches this year!

Star Trek: The Next Generation is available to stream now on CBS All Access (soon to be Paramount+) in the United States, and on Netflix in the United Kingdom and elsewhere. The Star Trek franchise – including The Next Generation and all other properties 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.

A new Star Wars: Knights of the Old Republic game rumoured to be in development

Spoiler Warning: There are spoilers ahead for Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II.

I don’t usually cover rumours here on the website. There are always unsubstantiated rumours flying around every corner of the entertainment industry, and many are either completely wrong or entirely made-up. Sometimes covering a rumour and getting all worked up about it can make you look rather foolish! But the rumour of a new Star Wars: Knights of the Old Republic game feels like it has some weight to it, with multiple news outlets all picking it up.

I adored Knights of the Old Republic and its sequel. The two games were released in 2003 and 2004 for PC and Xbox, and if you’re unfamiliar with them they’re single-player role-playing games. At a time when the Star Wars franchise had released two pretty crap films, Knights of the Old Republic did a lot for rehabilitating the franchise’s reputation in my mind.

The two games told connected but separate stories focusing on two Jedi Knights – Revan and the Exile. They were set millennia before the main Star Wars films, and while they did borrow some aesthetic elements and themes from the films, they stood alone and apart from Star Wars’ cinematic output. At the time, with Star Wars being dragged through the mud by The Phantom Menace and Attack of the Clones, that was precisely what I needed!

A screenshot from Knights of the Old Republic.

Bioware developed the first Knights of the Old Republic, and in many ways you can see the legacy of that game in their subsequent Mass Effect trilogy. In fact, the first time I sat down to play Mass Effect I considered it to be little more than a generic Star Wars knock-off! The sequel was developed by Obsidian Entertainment, and though it didn’t sell quite as well, and had some issues due to being rushed, it was still a fantastic title.

Both games told genuinely engaging stories with fleshed-out characters who felt real. They allowed a great degree of player choice – which at the time was still a novelty – and in addition to expanding the Star Wars map, visited just enough familiar locations and themes as to clearly be part of the franchise. If someone asked me to describe the “perfect Star Wars game,” it would be one of these two titles. The story, the freedom of choice, the excellent characters… they’re absolutely outstanding.

Other Star Wars games had previously allowed players to fight for the Empire or wield Sith weapons, so being a bad guy was nothing new. But Knights of the Old Republic and its sequel had a Light Side-Dark Side system which allowed players not only to choose which path to follow, but sometimes forced difficult decisions. Sometimes you’d encounter a puzzle or situation where the preferred option would result in pushing your character toward the Dark Side – and if you wanted to do a 100% Light Side playthrough that was difficult! Many smaller moments like this across both games made each playthrough unique.

A screenshot from Knights of the Old Republic II.

In the second game, the characters you would recruit for your party would differ not only by your Light or Dark inclination but also by gender. Male characters recruited one ally, females another. And the characters would have a big impact on your playthrough, with whole side-missions and cut-scenes featuring them. I must’ve played both games half a dozen times by now, even revisiting them as recently as 2017 when I bought them on Steam. Speaking of which: you can pick up both games for less than £15, and they’re usually discounted at sale time. Well worth a buy!

But we’re not here to advertise the first two games! Let’s consider what a third entry in the series could be.

There has already been a sequel of sorts: Star Wars: The Old Republic, a massively-multiplayer online game which is still running almost a decade after its initial release. I only played it for a short while – I don’t enjoy MMO titles as you may recall if you’re a regular around here – so I’m not 100% up to speed on everything that came out of The Old Republic. However, I do remember that it was set a few hundred years later, but managed to bring back some locations, themes, and story points from the original two titles.

Promo art for Knights of the Old Republic II.

A new entry in the series must surely be a single-player title. Though this is unconfirmed right now (as with everything else to do with this game) reusing the Knights of the Old Republic name for a multiplayer title or “live service” would not endear whichever company is developing it to Star Wars fans! And that’s another good point: no developer or publisher has been confirmed for this title yet.

Knights of the Old Republic II ended with some unanswered questions. Where had Revan gone? What would he find beyond the Galactic Rim? Would the Jedi Exile (i.e. the second game’s protagonist) be able to find him? These questions were never addressed, though they may have been touched on in The Old Republic, and thus could be answered by a new title.

One thing we’ve been assured of by this rumour is that the new Knights of the Old Republic will not be a remake or reimagining of either of the first games. That strongly suggests we’re looking at a sequel or prequel, and raises the prospect of bringing back some of the original characters. There could be copyright and/or licensing issues there, as studios have changed hands since the original games were made. But it seems at least possible that we could see the return of characters like Carth, Bastilla, and HK-47.

HK-47 in Knights of the Old Republic.

A direct sequel would certainly be popular with fans of the first two games. I’d be truly happy with that, and being able to pick up where the second game ended and carry on the story would be something absolutely wonderful. But would that have widespread appeal? How many gamers and Star Wars fans have played Knights of the Old Republic? PC or Xbox gamers in the early 2000s had access to these titles, and they were subsequently re-released on Steam and even iOS/Android. But there are undoubtedly a lot of gamers and fans who have never touched either title. The games are both approaching their 20th anniversaries, after all.

In that sense, perhaps a direct sequel is less likely, and what will follow will be a new game with new characters occupying a similar position in the galaxy and timeline. There may be references and even a degree of overlap, but not a straight continuation of Revan and the Exile’s stories. While that may disappoint some hardcore fans, it would arguably offer the broadest possible appeal.

It’s possible that this new game could connect in some way to the ongoing High Republic setting that Star Wars has been pushing recently. The High Republic era is set around 300 years before the main films, during the Republic but millennia after Knights of the Old Republic. Though cinematic Star Wars and Disney+ shows seem focused on prequels and spin-offs at the moment, the High Republic era is the setting for a number of apocryphal works like novels – and perhaps games. So while we’re calling this game Knights of the Old Republic, perhaps what it’ll actually be is Knights of the High Republic!

The High Republic is currently a focus for non-filmed Star Wars stories.

We’ll have to wait and see what a new Knights of the Old Republic will bring. It certainly seems as though the game is a long way off; with no official announcement to go on it could be a long while before we see any gameplay or even a trailer. However, the reinvigorated LucasFilm Games has certainly got off to a flying start in 2021. First came the announcement of an Indiana Jones game, then the new Ubisoft-published Star Wars game, and now this Knights of the Old Republic rumour. It seems that there will be plenty of new games on the horizon to get stuck into in the years ahead – and that’s wonderful.

The opportunity to revisit Knights of the Old Republic would be fantastic, and one of the things I enjoyed about Jedi: Fallen Order when I played it last year was that the game took me back to the planet of Kashyyyk – the homeworld of the Wookies that I first explored in Knights of the Old Republic. Whether it ultimately ends up being a true sequel or just a related story, I think there’s a lot of potential to have a truly amazing time back in the Star Wars galaxy.

Star Wars: Knights of the Old Republic was released in 2003 by Bioware and Electronic Arts. Knights of the Old Republic II was released in 2004 by Obsidian Entertainment – now owned by Microsoft. The Star Wars franchise – including all titles mentioned above – is the copyright of Disney and LucasFilm. Some screenshots and/or promo artwork courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Section 31 series – a wishlist

Spoiler Warning: There are spoilers ahead for Star Trek: Discovery Season 3, Star Trek: Picard Season 1, Star Trek: Lower Decks Season 1, and for other iterations of the franchise.

Two years on from its announcement, we don’t know very much about the upcoming Section 31 series. It doesn’t even have an official title – we all assume it will be some variant of Star Trek: Section 31, but even that much has never been confirmed. Both Strange New Worlds and Prodigy were announced after the Section 31 series but have been given titles and have even seen major announcements.

Perhaps the lack of news is caused, in part, by main character Philippa Georgiou (the Mirror Universe version) being part of Star Trek: Discovery’s third season. There may have been a desire to avoid spoiling her storyline and ultimate fate, which is commendable – if true! However, there have also been rumours – which we must look at with a healthy dose of scepticism – that seem to suggest the scripts have undergone re-writes which may have contributed to the delay.

Georgiou recently departed the 32nd Century.

It’s been a while since I looked at the Section 31 series in any depth – though I have touched on it on a number of occasions in relation to Discovery – and despite the lack of anything concrete, now seems as good a time as any, so what I thought I’d do is put together a nice internet-friendly list and go over a few options for the series and what it could include.

Number 1: Some James Bond-style action.

Roger Moore as James Bond in 1981’s For Your Eyes Only.

You don’t make a series based around Starfleet’s answer to MI6 and not use it to tell some great action stories… do you? Spies work in the shadows, but no one wants to see Georgiou and her new crew sat behind desks listening in on subspace messages like a futuristic NSA. We want to see them out in the field, on dangerous black-ops assignments, making full use of their licenses to kill.

Section 31 is supposed to be the no-holds-barred last line of defence for the Federation, so action should be on the agenda. We could see them sabotaging spaceships, assassinating rogue planetary leaders, and chasing supervillains halfway across the universe. It should be sufficiently over-the-top, too, or we’ll be left wondering why Starfleet security couldn’t handle things!

Number 2: Enter the Picard time period.

The crew of La Sirena in Picard Season 1.

When Georgiou stepped into the Guardian of Forever’s portal in the Discovery third season episode Terra Firma, Part II, her destination was not clear. The Guardian merely said that he was sending her to a time period where the Mirror and Prime universes were closely aligned. Many have assumed that her destination is the 23rd Century – and everything we’ve heard so far suggests the series takes place then. But what if that isn’t the plan?

When I wrote up a shortlist of possible time periods during Discovery’s third season I suggested that, rather than the 23rd Century as predicted, Georgiou may instead arrive at the beginning of the 25th, the era in which Picard is set. This would connect all three eras that Star Trek currently has on the go (at least in live-action). Georgiou would be the one character who has spent time with Pike – soon to be of Strange New Worlds – as well as Burnham in the 32nd Century and potentially Picard – or someone else we met in that series.

Finding some way to tie the disparate parts of Star Trek together is a challenge facing the current creative team. At the moment, every ongoing Star Trek project occupies a different place in the timeline, with precious little binding them together beyond a brand name and some general themes. It’s not that I’m concerned about this as a creative decision – as a Trekkie I quite like seeing different eras and settings. But from the point of view of Star Trek’s general audience this starts to look convoluted to the point of being offputting. The franchise needs those casual viewers in order to remain profitable and successful, so simplifying the timeline would be one of my top priorities.

At the very least, I would hope that the Section 31 series doesn’t end up in a distinct time period of its own!

Number 3: A great supporting cast.

Maybe not quite that many…

Michelle Yeoh is a fine actress, but she can’t carry the series all by herself. Georgiou will need people around her, especially if she finds herself once again caught in a new time period.

These characters can’t all be morally ambiguous, butt-kicking super-spies either. Georgiou already fills that kind of role, so we’ll need to see some diversity in the personalities she works with. Each will also need a distinct role in the organisation – and here we leave the basic Star Trek formula behind. Even if the series is set aboard a single ship, the usual crew roster of a captain, doctor, scientist, and engineer won’t really fit with the kind of stories the Section 31 show could and should be telling.

Instead we’ll need to see roles closer to those in a series like Agents of SHIELD or the aforementioned Bond films – mission specialists, weapon and gadget experts, hackers/technology experts, as well as scientists, spies, and a commander to tie the team together. Georgiou may be the commander – but she could still have a superior to answer to; the overall head of Section 31.

There could be roles of that nature for half a dozen characters or more, and like Picard did, the show could expand beyond Starfleet to pick up a wide array of unique and interesting people.

Number 4: Moral ambiguity.

What should you do?

You’ve heard of the internet’s favourite philosophical question: the “trolley problem.” Would you be willing to actively kill one person to save the lives of several? Do the needs of the many outweigh the needs of the few – even if that means murdering the few? These are the kinds of questions Section 31 has the answer to – and it’s a solid “yes.”

In Deep Space Nine, Section 31 poisoned the Founders of the Dominion with a virus that they were unable to cure, potentially committing genocide against the changelings in pursuit of ending the destructive Dominion War. Whether it’s a season-long story arc or a single episode, I want to come away from the Section 31 show at least once wondering if the ends justified the means.

These people are not Starfleet – and they cannot let such things as Federation morality, the laws of war, or anything else get in the way of their objectives.

Number 5: A mix of standalone stories with a season-long arc.

Discovery Season 3 had both ongoing storylines and single-episode plots.

One thing that Discovery really managed to do well in Season 3 was blending standalone stories with its season-long plotlines. Strange New Worlds has promised something similar, and it would be great if the Section 31 show was likewise a mix. Picard showed that telling a single story across one season can be a lot of fun… but it also showed how that story has to really stick the landing to avoid feeling disappointing. A blend of episodic and serialised storytelling seems to be the direction of travel for Star Trek at the moment, and that’s probably for the best.

For example, we could see season-long character arcs which develop Georgiou and some of her fellow Section 31 operatives, while telling a handful of smaller one- or two-episode stories depicting some of their missions. There could be ongoing stories – like Discovery’s Burn or the search for the Federation – but allowing each episode (or at least some episodes) to stand on their own.

Number 6: A fun new starship design.

“It’s the Titan!”

Lower Decks gave us the California-class USS Cerritos. Picard gave us La Sirena. Discovery gave us the Crossfield-class USS Discovery. Along the way we’ve seen a few other neat starship designs, and in many ways the ship itself is a major part of any Star Trek show. Thus whatever ship the Section 31 folks use will need to look awesome.

The design used for the Section 31 ship in Discovery Season 2 may come back – I did note in Season 2 that a whole set had been built for that ship’s multi-level operations centre, so perhaps we can infer from that that we’ll see Georgiou on a similar vessel. There’s scope to redesign the craft, however, especially if the Section 31 series doesn’t return to the 23rd Century.

Though Star Trek has done one series set aboard a space station, the nature of Section 31 suggests the possibility of black ops missions all across the galaxy – and for that they’ll need a ship. Modern Star Trek has done well with ship designs, in my opinion, and I’m hopeful for another great one this time around.

Number 7: Why did Georgiou not warn Section 31 about the Burn?

The Burn happened in the 31st Century and devastated the Federation.

If Section 31 don’t care about the Prime Directive, surely they don’t care about its temporal equivalent either. It’s obvious that Georgiou won’t and can’t warn Section 31 about the impending Burn – but I think seeing her wrangle with that decision would be interesting.

Georgiou has a unique relationship with Michael Burnham, and her reasoning for never mentioning the Burn to anyone in this pre-Burn era may be simple: to avoid contaminating or changing the timeline Michael is currently living in. Doing so could have serious repercussions, and perhaps we’ll see her learn about that and come to the conclusion that she doesn’t want to put Michael in danger.

Or it could simply be that Georgiou does not care about the impending future devastation of the Federation!

Number 8: If returning to the 23rd Century, reunite with Captain Pike.

Pike, Number One, and Spock on the bridge of the Enterprise.

As mentioned above, the time period in which the Section 31 series will be set has not yet been confirmed. In some ways, the 23rd Century does not fit the Guardian of Forever’s statement that he was sending Georgiou to a time when the Mirror and Prime universes were in alignment – we know from what we’ve seen of the Mirror Universe in this era that it is very different! However, returning her to the 23rd Century would cure the fatal technobabble illness she was suffering from in Discovery, so it remains a likely option.

If she returns, I’d love to see her surprise Captain Pike. As far as Pike knows, she has forever left the 23rd Century, so it would be a shock to see her return! She could convey a message from Saru and Burnham to him, if she felt like it, but she could also be on a secret Section 31 mission where she needs the help of Pike, Spock, and the Enterprise – connecting the Section 31 show to Strange New Worlds.

Number 9: A time-loop storyline involving Kovich.

Kovich oversaw Georgiou’s debriefing in Discovery Season 3.

Why did Kovich – the ambiguous character played by David Cronenberg in Discovery’s third season – not warn Georgiou about the ailment she was about to experience? Why did he take a personal interest in debriefing her? Whether Kovich is a Section 31 operative or not, he’s clearly a high-ranking Federation official with a high security clearance. Georgiou may have been able to send a message to him by preserving it in Section 31.

This would explain some of Kovich’s actions in Discovery – such as why he didn’t tell Georgiou her health was about to suffer. He may have received the message from her at just the right moment, explaining exactly what he needed to do to ensure she would be sent back in time by the Guardian of Forever. If he’s working for Section 31 himself this would make more sense, but even if not it would be an interesting time-loop story.

Number 10: Bridge the gap between Discovery and Deep Space Nine.

Sloan, a Section 31 operative seen in Deep Space Nine.

Section 31 in Deep Space Nine was so deep underground that even Starfleet captains like Benjamin Sisko were not aware of its existence. All records of the organisation – which was relatively out in the open in the Discovery era – seem to have been purged, and memory of the organisation forgotten even by Starfleet. How did this happen? And why? That’s something the Section 31 series could explain.

I don’t think we need to go all-out on this one story point. It would be enough to show the organisation disappearing and heading underground, perhaps forcing senior Starfleet admirals to make its existence classified. We don’t need a repeat of Enterprise’s Klingon augment virus, perhaps showing Section 31 using Men In Black-style memory erasers on everyone who ever encountered them! Assuming the Section 31 series is set in this time period, at least paying lip service to the fact that the organisation has been depicted very differently in the past would be sufficient.

So that’s it. A short wishlist, or collection of ideas that the untitled Section 31 series could adopt.

It may be a while before we see Georgiou and the Section 31 show. Discovery Season 4 is currently filming, with Picard and Strange New Worlds both set to start filming sometime soon too. While there’s nothing to stop multiple shows being produced simultaneously, with the pandemic proving disruptive and with the two animated shows also being worked on, Section 31 may simply be at the back of the queue. I doubt we’ll see it premiere this year – but who knows, I’ve been wrong about such things before!

Georgiou steps into the Guardian of Forever’s portal… and into the new Section 31 show.

Speaking of being wrong – this entire list may be. I don’t claim to have any “insider information,” and as we’re so far away from seeing anything at all from the Section 31 show it may be futile to wish and speculate about what may be included. As always, I encourage you to be sceptical of anyone making such a claim, and also to keep in mind that no fan theory or wish is worth getting upset or worked up over.

With Georgiou having departed Discovery, the stage is set for the Section 31 series. Despite not being particularly excited about it at first, I think there’s potential here to tell some interesting – and perhaps quite different – stories set in the Star Trek universe. I’m interested to see what the franchise can do with a Bond-esque spy thriller.

The untitled Section 31 series currently has no broadcast date scheduled. However, it will almost certainly premiere on Paramount+ in the United States, Australia, and other countries and territories where the service is available. Further international distribution has not been announced. The Star Trek franchise – including the Section 31 series, Discovery, and all other titles 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.

Star Trek: Picard Season 1 – one year later

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Season 1. There are also minor spoilers for Star Trek: Lower Decks and Star Trek: Discovery.

Time certainly flies, doesn’t it? It was one year ago today that Star Trek: Picard Season 1 debuted in the United States (and a day later in the rest of the world). It’s not unfair to say that I was incredibly excited about this series, which would take the Star Trek timeline forward in a significant way for the first time in eighteen years. Though I tried hard to keep my hype and expectations in check, there was no getting around how much I was looking forward to Star Trek: Picard.

As we hit the first anniversary, I thought it could be a good moment to look back on my remembrances (ha! get it?) of the show as well as what the first season achieved, what it did well, and where it came up short.

The opening title card.

If you were a regular reader a year ago, you’ll recall from my reviews that the season started very strongly. In fact, I named Remembrance (the season premiere) the best Star Trek episode of 2020 – a year which, for all its problems, saw 33 episodes across three shows. I rank Remembrance very highly among modern Star Trek episodes, and I’d even compare it favourably to Deep Space Nine’s Emissary, perhaps placing them joint-first as the best Star Trek premieres.

The finale, on the other hand, let the season down somewhat. Carefully-established mysteries that the show had slowly build up over the preceding eight episodes felt rushed through in a two-part conclusion that dumped new characters, a new location, a new faction, and whole new storylines into play right at the very end. The season also ended with a plot hole unexplained – why Dr Maddox travelled to Freecloud – and the disappearance of main character Narek, whose storyline was dropped halfway through the second part of the finale.

So despite enjoying Picard overall, as I look back a year later at Season 1, I’m afraid I have to say that it was a mixed bag.

Jean-Luc Picard.

From the moment Star Trek: Picard was announced it shot to the top of my list of shows I was excited for. I may have talked about this in the run-up to the season, but I remember feeling distinctly underwhelmed when Enterprise was announced in 1999. I wasn’t particularly interested in a Star Trek prequel, and while the show had heart and told some exciting stories, there was a sense really since Voyager ended and Nemesis had been in cinemas that Star Trek wasn’t moving forward.

Enterprise, the Kelvin reboot films, Discovery, and even Short Treks all told stories in the 22nd or 23rd Centuries, and though those stories were enjoyable and fun, there was a lot left behind in the 24th Century that was never explored. What would become of the characters we knew, of the Federation, of Starfleet, and all the other factions, races, and planets? The 24th Century had been Star Trek’s biggest era – with 517 episodes of television and four films starring three crews and a huge supporting cast of secondary and recurring characters.

Moving the timeline forward beyond Nemesis was something I really wanted to see from Star Trek.

The 24th Century was also “my” Star Trek era. The Next Generation was the first Star Trek series I watched, and it was literally my way into being a Trekkie. I have a great fondness for the shows of that era, and I consider it to be not only the time when Star Trek was at its most successful in terms of viewership (and finances) but also the closest the franchise has to a “Golden Age.” So to see that era abandoned for prequels and mid-quels wasn’t exactly disappointing, but it wasn’t something I was wild about.

So for eighteen years (Nemesis was released in 2002) Star Trek hadn’t moved forward in terms of the timeline. And even when Discovery launched and established itself with Short Treks and a spin-off, there was still no plan to revisit the 24th Century. Picard came along like a breath of fresh air, and I was incredibly excited, hyped up, and interested in what the series would bring. That was my mindset going into the premiere and each of the subsequent nine episodes.

The opening shot of the season.

Picard was not Season 8 of The Next Generation – and I didn’t want it to be. I was very keen that the new cast be given an opportunity to establish themselves within the franchise and become fan favourites for a new generation of Trekkies. What I hoped for was that, in thirty years’ time, people would be clamouring for a Dr Jurati series or Star Trek: Elnor with the same vigour I have for Picard. And I think, in that sense, we’ve begun to see at least the beginnings of that.

A lot of television shows don’t really settle in until Season 2, which is where the overused term “growing the beard” comes from. I’ve used that expression myself a few times, but in the aftermath of Discovery’s recent outing it seems to be the only phrase that critics are using to describe the show and it’s honestly put me off! But we’re off topic. There was perhaps a degree of leniency on my part going into Season 1 of Picard; a willingness to let some minor issues slide in order to see the show continue to build and grow. And as underwhelming as the Season 1 finale was, I’m hopeful that Season 2 can build on the foundation that has been laid.

The crew of La Sirena at the end of Season 1.

Though there was the mystery of Dr Maddox’s location, the Romulans’ scheme, and later the beacon to contact the super-synths, what Season 1 really was, when you boil it down, was a team-up story. Picard, over the course of ten episodes, put together a new crew and gave them a reason to work together. Establishing each member of the crew, giving them a side-quest of their own, and binding them together to follow Picard was the primary accomplishment of the season.

I’ve used the analogy of the Mass Effect video game series once in relation to Star Trek: Picard already – when it comes to the basic existence of the super-synths and their beacon. But there is a second point of comparison that is interesting to me, and may be to you if you’ve played those games. In Mass Effect 2, much of the game is comprised of Commander Shepard recruiting a crew. Each member of the crew needs to be brought on board, then later a side-mission is given in which players can earn their loyalty. Picard Season 1 played out similarly.

Elnor in Season 1. Recruiting him for the mission took up one episode.

Raffi wanted to go to Freecloud to reunite with her son. Dr Jurati had a secret plot to kill Dr Maddox. Elnor had to resolve his lingering emotional issues with Picard. Rios had to put together the pieces of what happened aboard the USS Ibn Majid. Seven of Nine wanted revenge for Icheb. Each of the main characters – at least those on the mission to save Soji – had to be recruited and then have their side-quest resolved before the story could reach its conclusion. This isn’t just a story from Mass Effect 2, it’s something many team-up stories do.

As I mentioned when considering some preliminary ideas for Season 2, finding a way to keep this crew together will be something that the next chapter of this story needs to address. Because they came together to do a single task – rescue Soji – and then continued to help the synths on Coppelius and prevent the arrival of the super-synths, they’re done. Their mission is complete, and Season 2 will have to find a believable reason for keeping them together. But that is a challenge for next time!

The super-synths were called off at the last moment.

Each character we met was interesting, and none felt unoriginal or bland in the way some secondary characters can in a story which primarily focuses on one person. We’ll deal with Picard himself in a moment, but for now: Elnor was a lonely member of an all-female sect, and also had abandonment issues after Picard’s disappearance. Rios pretended to be the roguish “Han Solo” type, but had serious post-traumatic stress following his former captain’s murder-suicide while aboard the USS Ibn Majid. Raffi was a flawed genius whose drug problem had dominated her life and cost her her most important relationships. Dr Jurati had been brainwashed into murdering someone she loved. Narek was the spy with a heart of gold – but instead of being a cliché he turned that trope on its head by sticking to his mission to the end. Dahj and Soji were different from one another – androids unaware of their synthetic nature. One was drawn to Picard, the other deeply suspicious of him.

Then we had the reintroduction of several legacy characters. Dr Maddox, who we met in The Next Generation, had continued his research after his meeting with Data, and eventually was able to develop his own line of androids. Seven of Nine had helped Icheb become a Starfleet officer, but lost him when she was betrayed by Bjayzl. Riker and Troi, who had married in Nemesis, had a family – but their son had died. Hugh was perhaps the most successful of all the legacy characters, the ex-Borg who had taken full advantage of his own liberation to assist hundreds or possibly thousands of other ex-Borg on the Artifact.

Hugh the Borg returned.

There was tragedy and drama aplenty in each of the characters we met, but none of it felt forced or contrived in the way some drama shows can. This wasn’t a soap opera, it was hard-hitting. Picard Season 1 may not have followed the traditional episodic Star Trek formula, but it had a distinctly Star Trek tone – it used its sci-fi setting to examine real world issues. It did so in a tense, dramatic, and exciting way, and expanded on themes from The Next Generation and elsewhere in the franchise, looking at basic rights such as the right to life.

The attack on Mars can be analogous to many different recent and historical events, but the reaction to it is certainly reminiscent of the western world’s post-9/11 outlook. The aftermath of a tragedy allowed a nefarious faction to push through a prohibition on certain groups of people. Islam was not “banned” after 9/11, but as recently as 2016 Donald Trump talked of a “ban on people from Muslim countries” – these restrictions were in place for much of his term as President.

The attack on Mars was a significant event in the years before Season 1 of Picard is set.

The theme of the season was in realising that we mustn’t judge whole groups of people by the actions of a few. This could apply just as much to the supporters and voters of Donald Trump in 2021 as it did to Muslims and others. The fanatics who attacked the United States Capitol a couple of weeks ago are no more representative of the 70+ million Trump voters as ISIS or al-Qaeda are of Islam. That is the message of this synthetic ban storyline: not to be so quick to judgement, and not to allow those with a pre-existing agenda to force the issue.

The Zhat Vash quietly infiltrated Starfleet, and slowly began poisoning the minds of Starfleet officers and Federation civilians. We have the literal expression of this metaphor via the mind-meld – this represents how those with an agenda are using propaganda and “fake news” to unduly influence the discourse. These themes are buried in the narrative, but they are there – and open to interpretation. This is how I see some of these storylines having real-world comparisons, but it may not be how you or someone else sees it. Fiction is always subjective, and that’s okay. If you disagree, that’s great!

Commodore Oh.

As I’ve said before, a story doesn’t just have merit because it can be seen through a real-world lens. In some cases, pushing too far in that direction can lead to a narrative being less enjoyable. So Picard balanced out some of these contemporary metaphors with a truly engaging and mysterious Star Trek story.

We saw these events from Picard’s point of view, and he’s such a great character for telling this story because he didn’t know exactly what happened and why, just as much as we as the audience didn’t know. So when the synths attacked Mars, his life, his career, and his whole world fell apart. We meet him at the beginning of the season premiere as someone who’s fallen into a major depression. Dahj would be the catalyst for bringing him out of that – but it wasn’t until the mysteries and conspiracies had been unravelled and brought to light that he could truly move on.

Picard in the Season 1 premiere.

We went on that journey with Picard. We began together, not knowing what had happened on Mars, not understanding why, and then along comes Dahj. She was equally mysterious: who was she, why was she seeking out Picard, who were the assassins that were trying to hurt her? And as we learned more about both of these elements of the story, this chapter of Picard’s life – and the lives of those around him – came into focus.

My criticisms of the season finale generally don’t stem from the fact that any of the narrative decisions were bad, but rather that I wanted to see more. We rushed through Sutra’s story, Dr Soong’s story, and the end of Narek’s story. We don’t know anything about the super-synths, and precious little about the civilisation on Coppelius. There was scope to know more if the season had been structured differently and perhaps extended by an episode or two, and that’s really where I felt things came unstuck.

Coppelius Station was the setting for the two-part finale.

From an aesthetic point of view, Picard blended The Next Generation-era elements with a style firmly centred in modern-day sci-fi. The design of La Sirena reflects this – it was clearly not a Starfleet ship. Inside and out, La Sirena has touches of Star Trek, but stands apart and very much does its own thing. Beginning with the redesign of the USS Enterprise in Star Trek: The Motion Picture and carrying all the way through to Discovery, we’ve seen starship interiors with certain visual elements – angled corridors and hallways, grey or blue pastel carpeting, panels with distinctive lines, the warp core as a glowing column, and so forth. La Sirena has some hints at some of these, but is much closer to ships seen in The Expanse, for example, and other modern sci-fi properties in other ways.

Within the Star Trek fandom, starship designs and uniforms are both subjective things with a range of opinions on which are best. And before anyone rushes to judgement to say La Sirena looks bad or they dislike the mermaid-combadges, I’d say that we need to give the show time for its aesthetic to grow on us. There have only been ten episodes of Picard compared with 176 of The Next Generation, and those episodes are only a year old. Obviously nothing in Picard will feel as “iconic” yet – but as time goes by and we spend more time in this era that may happen.

La Sirena.

I adored the design of La Sirena. It felt like a runabout mixed with a hot-rod, and I think that shows to some extent the personality of Captain Rios. This is his ship, and he’s put his personal stamp on it – as we saw in a very funny (and incredibly well-acted and well-filmed) sequence with five different Rios-holograms. After the blue boiler suits of Enterprise were followed up with another all-blue look in Discovery I was also glad to see more colour back in the two new Starfleet uniform designs which debuted in Picard. The one in the “current” time (that we saw people like Riker and Commodore Oh wearing) was my favourite of the two when compared to the design seen in flashbacks, but both were neat.

The only aesthetic problem I felt Season 1 had was its outdoor filming locations and their lack of variety. We visited locations on Earth which were supposedly in France, Japan, and North America, as well as half a dozen planets, and each looked exactly like southern California. Because Picard had ten episodes and almost all of them had some outdoor filming this was amplified far more than it had been in the likes of The Next Generation, which would see fewer outdoor shoots with more episodes in between them. But as the season progressed, the fact that each planet Picard visited was a barely-disguised location within a few miles of Los Angeles detracted from the look.

The surface of California… I mean Aia.

Some locations, like the planet of Aia, were beautifully created in CGI, but then ruined when scenes on the surface not only didn’t match the CGI creation of the planet (the colour and tone are way different). What made no sense to me about the Aia scenes in particular is with so little time spent there, why not use a sound stage? Rig up a planet that looks genuinely different instead of using an outdoor filming location. We only saw two or three scenes set on Aia, all around the beacon, and I honestly just thought it was a wasted opportunity. Vashti, Nepenthe, and Coppelius all felt very samey because of the decision to shoot outdoors in the same area, and that’s just a shame to me. I would love to see some more variety in Season 2 – either by travelling to shoot on location further afield, or by using indoor sound stages that can be made to look different each time.

So we come to the man himself: Jean-Luc Picard. I mentioned earlier that he was depressed, and the way this part of his story was conveyed was heartbreaking and wonderful. I recently wrote an article looking at the characterisation of Luke Skywalker in the 2017 film The Last Jedi, because he was also depressed in that story. It was one that some Star Wars fans hated, but it resonated with me. Picard’s story in Season 1 resonated with me too, for many of the same or similar reasons as I explained in that essay.

Jean-Luc Picard.

Depression and mental health are not easy subjects to convey in fiction, and Picard itself had a scene in the episode The End Is The Beginning which unfortunately painted a pretty stereotypical picture of mental health. But Picard’s story was much better, and very well done overall. It showed that anyone – no matter how heroic they have been in the past – can fall victim to depression. Picard lost his fleet, he lost his role in Starfleet, and instead of saying “no, the right thing to do is to help so I’m going to fight on,” he collapsed. He hit a problem that he couldn’t solve, suffered a humiliating defeat, and gave up. He spent years in quiet retirement – which was more like a self-imposed exile – because of how he felt.

That is powerful in itself, as it shows how anyone – even heroes that we want to put on a pedestal – can fall victim to depression. The same was true of Luke Skywalker. But what came next is equally important – Dahj gave Picard a reason to believe in something again. Not only was there a mystery to figure out, which can be tantalising in itself, but Picard was the only one capable and willing to help Soji – so he stepped up. Where he had fallen into the lowest point of his life, he found a reason to believe and that set him on the path to recovery. I find that a powerful and inspiring story.

Dahj inspired Picard and gave him a cause to believe in.

There were two cathartic moments for me in Season 1 that I didn’t know I needed to see. The first was with Seven of Nine. During the latter part of Voyager’s run, Seven was my least-favourite character. She was annoying, arrogant, and worst of all, after learning some “lesson in how to be human” from Captain Janeway or the Doctor, she’d seemingly reset and forget it ever happened by the next episode, requiring her to “learn” the same lesson in being human many times over. She was repetitive and boring. But in Picard she had finally moved past her Borg years and embraced her humanity and emotions – even though she lost Icheb, seeing her get so genuinely angry and react in such a human way was something wonderful to see – and was performed beautifully by Jeri Ryan.

The second cathartic moment came from Data. His death in Nemesis wasn’t something I was happy about, but within the story of that film I remember feeling at the time that it worked. However, looking back I can see how, for example, seeing Picard and the rest of the crew laughing and moving on at the end of the film was perhaps not the right way to end the story. Data didn’t get to say goodbye to anyone – his sacrifice happened in a brief moment, and after saving Picard he was just gone.

Data’s consciousness remained in the digital afterlife until Picard shut it down.

Picard carried that regret with him in a far more significant way than the closing moments of Nemesis hinted at. Riker and Troi did too, and we got to see both of them express that. Picard poured his heart out to Data when he was in the digital afterlife, and the scene between the two of them was something incredible. It was something I as a fan needed to see, to put Data to rest properly after all these years.

In a sense, Picard and Data’s story is an inversion of the story Kirk and Spock went through in The Search For Spock and The Voyage Home. After Spock’s death, Kirk would stop at nothing to find a way to bring his friend back to life – even stealing the Enterprise. While Picard set out on his journey to save Data’s “daughter” from harm, what he ended up doing was bringing a final end to Data’s life. There was no way to save Data, nor to transfer whatever remained of him into a new body. The only thing Picard could to for his friend was finally allow him his mortality, and permit him to die. As Kirk might’ve said, that sounds like a “no-win scenario.” But as Kirk never really had to learn – at least until the moment of his own death – those scenarios exist every day. It might sound cool to say “I don’t believe in no-win scenarios” and push to save everyone all the time, but that isn’t possible. It’s a fantasy – and Picard confronted the genuine reality of death in a way Kirk never had to.

Picard shut down the remaining part of Data permanently.

Data had desperately yearned to be more human. From his first appearance in Encounter at Farpoint when he struggled with whistling through to the introduction of his emotion chip in Generations and beyond, all Data wanted was to feel less like an android and more like a human. Mortality is one of humanity’s defining characteristics – especially when compared to machines and synthetic life. By shutting down Data’s remaining neurons and consciousness, Picard gave him perhaps the greatest gift he could give – and Data achieved his goal of getting as close to humanity as possible.

As I look back on Season 1 of Picard, I can see that it had some flaws and some issues. But none of them were catastrophic, and even though there was one episode that I described at the time as a “misfire and a dud,” the season as a whole was great. It started off with what is perhaps the best premiere of any Star Trek series, and though the ending was imperfect we got some amazing story-driven dramatic Star Trek.

Dr Jurati beams the crew of La Sirena aboard.

Perhaps Season 1’s legacy will be defined by what comes next. Not only by future seasons of Picard, but by other shows and films set in or around this time period, expanding the Star Trek franchise and pushing it to new places. The Next Generation served as a launchpad for two other series and four films, and perhaps Picard has similarly laid a foundation upon which more Star Trek will be built. That’s my hope, at any rate.

Even if that doesn’t happen, though, Season 1 was an entertaining ride – with a few bumps in the road as mentioned. We got to learn a lot more about some of Star Trek’s factions – the Romulans in particular, but also the Borg – and meet some genuinely interesting new characters. Despite some leftover story threads from Season 1, Season 2 is potentially wide open to tell some new and interesting stories when it’s finally ready to be broadcast. I can’t wait for that!

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 Picard and all other properties 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.

Star Trek: Lower Decks makes its international debut… finally!

Don’t worry, there won’t be any major spoilers here if you haven’t seen Lower Decks. If you’re a Trekkie and you managed to resist the temptation to watch Lower Decks by “unconventional means” then I commend you. After five long months, Lower Decks is finally available to an international audience via Amazon Prime Video – sharing the platform with Star Trek: Picard.

If you haven’t yet seen Star Trek’s second animated series, I really think you’re in for a treat! It’s funny and clever, and while there were some teething problems, especially in the first couple of episodes, I had a great time with the show overall. As an out-and-out comedy it’s certainly different from Star Trek’s past offerings, but if you believe that the franchise has never had a sense of humour then I think you’ve missed something significant!

Ensigns Boimler and Mariner.

The Original Series derived a lot of humour from the interactions between Dr McCoy and Spock in particular, and the franchise’s sci-fi setting has led to some weird and very funny moments. I think I’ve laughed out loud watching every Star Trek series to date. Lower Decks turns that up to eleven, and that may not be to everyone’s taste. If you don’t like animated comedy shows like Rick and Morty then perhaps the style of humour will be less enjoyable.

But even if you aren’t laughing out loud at every wacky situation that the ensigns find themselves subjected to, underneath the comedy is still a Star Trek show, and one that has heart. I would encourage fans who didn’t like Discovery or Picard to give Lower Decks a shot, because in many ways its closer to 1990s Star Trek than either of its two live-action cousins.

Ensigns Tendi and Rutherford.

Lower Decks is largely episodic, it brings back the classic design of Star Trek ships from that era as well as bringing back classic designs of aliens like the Klingons – the Klingon redesign was a point of contention when Discovery premiered. So from the point of view of someone who loved Star Trek in the 1990s, Lower Decks goes out of its way to use that aesthetic and style.

Despite the focus on the four ensigns, the bridge crew and senior staff of the USS Cerritos get screen time and development as well, and while not every episode will feel like classic Star Trek, some genuinely do.

When I watched the first season, I said several times that it’s important to have the right expectation when sitting down to Lower Decks. It’s an animated comedy first, and a Star Trek show second. If you go into it expecting The Next Generation with a few extra jokes you will be disappointed; Lower Decks puts its humour front-and-centre.

Commander Ransom and Captain Freeman.

A sense of humour is a very personal thing, and jokes are subject to individual taste. If the likes of Rick and Morty, Disenchanted, and even Family Guy are shows you like, I daresay the style of comedy in Lower Decks will be perfect for you. If you find those shows insufferable, however, it may be a more difficult watch – at least at some points.

Though not every joke landed, and some were actually dire, in my opinion the humour was more hit than miss, and there were some truly hilarious moments where I had to rewind the episode because I was laughing so hard. The humour generally doesn’t feel random; Lower Decks draws on the history, legacy, and mythos of Star Trek for many of its gags, which was wonderful.

Dr T’Ana.

Discovery was often criticised early in its run for feeling as though it was made by people who were not Trekkies. I don’t necessarily agree with that assessment, and I think it stems from the fact that the producers and writers were taking the franchise to new places. But regardless, that accusation simply cannot be levelled at Lower Decks. Almost every second of the season oozes Star Trek, and the characters, settings, storylines, and comedy are all drawn directly from the Star Trek shows of the 1990s.

There are also some genuinely inspiring and emotional moments in Lower Decks, with great scenes and characters inspired by past iterations of the franchise. In some ways, Lower Decks satirises or parodies Star Trek, but it always does so in a loving way. None of the jokes in Lower Decks felt like they were laughing at Star Trek – they were using the franchise as inspiration and making the goings-on in Starfleet fun, but never attacking the franchise nor being mean-spirited about it.

The USS Cerritos.

One thing I’m still hopeful for with Lower Decks is the expansion of the fanbase. An animated comedy in the vein of Rick and Morty has the potential to appeal to viewers who would not ordinarily seek out Star Trek, and while the splitting up of the broadcast did kill a significant amount of hype for the series, there is still the possibility to bring in new fans. Some of those people who are about to sit down to their first ever Star Trek show will go on to watch Discovery and Picard, as well as The Next Generation and The Original Series, and will become Trekkies. Lower Decks will, for some folks, be their first contact with the franchise, and I think that’s wonderful.

It took Rick and Morty three seasons to really go mainstream, so even though Lower Decks didn’t exactly catch fire during Season 1, with a second season already in production, and now having found an international home, I believe the show is in a good place, well-suited to expand beyond Star Trek’s typical sci-fi niche and bring in new fans.

Season 1 was a fun ride, and I’m already eagerly awaiting Season 2. I will certainly give it a re-watch on Amazon Prime Video now that it’s available – and I daresay I’ll have a great time all over again!

On my dedicated Star Trek: Lower Decks page you can find individual episode reviews for all ten of Season 1’s episodes. All ten episodes are available now on Amazon Prime Video, having followed Netflix’s lead and dumped them all at once! So if you haven’t seen Lower Decks yet, give it a shot. Maybe it won’t be your cup of tea – but maybe it will.

Star Trek: Lower Decks Season 1 is available now on Amazon Prime Video around the world, and on CBS All Access in the United States. 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.