Strange New Worlds: Taking Stock

A Strange New Worlds-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Spoilers are also present for the following Star Trek productions: The Original Series, Deep Space Nine, Discovery, and Picard.

At time of writing, Season 3 of Strange New Worlds has just concluded. With Starfleet Academy on the schedule for the first half of next year, and with Season 4 having only finished filming a few weeks ago, there’s gonna be a wait of a year-plus before we’ll see it – late 2026 or early 2027 is my guess, barring any strikes or similar disruptions! So it’s a bit early to look ahead – but Strange New Worlds is on my mind right now.

What I want to do this time is try to take stock of how the series has performed so far, as well as look ahead to a few things that I’d like to see in Seasons 4 and/or 5. This isn’t going to be a review or a recap of Season 3, though obviously we’ll talk about Season 3 along the way, but rather a broader overview of how I see Strange New Worlds now that we’re three seasons in – and, regrettably, past the halfway point of what will be a forty-six-episode run.

Still frame from Star Trek: Strange New Worlds showing the Enterprise at warp.
The final shot of Season 3.

As always, a couple of caveats before we get much further. Firstly, I have no “insider information,” so anything I say about possible future episodes and stories should be viewed through that lens! And secondly, all of this is the subjective, not objective, opinion of one old Trekkie. If you disagree with me about Strange New Worlds, hate my take, or want to see the series go in a completely different direction… that’s okay! There’s enough room in the Star Trek fan community for differences of opinion and polite disagreement.

Alright, now that that’s out of the way… let’s talk Strange New Worlds!

Season 3 was, on the whole, pretty good. There were a couple of dud episodes, but even those had some redeeming qualities. It felt a bit more serialised this time, thanks to the ongoing Batel-Gorn storyline, but still episodic enough that we got a diverse mix of stories. If I had to highlight two episodes for special praise, I’d pick Through the Lens of Time and Terrarium. I think Through the Lens of Time is, with the benefit of hindsight, perhaps somewhat let down by a weaker conclusion in the season finale, but on its own it’s still a solid episode. And Terrarium is just fantastic across the board.

Still frame from Star Trek: Strange New Worlds showing Ortegas on an away mission.
Ortegas in Terrarium.

In terms of characters, I’d like to see Strange New Worlds do more with some of its original creations, rather than leaning so heavily on the younger versions of TOS characters. Scotty seems to have taken precedence over Pelia for a lot of engineering storylines, such as in A Space Adventure Hour, and because Pelia is just a ton of fun… that doesn’t sit right. She’s the chief engineer, and he’s… what? A glorified assistant at best. And although sometimes lacking in confidence, this version of Scotty is still working engineering miracles. We’ve seen that before, and while there’s definitely fun to be had in seeing Scotty’s growth and the development of some of his friendships with folks like Uhura and Kirk… I don’t want that to overwhelm an original character like Pelia.

I’ve said this before, but if Star Trek had relied so heavily on legacy characters when considering spin-offs in the 1980s and 1990s, the franchise would feel a lot smaller today. We might never have met the likes of Picard, Sisko, or Janeway if the folks in charge had insisted on retaining characters from past iterations of Star Trek – and I’m just a little concerned that the attention dedicated to legacy characters is beginning to overshadow the rest of the cast. Spock was almost omnipresent this season, and we got stories heavily focused on Kirk, Chapel, Scotty, and Uhura, too. I’m glad that we finally got an Ortegas episode – and that it was so darn good! But with only sixteen episodes remaining, I’d really like to see Strange New Worlds strike more of a balance between characters who’ll go on to play big roles in TOS and the rest of the cast.

Still frame from Star Trek: Strange New Worlds showing Kirk in the captain's chair of the Farragut.
Kirk in command.

I mentioned this in one of my Season 3 episode reviews, but La’an being related to iconic Star Trek villain Khan has been a complete nothing-burger so far, and unless something major changes on that front… I’m gonna reach the end of the series wishing she’d been given a different last name. If you know me, you know I’m not a stickler for the tiniest minutiae of “canon,” but given how important Khan is to Kirk, Spock, and really to Star Trek as a whole… making La’an a direct relative of Khan kind of treads on the toes of what was established in Space Seed. If there’d been a big narrative payoff for that, it could’ve easily been worth it. But so far? I’m afraid it hasn’t been.

Think about it like this: what would change about La’an if her last name had been… Shellac-Wombat instead of Noonien-Singh? She could still have been a descendant of augments. She could still have survived the Gorn as a kid. She could still have felt shame about her ancestry. She could still have developed a friendship with Una, fallen for Kirk, and gotten into bed with Spock. Her iconic ancestor doesn’t matter one iota – and because of how important Khan still is to the franchise, I don’t think that’s good enough. There’s just no reason to have made her a member of Khan’s family – and right now, the name feels like little more than cheap nostalgia bait.

Still frame from Star Trek: Strange New Worlds showing La'an peeking out from a hiding place.
La’an in Season 2.

What appealed to me the most about “the Captain Pike show” in the aftermath of Discovery’s second season was spending more time with Anson Mount’s take on the character. Season 1 gave us a decent mix of Pike and other characters, but the captain seems to have stepped out of the limelight a little in Seasons 2 and 3. There were whole episodes this season where Pike got remarkably little to do, and one of his bigger roles – in Four-and-a-Half Vulcans – was far from his best. Anson Mount did a great job, by the way, in that kind of comedic role… but I just wasn’t thrilled about the end product.

So in Seasons 4 and 5, I hope we get to see a bit more of Pike. That doesn’t mean every story needs to put the captain front-and-centre, but there have been moments in some episodes which could’ve been perfect for Pike to step up and play a role – but where writing decisions meant other characters came to the fore. Maybe you think this contradicts my earlier wish to see more of Strange New Worlds’ original creations – but I kind of include Pike, Una, and Dr M’Benga along with the brand-new characters, as their roles prior to this series were much smaller.

Still frame from Star Trek: Strange New Worlds showing Pike holding a wine glass.
It’s still “the Captain Pike show” to me!

There are plenty of great characters on the show, and with only sixteen episodes left – and presumably at least one or two new recurring or secondary characters to be added – there are clearly gonna be constraints on how often Pike can be centre-stage… and I get that. But this is, for me, still “the Captain Pike show,” so when Pike is absent, relegated to a background role, or even mischaracterised – as I’d argue he was, to an extent, in episodes like Under the Cloak of War and Four-and-a-Half Vulcans – then a big part of Strange New Worlds is missing.

This leads into one of the concerns I have going into the remainder of the series: filming for Season 4 has already concluded, and Season 5 is currently underway. There’s no time for Skydance/Paramount to address feedback from Season 3; it’s too late to make any changes to the stories that have already been created. And given that Season 3 did have a couple of misfires and, I would argue, an over-use of characters like Kirk and Spock at the expense of Pike and some of Strange New Worlds’ original characters… that could be a problem. Feedback is important, especially in the modern streaming television landscape, and unfortunately, Strange New Worlds went ahead with producing Season 4 and 5 before there was a chance for any significant responses to Season 3 to be known. Hopefully, because the show is still pretty good, that won’t be too much of a problem. But I worry that the creative team may have doubled-down on some of the things that fans and viewers have been less keen on this time around.

Still frame from Star Trek: Strange New Worlds showing the Enterprise bridge.
Pike and the crew on the bridge.

Returning to Pike, I don’t think we need to see his accident and disability again at the end of the show. That story has already been told in Discovery, in The Original Series, and in a couple of Strange New Worlds episodes, so ending the show that way would, I would argue, be repetitive. If Kirk hadn’t been such a big presence this season, I’d probably have said that the series finale should show Pike handing over the Enterprise to Kirk – and a big part of me still believes that will be the final shot of the series. But given Kirk’s expanded role… I think some of the impact of that will be lost, even if the moment itself is handled well.

Instead, I think Strange New Worlds needs its very own Undiscovered Country-type of story. Perhaps Pike and the crew get word that the Enterprise is to undergo a major refit, and that Pike himself is to be promoted. The crew have one final mission to undertake – perhaps against the Klingons, the Gorn, or another well-known antagonist. The mission could be intense, explosive, and action-packed, but rather than the final moments of the show depicting the handover to Kirk… I’d like to see Pike on the bridge, setting course for parts unknown one final time.

Cropped comic book cover from the Star Trek: Strange New Worlds spin off series.
Ortegas, Una, Chapel, and Spock from one of the Strange New Worlds comic books.

We’ve had it confirmed in a recent interview that the creative team weren’t sure a renewal was coming after Season 3, which I think explains a few major decisions this time around. It explains why there was such a rush to do the “backdoor pilot” for their Year One idea, with Kirk, Spock, Scotty, Chapel, and Uhura all working together. It explains why some characters – like Chapel and Uhura – now feel like they’re coming to the ends of their arcs on the show. And it explains that epilogue in the season finale, which I said in my review felt like it was intended to serve as the ultimate ending to the show if it hadn’t been picked up for more episodes.

Some of those decisions could, if the creative team are aware of them, open up different possibilities in Seasons 4 and 5. We’ve already had the “Kirk in command” Year One spin-off episode. So check that one off the list – no need to do that again. Chapel’s relationship with Dr Korby has emerged, gone through a couple of bumps in the road, and gotten to a point where he doesn’t need to regularly reappear. Uhura’s grown in confidence and ability, taking her from a raw cadet unsure of her place in Starfleet to a confident officer who was even willing to bend the rules. Spock has just been all over the place… but even if we never got another Spock episode, I think we can safely say we’ve spent more than enough time with him, too!

Still frame from Star Trek: Strange New Worlds showing Spock.
Spock.

So that should open up other opportunities. We haven’t had a major storyline for Una since the beginning of Season 2 (and no, getting horny for Patton Oswalt doesn’t count). We finally got our Ortegas episode, three seasons in, but there’s still scope to do more with her character. It would be nice to get a story for Dr M’Benga that doesn’t revolve around either his violent past or some other secret he’s keeping from his shipmates – perhaps one that could explain why, by the time of The Original Series, he’s no longer the chief medical officer.

Then there’s the secondary cast. Mitchell’s been a regular on the bridge – maybe the show could do something with her? Admiral April’s family was hinted at in the Season 3 finale, as was his friendship with Pike, so perhaps a story in which he’s in focus would be well-received. I’d also love to get one more story featuring Hemmer! Perhaps a time-travel story, of some kind, could see Hemmer getting some screen time with Scotty? That could be absolutely fantastic if handled well. And Sam Kirk has been rather overshadowed by Spock in the science department and his brother, but it would be lovely to get a story in which he’s in focus, for once.

Still frame from Star Trek: Strange New Worlds showing Sam Kirk holding a machine.
Sam Kirk in Season 2.

You’ll have heard me say this before (I often use it as a bit of a caveat when talking about episodes I didn’t like!) but I’m really glad to see Strange New Worlds remaining a mostly episodic show. Discovery and Picard both went for big, season-long serialised arcs… but for me, that’s not really what I’ve wanted from Star Trek. In past shows, where seasons were longer and there was more room for manoeuvre, arcs like the Dominion War worked pretty well. But in the modern television landscape, where there are fewer episodes and fewer seasons available, I think Star Trek really needs the diversity and options that only an episodic format can deliver.

So, as production gets underway on Season 5… please keep the episodic format! A two-part or even three-part finale could work, sure, but I hope that at least some of Season 5 can retain the episodic charm that has made Strange New Worlds feel like such a nostalgic throwback in the best possible way. It wasn’t until I started watching Strange New Worlds that I came to recognise how much I’ve missed episodic television – and how essential the format is to a franchise like Star Trek.

Still frame from Star Trek: Strange New Worlds showing zombies.
The zombies in Shuttle to Kenfori.

Star Trek shows need the freedom to explore strange new worlds… pretty much every week. The Enterprise needs to visit a planet, meet an alien, then warp away to a different destination next time. As Strange New Worlds has demonstrated, that doesn’t mean you have to lose character growth, personal relationships, and other modern television trappings. But it means that, for a franchise all about exploring the galaxy, spending too long in one place or having too narrow a focus isn’t what works best. And I’m not alone in feeling that way, I suspect.

I think there’s room for something like a two-part finale to wrap up the show, or even a two-part cliffhanger in between Seasons 4 and 5, as we got with Seasons 2 and 3. One or both of those ideas could be great. But what I don’t want to see, really, is for Seasons 4 and 5 to go down the Discovery/Picard route of being fully serialised, as I think that would take away so much of what has made Strange New Worlds work. In fact, I’d go so far as to say that the Strange New Worlds model – which I’d describe as episodic with character arcs – should be adopted by Starfleet Academy and by any other Star Trek project that might get greenlit in the years ahead. It’s absolutely the best choice for this franchise.

Still frame from Star Trek: Strange New Worlds showing La'an on the holodeck.
La’an on the holodeck.

At this stage, with Starfleet Academy on the schedule for early 2026, I’m not convinced that Strange New Worlds’ fourth season will be ready in time for the 60th anniversary, which is now less than a year away! But if I could be allowed one “wish,” it would be for Season 4 to contain some kind of celebratory episode, perhaps a story akin to my Cardassia Prime pitch, which would bring in characters and factions from elsewhere in the franchise.

The 60th anniversary is an opportunity to celebrate a milestone that few franchises ever reach. And let’s be honest: with all the cancellations and Paramount+ struggling, being able to do anything big for the 70th or 75th seems unlikely! And speaking for myself… I might not be here by then! So I’d dearly love to see at least one Season 4 episode written as a “love letter” to Star Trek and to the fans, really leaning into the 60th anniversary and celebrating all things Star Trek.

Still frame from Star Trek: Strange New Worlds showing an illusion of Hemmer.
A 60th anniversary episode could really celebrate the franchise.

Before we wrap things up, I have a couple of much siller, almost-certain-never-to-be-made ideas. The first is one I’ve talked about a few times here on the website: rescuing Captain Lorca! Lorca appeared in Discovery’s first season, and the prime timeline version of the character is assumed to have died in the Mirror Universe… but what if he didn’t? Captain Pike could lead a rescue effort, stepping through the looking-glass to save a friend. I think that could be a ton of fun as an episode.

And finally… I still kinda want to see a “Captain Pike versus the Borg” story! Yes, there are timeline problems. Yes, it would tread on the toes of canon. And yes, the Borg have been overused in Picard in recent years. But still… I think you could write a script which sees Pike’s Enterprise catapulted to an alternate universe where the Borg are dominant, with Spock saying “it’s unlikely a cybernetic race like this exists in our universe,” and where La’an, Dr M’Benga, and the rest of the crew have to battle drones and figure out a way home. I just think it would be a really fun idea.

Still frame from Star Trek: First Contact showing a borg drone.
I know, I know… it ain’t gonna happen!

So that’s all for today!

We’ve talked about Strange New Worlds, the show’s first three seasons, some of its characters, and a few things I’d like to see going forward. I’m still disappointed that the show has been prematurely cancelled – especially because it happened before Season 3 had aired a single episode. But we are where we are, and there are now just sixteen episodes left. I’m keeping my fingers crossed for some wonderful adventures before Captain Pike and co. have to hang up their uniforms for the final time.

I hope this has been interesting. I wanted to talk about the show more broadly now that Season 3 has ended. I still don’t think we’re gonna see Season 4 before next autumn at the earliest – and a 2027 release doesn’t seem impossible, either, given the lengthy post-production involved for modern shows. So… it could be a while before we rejoin Pike, Spock, Una, and the rest of the crew. Before then, I’d like to finally write up some Season 1 episodes, which I didn’t do at the time because Paramount cut off Strange New Worlds from an international audience! And if and when there’s a trailer, a teaser, or more information revealed about the upcoming season, I daresay I’ll take a look. Until then… Live Long and Prosper!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

King & Conqueror: Series Review

A spoiler warning graphic.

Spoiler Warning: Beware spoilers for King & Conqueror.

King & Conqueror was one of my most highly-anticipated TV shows of the year. I think every British schoolkid learns about 1066 and the Battle of Hastings in school; I certainly have vivid memories of sitting in a drafty history classroom, surrounded by bored kids passing notes, while a teacher tried to whip up some enthusiasm for the battle between William and Harold! And, as Brits, I think we have an appreciation for the losing side in (some) historical settings – Richard III, Bonnie Prince Charlie, and, of course, Harold Godwinson – whose defeat at the Battle of Hastings marked the end of Anglo-Saxon rule in England, and the beginning of the Norman period.

These events have never – to my knowledge, anyway – been dramatised like this. King & Conqueror was a joint production between the BBC here in the UK, CBS Studios from the United States, and Iceland’s RVK. I can’t find an exact per-episode figure floating around, but it’s by far the most money anyone has ever spent to dramatise the events leading to the Norman Conquest.

So it’s a shame, then, that I really didn’t like King & Conqueror.

Still frame from King & Conqueror (2025) showing the bishop at the coronation.
The Archbishop at Edward’s coronation.

Any time real history is adapted – be that as a novel, a film, or for television, as in this case – some liberties are taken. King & Conqueror is not a documentary; it’s a fictionalised account of events. And, to be fair to the production team, records from this era are not great, so there’s a lot of ambiguity and plenty of wiggle-room for getting creative. We don’t know how Godwin of Wessex spoke to Harold and his brothers, nor what Edward the Confessor may have thought about the succession to the throne in his final years of life. There’s plenty of room in those gaps to tell an engaging story.

King & Conqueror suffers, in my view, from two major issues. The first is that it changes established historical events without good reason, to the point where the story it ultimately tells is too far-removed from what we know actually happened. And the second is that it’s drawing too heavily from the likes of Game of Thrones for some of its dramatic storylines.

Still frame from King & Conqueror (2025) showing Edward after committing murder.
This sequence is a case in point.

It’s this “Game of Thrones-ification” that, for me, really ruined King & Conqueror. In order to ramp up the drama to levels akin to these kinds of big-budget shows, King & Conqueror’s writers had to completely invent scenes and storylines that have absolutely no basis in historical fact. In another series, maybe they’d have worked. But if you have to change the story you’re trying to tell so extensively that it no longer resembles the truth… why not do what George R R Martin did and make up something new? Because that’s what King & Conqueror is, at the end of the day: it’s not a “re-telling” of the events leading up to the Norman Conquest. It’s fiction wrapped up in a threadbare cloak of history.

It’s hard to pick the most egregiously wrong moment in King & Conqueror that would best embody this “Thrones-ification” of history. Several examples come to mind, and we’ll go through them in turn.

Firstly, Tostig – Harold’s younger brother – was not a weakling nor a child, but a capable military commander in his own right who’d won battles in wars against Wales. His wife didn’t die in childbirth; Judith of Flanders lived for almost thirty years after Tostig’s death in 1066, remarried the Duke of Bavaria, and left England. Tostig’s conflict with Harold didn’t come about from personal hatred surrounding his wife’s demise, but rather because Harold conceded to rebel demands after the Northumbrians rose up against his rule. Harold and King Edward exiled Tostig, who eventually formed an alliance with Harald Hardraada in Norway.

Still frame from King & Conqueror (2025) showing Tostig.
Tostig’s entire story was complete fiction.

Then there’s the whole presentation of Edward the Confessor. What’s the one thing every schoolkid knows about Edward? He had a long white beard! But more importantly, Edward was not a weak-willed “mummy’s boy,” dominated by his mother. And he certainly didn’t beat her to death with his crown. Edward’s contemporaries described him as dignified and pious, hence his moniker. Of all the characters in King & Conqueror, Edward felt the least like the historical figure I remember learning about.

Edward’s coronation wasn’t just wrong, it was the total opposite of what we know actually happened. Edward’s wife was, as King & Conqueror depicts, the daughter of Earl Godwin. But, in a move that was rare for the 11th Century, she was actually crowned as queen in her own right. Why King & Conqueror would try to make a plot point out of the polar opposite is beyond me. Not to mention that William and Harold weren’t present – and the Godwin family didn’t cause a scene.

Still frame from King & Conqueror (2025) showing Edward's coronation.
Edward’s coronation.

Most significantly, we have the relationship between William and Harold. Which, to the best of my knowledge, King & Conqueror completely invented. There’s no evidence William and Harold ever met before 1065 – a year before the Battle of Hastings. And William certainly wasn’t informed of his place in the line of succession by Harold, in a storyline so contrived and so artificial that it felt like it came from a cheap soap opera.

Harold never saved William’s life, they never wrestled half-naked in the mud, and while both of them were clearly scheming to get their hands on the crown of England… it didn’t remotely happen like King & Conqueror depicts. As I said above, there’s enough gaps in what we know about these events for some creative inventions. But for me, the series went too far into fictional territory, crossing a line that I didn’t even know I had when it comes to depictions of the past.

Still frame from King & Conqueror (2025) showing William and Harold wrestling in the mud.
Half-naked mud wrestling.

Sticking with Harold and William, while I respect and admire King & Conqueror’s attempt to present both sides of its story, the way it was handled made both of its central characters feel pretty samey. “A landowner who loves his wife, is concerned for the survival of his people, can be ruthless when necessary, and has a family connection to Edward the Confessor, is scheming to make himself king.” Who am I describing? Both men are, in the context of the series, functionally the same character archetype… and that’s just not very interesting. Not when there were so many different ways to depict them.

Let’s talk about a few things that I did like, because despite my overall feelings and sense of disappointment… it wasn’t all bad.

Juliet Stevenson was fantastic as Emma, the King’s mother. Even though I didn’t like the way Edward and Emma were written, you could hardly have got a better performance of the kind of scheming, manoeuvring, power-driven woman. When she was on screen, Stevenson put in an exceptional performance that transcended the sketchy writing and poor revisionism to really excel.

Still frame from King & Conqueror (2025) showing Edward with his mother, Emma.
Edward and Emma.

King & Conqueror, thanks to its high budget, had some great sets, props, and costumes. I’m not sure how accurate all of it was to the 11th Century, but the Godwin family’s great hall (or whatever it was called; the main building in Wessex) really felt like an Anglo-Saxon lord’s hall to me. Shields looked great, weapons looked fantastic, and I liked that there were spears and axes alongside the usual swords and bows. Axes in particular were used by Harold’s housecarls at the Battle of Hastings, and they were also used by the Vikings and their descendants, particularly in the north of England. A lot of historical stories romanticise knights with swords and shields, and while these were important, spears and axes in this era were probably used even more.

Costumes were likewise solid. Again, there might be some clothing historians who could nitpick, but for me, the costumes succeeded at capturing the feel of the 11th Century, and particularly of the upper classes in that time period. I would say it was a bit of a shame that William and Harold didn’t have more distinctive attire, particularly by the time of the battle; some way to tell their forces apart at a glance, perhaps. But overall, I’d say sets, props, costumes, and really all of the practical effects used to bring the world of the 11th Century to life were great.

Still frame from King & Conqueror (2025) showing a castle.
Sets, props, and special effects were great across the series.

Although I criticised the series for its “Game of Thrones-ification,” there were some parts of that which worked better than others. I particularly liked Count Baldwin, and how he seemed determined to play all sides of the conflict in an attempt to benefit himself and his family. The performance, by German actor Oliver Masucci, was masterful, too. Perhaps there’s something about the actor, but I was reminded of Mads Mikkelsen’s take on Dr Lecter in the series Hannibal in this “outwardly-friendly-but-watch-your-back” presentation of the Count of Flanders.

Both James Norton as Harold and Nikolaj Coster-Waldau as William did well, too, and while I didn’t like that Harold and William were becoming friends in the years before 1066, the performances both actors put in did get me invested in their “bromance.” This side of the series seemed to reach its climax quite quickly, with William and Harold going from their first meeting to friends to frenemies to rivals to fighting in a relatively short span of time. We’ll talk more about pacing in a moment, but suffice to say I have mixed feelings about this side of the story overall.

Still frame from King & Conqueror (2025) showing William in Normandy.
William.

Some parts of the Harold-William relationship are undeniably silly. I mean, wrestling in the mud? Really? I get what the storyline was going for, and I genuinely did feel the chemistry between Coster-Waldau and Norton; they played off each other exceptionally well. But because both characters felt samey, and because we know basically none of that actually happened… even the best moments of the bromance were knocked down a peg. And while I could’ve accepted, I think, seeing Harold and William fighting bandits together in Brittany or meeting in London when visiting the King, some of the more outlandish escapades – the mud-wrestling, saving each other’s lives, and so on – felt gratuitous and forced, even when it was being portrayed exceptionally well.

Harold seemed, from the outset, determined to make a name for himself. In that context, his desire to become king makes sense. He was ruthless in dealing with his brother, cutting deals left and right, and basically doing anything he could to advance his position – justified, to himself perhaps, in the name of family. William, however, seemed completely uninterested in the crown of England, and I wasn’t really sold on his desire to become king – it seemed to come from nowhere. William was concerned first and foremost with Normandy and with his wife and son, then later with the conflict against Henry of France (who the real William didn’t murder while out hunting, but who’s keeping score of these changes any more?)

Still frame from King & Conqueror (2025) showing Harold before the battle.
Harold’s quest for power and the crown felt more natural than William’s.

Harold’s transformation took him from being the overlooked second son to the Earl of Wessex, and then saw him craving the crown. It seemed to flow naturally and made sense for his character based on how King & Conqueror depicted him. William’s desire to make himself king, in contrast, didn’t have that same organic nature, and in that sense it felt more forced. Again, credit to Nikolaj Coster-Waldau for his performance, but the way William was written left his motivation kind of up in the air for me. I mean, on the one hand I get it: you’re offered this incredible gift of power… who wouldn’t want it? But on the other, based on the way William was written and what we knew about him from the show… it left me feeling like he changed his mind on the question of the throne basically out of nowhere.

This is all a consequence of the “Thrones-ification” of the 1066 story. In order for the writers and producers to get the kind of drama they wanted, they needed to set up Harold and William as friends first, then rivals, then enemies. And because the series also wanted to take a relatively neutral stance between the two sides, both men had to have similar claims to the throne, similar reasons for wanting it, and had to proceed in a similar way. It’s a kind of deliberate ambiguity, perhaps, on the part of the writers. But for me, again this just didn’t work very well. Partly I’m put out by the story making so many changes to established history, and partly it just feels a bit… weak. Two men who used to be friends, both competing for something important in a zero-sum game, sounds great on paper – but you have to nail the execution. For me, King & Conqueror didn’t.

Still frame from King & Conqueror (2025) showing William and Harold in combat.
William and Harold duel at Hastings.

I didn’t like the way King & Conqueror was paced. Each of the first four or five episodes seemed to start with a confusing time-jump, leaving me to think I’d missed something or even that I was somehow watching the series out of order. There was, confusingly, no effort made to de-age or age up actors to represent the passage of time, even though there were 24 years between Edward’s coronation and the Battle of Hastings. There weren’t even any costume changes or anything to signify the passage of time, and that could feel confusing. Even if we accept the show is playing fast and loose with its timeline, condensing the events of Edward’s reign, there still should’ve been more done to indicate how much time had passed.

Pacing also hurt some episodes and even individual scenes. One thing the early seasons of Game of Thrones did incredibly well was show how long it could take, using medieval technology, to travel from place to place. Harold and William, in contrast, seem to zip across the English Channel at will, as well as race from Wessex to Northumbria and back not at a reasonable pace, but to cater to the needs of the story. Even something as simple as showing Tostig leaving Wessex in the winter and arriving in Northumbria in spring would’ve communicated this a whole lot better.

Still frame from King & Conqueror (2025) showing the Norman invasion fleet.
William’s fleet.

The dangers of crossing the English Channel were also not acknowledged… until it became convenient for the story to do so. In the 11th Century, sea voyages of any kind were incredibly difficult and challenging, and while I didn’t expect to see a ton of that in King & Conqueror (despite William’s fleet being a massive undertaking) it seemed for most of the series as if characters could just nip across the Channel for an afternoon then be back home in time for supper. The pacing of this, combined with the lack of acknowledgement of how challenging it could be, came together to make for a pretty weak and muddled presentation. The English Channel was a huge barrier for anyone in those days to overcome, but it didn’t seem to matter most of the time.

So that’s it, really. I’d been very excited to see this re-telling of the 1066 story… and I came away pretty disappointed.

King & Conqueror would have been a reasonably entertaining story were it not supposed to be adapting real historical events. I still think some of its issues with pacing and characterisation would’ve been stumbling blocks, but if it had been a totally fictitious account of two characters trying to lay claim to a make-believe throne… I think I might’ve actually liked it more. For me, there were too many revisions to real history, some of which were utterly silly and done to lean into the Game of Thrones-style presentation that the producers were clearly aiming for. Maybe I’m being too much of a stickler… but is it wrong to say that a production which is based on a true story should try, at every turn, to remain true to that story? How you answer that question will, perhaps, dictate how much you enjoy King & Conqueror.

Still frame from King & Conqueror (2025) showing William with Harold's corpse.
The outcome.

I can’t help but feel let down, though. As a Brit, I always want to see big-budget productions from the UK succeed, and there really was a pathway for King & Conqueror to have been an excellent series. There were fantastic performances. Great sets, costumes, and props. A high budget. Some solid battle scenes. And above all, it’s based on a genuinely fascinating story – one of the inflection points on which the history of England turned. I just wish the series’ producers, writers, and creative team had leaned into the real story more, and resisted the urge to embellish and change so many things.

It should go without saying, but this review is the entirely subjective, not objective, opinion of just one critic. There are bound to be a range of views on King & Conqueror, so I encourage you to seek out other reviews – and, of course, to check out the series for yourself. I don’t think it’s worth spending a lot of money on, either as a subscription or when it becomes available on Blu-ray, but if you’re already signed up for Amazon, or if you can get it on iPlayer in the UK, you’ve got nothing to lose by checking out the first couple of episodes. Maybe you’ll have a better time with King & Conqueror than I did.


King & Conqueror is available to stream now on Amazon Prime Video in most of the world, and on iPlayer in the UK. King & Conqueror is the copyright of the BBC and/or CBS Television Studios. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

A.I. 2027: My Take

I recently read the very alarming A.I. 2027 report. I’ll leave a link to the full version at the end of this article, and I highly recommend checking it out if you’re interested in the future of A.I. But for now, I’ll briefly summarise the report. And yes, I know this is a little outside my wheelhouse here on the website, but I think this subject is worth discussing!

A.I. 2027′s core premise is not, as some alarmist headlines have tried to claim, that the end of the world is a mere two years away! But the report’s authors argue that, if artificial intelligence development continues on its current trajectory, late 2027 could be humanity’s final opportunity to remain in control of any A.I. system that emerges – and our last chance to ensure that its goals and priorities align with our own. They present this as an existential risk; that a sufficiently advanced A.I. sometime after 2027 could, if not properly restrained and aligned with human interests, literally exterminate the human race. That… that’s kind of disconcerting, right?

Still frame from Terminator 2 showing a person killed by nuclear weapons.
Is this our imminent fate?

I confess that I’m way behind the curve when it comes to A.I. Everyone talks about ChatGPT, A.I. art, and other such things… but my knowledge of the subject has been, until recently, surface-level at best. But given the potential A.I. has to be disruptive, perhaps on a scale we haven’t seen since the advent of the world wide web or even the Industrial Revolution… let’s just say I felt the need to catch up and get up to speed!

Artificial intelligence is already changing the way we live, work, and interact. What are “algorithms” if not a form of A.I.? If you’ve ever scrolled social media and felt that the website or app is almost too clever in recommending posts or adverts that appeal to you… you’ve already been caught in its web. And if you’ve noticed fewer job listings in fields like translation, copy-editing, or programming… you’ve seen what might just be the tip of the iceberg when it comes to A.I.-related job losses and workplace changes. I bring this up because I think something that gets lost in this conversation about the future of A.I. is that A.I. is already here, already changing things, and isn’t just some nebulous future idea about something we “might” invent one day. We’ve already invented it.

Still frame of the M-5 computer from Star Trek: The Original Series.
The M-5 Multitronic Unit from Star Trek.

Predicting the future is hard – nigh-on impossible, really. Step back to television programmes from the 1980s, 1990s, and even the 2000s that tried to look ahead to 2025 and see how wrong many of their predictions and ideas were. A famous example is flying cars – I still haven’t seen one of those, despite the promises made by sci-fi films in the ’80s! So I think it’s worth acknowledging that. Some predictions can be incredibly wide of the mark – especially those that promise either an imminent technological utopia or the end of the world. Both of those scenarios are present in A.I. 2027.

As a layman looking in from the outside, I’ve been dimly aware of talk around artificial intelligence, but it hasn’t been something I’ve felt any need to engage with. I don’t have a place in my life for an A.I. chat bot, I’ve never needed to generate A.I. art before (though I am using some A.I.-generated images in this piece), and I actually enjoy the process of writing… so I see no need to use something like ChatGPT to generate text, either. But there’s no denying that, as someone with a creative streak, I feel increasingly… obsolete. A.I. doesn’t just have the potential to revolutionise writing, web design, media criticism, and all the things I talk about here on the website. It’s literally already doing all of those things.

A.I.-generated image of a robot chatting to two humans on the computer.
It’s a chat bot.

I could fire up ChatGPT or a similar A.I. programme and, within a matter of moments, it could’ve scanned everything I’ve ever published here on the website, and all of my unpublished drafts, too. I could then ask it to write an article or essay on any subject imaginable, using my tone of voice and my writing style. Could you tell the difference? From my perspective, as someone who runs a small website as a hobby and who enjoys writing, there’s no point in using A.I. for that. But if I was working in an office job where lengthy reports were the order of the day… I can see A.I. being a very tempting shortcut. Heck, I’d have killed for an automated essay-writing programme when I was at school!

And that’s exactly what these systems are designed to do. They’re intended to cut costs for big businesses – and by far the largest cost that most companies and corporations have is the wage bill. Let’s rephrase that for the sake of clarity: the entire point of A.I. is to save corporations money by enabling them to lay off staff and automate more and more of their work.

Photo of an unemployment queue in the USA during the Great Depression.
Unemployed people queuing for financial relief during the Great Depression.

Unfortunately, there’s a bit of classism that seems to have crept into this conversation. I grew up in the north of England in the ’80s and ’90s, at a time when deindustrialisation had robbed the area of mines and factories. Automation played a big part in that – work that used to take a dozen people could be done with just one specialist, and then it became “too expensive” to continue to operate. There’s more to what happened in this part of the world, of course, but automation played a big part. Some of the people who used to tell factory workers and miners to “re-train” or “learn to code” are now themselves on the receiving end of automation-related job losses. And it’s pretty grating to see folks getting worked up about A.I. in the 2020s when they not only didn’t give a shit about the devastation automation brought to working class communities from the ’80s onwards, but actively supported it.

In that sense, I kind of view this consequence of A.I. development as a continuation of a process that’s been ongoing for decades, not something new. For decades, big companies have been looking for shortcuts; ways to cut jobs and pay fewer members of staff while achieving ever greater profit margins. A.I. is what they’re banking on in the 2020s in the same way as manufacturers invested in automated equipment in factories, or mining corporations exchanged pickaxes for machines. The difference? A.I. is coming for white collar, middle class jobs. Earlier automation mostly took jobs away from blue collar, working class folks.

Photo of an abandoned, derelict factory in the UK.
Sights like this were common when I was growing up.
Photo: David Wilkinson / Former Addspace furniture factory, Bolton upon Dearne

But that’s just one side to A.I. – the corporate, job-stealing side. The existential risk as posited by A.I. 2027 is much more complex… and I’d be lying if I said I wasn’t concerned. Unlike the 2012 phenomenon or the predictions of Nostradamus, the risk posed by artificial intelligence feels real. I’d say it feels somewhat comparable to the way the millennium bug felt in 1999; a technological danger that humanity has created for itself. In 1999, a lot of people were genuinely concerned that the millennium bug could cause all kinds of chaos, but thanks to some hard work, none of those predictions came to pass. It went largely unnoticed at the time, but it did take a lot of effort behind the scenes to ensure that the millennium bug didn’t have a major impact; it wasn’t, as some have tried to claim, a completely overblown threat.

So what’s the lesson there? If there are risks to A.I. development… shouldn’t we do everything we can to mitigate them? That seems like the rational course of action, but as the authors of A.I. 2027 explain, current artificial intelligence systems don’t exist in a vacuum. There’s a technological “arms race” between different countries, and slowing development to implement safety measures could mean that the current leader – the United States – would surrender its position on the cutting edge. The result of all this? Rapid, chaotic, unchecked development of A.I. systems in order to remain ahead of the curve.

Screenshot of a summary graph from the A.I. 2027 site.
A graph summarising A.I. 2027′s findings.

There are military applications for A.I. – and if one side in a potential conflict has A.I.-controlled drone weaponry and the other doesn’t… it’d be like trying to fight a modern army with medieval weaponry and tactics. Keeping up with A.I. developments must feel, to military planners and political leaders, like even more of an existential risk, because the consequences of failure could be catastrophic. We talked above about the world wide web and the industrial revolution; in military terms, A.I. could be at least as impactful as the development of nuclear weapons.

So I think we’ve covered why governments, militaries, and corporations want an A.I.-infused future. But two questions still remain: will they remain in control of it? And what will it mean for the rest of us?

Still frame from Terminator 3 showing Skynet coming online.
Skynet in Terminator 3.

I’ll tell you a story from my own life that I think might illustrate this next point. In the late 2000s, I was feeling pretty disillusioned with my job and career path. In those days, I was working in the video games industry, on the marketing side of things, but I went through a phase where I wasn’t satisfied, and I started contemplating other career options. For a time, I thought seriously about getting my HGV license – that’s heavy goods vehicle, a.k.a. a truck or lorry. But by that point, it seemed to a techie as if self-driving vehicles were only a few years away… and I genuinely thought that it would be a waste of time to spend a lot of money taking tests and getting a qualification that could become obsolete before I could make the most of it. To use an analogy from history: it felt like jobs based on driving any kind of vehicle from taxi cabs to trucks were about to disappear in much the same way as horses and stables did in the first decades of the 20th Century.

Why do I make this point? I was wrong, in the late 2000s, to be thinking like that. Self-driving technology may be “here” in a technical sense, but it isn’t road legal and it doesn’t seem to be making the kind of impact I would’ve predicted (or feared) in the late 2000s. The same is true of many other technologies that seemed to be “the wave of the future,” only to completely fizzle out. I owned a MiniDisc player in the early 2000s, expecting that technology would replace CDs! Google Glass, 3D televisions, the hovercraft, Concorde… the list of “revolutionary” technologies which never delivered their promised revolutions goes on.

A.I.-generated image of a yellow robot driving a lorry.
A self-driving lorry.

The point is this: there are many technologies that seemed, for a time, to be the “next big thing,” primed to revolutionise some aspect of our daily lives. And they didn’t accomplish that. When was the last time you even thought about MiniDiscs, hovercraft, or Google Glass? For a brief moment, all of those things seemed to be on the cutting edge of technological innovation, yet they fizzled out without having the impact some folks expected. Could A.I. be the same? And more importantly: are we perhaps reaching the limitations of A.I.’s current capabilities?

It seems to me that the more A.I.-generated content exists out in the wild, the harder it becomes to filter it out – including for A.I. programmers. We’ve all seen A.I.-generated images that aren’t quite right: hands with too many fingers, a cat with five legs, the New York skyline with buildings in the wrong place. As more of this content is artificially generated, at least some of it is going to be fed back into A.I. algorithms as they trawl the web, right? So… doesn’t that mean there’s going to be a point where A.I. either stagnates or even starts getting worse, rather than better?

Stock photo of Google Glass.
Remember when Google Glass was about to change everything?

Then there are jobs that A.I. would struggle to perform. I could absolutely envision a world where many office jobs are replaced by A.I. programmes – similar to how factories that used to be full of workers slowly got replaced by robots and machinery. But could you have an A.I. plumber? I had my bathroom redone a couple of years ago to fit an adapted shower as I’m disabled… and it took several skilled workers more than a week to measure things, reroute an errant pipe, and install all of the fixtures. Earlier today I had to cut down a rogue tree branch that was in danger of damaging my roof. Could A.I. do that? Autonomous robots have come a long way in the past decade or so, but even with full A.I. integration, tasks like those still seem a long way off – not to mention unaffordable, even here in the UK.

One part of A.I. 2027 seemed to offer a “technological utopia;” the kind of post-scarcity society that we’ve seen depicted in Star Trek. And don’t get me wrong… I would love to live in that kind of world. But is that realistic? Are we really only a few years away from fleets of automatons doing everything from diagnosing diseases to plumbing a sink? The rate of technological progress is impressive, for sure, but I don’t believe we’re closing in on that kind of future.

Cropped poster/banner of I, Robot showing a legion of humanoid robots.
Legions of robots from the film I, Robot.

Then there are political considerations that I would argue very strongly A.I. 2027′s authors have got wrong. The idea of a “universal basic income” has been talked about before, and was even trialled on a small scale in Finland and a couple of other places. But the politics surrounding this are incredibly difficult, even toxic, and I struggle to envision a near-future scenario where universal basic income is actually politically feasible. The current political climate in the United States, as well as here in the UK, seems to be completely opposed to that kind of scheme. I mean, do we really think Donald Trump and the Republican Party would ever go for a policy of universal basic income?

None of this means that A.I. 2027 is wrong in its big-picture assessment of the short-to-medium-term future of artificial intelligence. But given the authors’ political miscalculations in particular, I think there’s enough of a red flag to at least consider the possibility that they might’ve gotten other things wrong. The report’s premise is based on competing A.I. models from different countries eventually agreeing to merge – but isn’t it just as likely that two independent A.I. systems would develop different, even opposing goals? Human beings are tribal by nature, and it’s at least possible that any kind of sentient life we might create would retain that tribalism.

Photo of Mark Zuckerberg, Donald Trump, Melania Trump, and Bill Gates at the White House, 2025.
Are we suggesting that Donald Trump (pictured at a recent event with Mark Zuckerberg and Bill Gates) will seriously consider a policy of universal basic income?

I don’t mean to nitpick A.I. 2027 too much, because I think the report highlights some important issues and raises important considerations. But I think it’s worth acknowledging that it feels, in parts, like a doomsday scenario and an unrealistic utopia. These are both extreme… and perhaps that’s why neither feels especially likely.

A.I. is coming for a lot of jobs, and some folks who would’ve never expected to be losing their job to automation are going to be impacted. Artists, animators, writers, creative folks… A.I. is coming for us. Programmers, web designers, game developers… basically any office job you can think of, especially so-called “entry-level” positions. They’re all vulnerable to A.I. – and to big corporations seeking to remove employees in order to save money and make even greater profits. That side of A.I. feels real – because, as I noted earlier, it’s already happening. Layoffs in the video games industry are partially driven by A.I. replacing workers. Real-time translation apps mean there’s less of a need for translators. Data entry can be done quicker and faster with an A.I. model than with an entire team of people. And A.I. doesn’t take breaks, need maternity leave, or even go home at the end of the workday. None of this is imaginary or a subject of debate. It isn’t “coming soon.” It’s already here and it’s real.

Screenshot of Google Translate showing real-time text translation.
Free translation apps (Google Translate pictured) are getting better all the time, and real-time in-ear translation for spoken languages is also possible.

But the existential risk? A.I. super-intelligence? A machine with unfathomable, god-like knowledge and powers? A technological utopia where A.I does all the work and us humans can just kick back, claim our universal basic income, and chill out all day? I gotta admit that I’m sceptical.

I think back to my fears of self-driving vehicles poaching jobs from truck drivers. And I reflect on the technological promises (and concerns) about technologies like supersonic jets and Google Glass. Within just the past few years or decades, technologies have emerged that seemed to be ready to reshape the world… but they didn’t. A.I. can do certain things incredibly well, and it’s definitely impacting the world of white collar work. But the more fanciful claims in A.I. 2027 feel, to me, more like sci-fi than a credible threat.

Still frame from Terminator 2 showing a Terminator wielding weapons.
Both a post-labour utopia and killer robots going rogue still feel like sci-fi.

Maybe that’s my own bias showing through, though. I fully admit that, over the years, I’ve made plenty of mistakes when it comes to technology. I mean, I bought a Wii U, for goodness’ sake! And, in a broader sense, it can be difficult for any of us to imagine a world that’s radically different from the one we currently inhabit. My grandfather could vividly recall rushing outside to catch a rare glimpse of a motor car when he was a child, yet by the time he was in his fifties there’d been atomic weapons and humans landing on the moon. The pace of technological change in the first half of the twentieth century was unprecedented, and the lives of people were completely changed.

In my lifetime, too, I’ve seen the birth of the world wide web, the rise of portable electronic devices, and more. When I was a kid, my household had one television set, no video recorder, no computer, and a single landline telephone. By the time I moved out and got my first student flat, we had computers, games consoles, mobile phones, and dial-up internet. Then came broadband, MP3s, streaming, and smartphone apps. When I had my first weekend job I’d get paid in cash, and my first full-time job still paid me by cheque. I’d regularly have to go to the bank to pay those in – but I can’t remember the last time I set foot in a bank. I do all my banking these days on a smartphone app.

Stock photo of a CRT television set.
There have been huge technological changes within my own lifetime.

I guess this boils down to one massive question: are we anywhere near the limitations of modern A.I. systems? Or, to think about it another way, are today’s A.I. models, with all of their generative capabilities and human-mimicking interactions, genuinely capable of taking the next big leap?

A.I. models appear, to me, to be closer to parrots and mynah birds than actual sentient people. They’re quite capable of replicating “language,” on the very simple basis of “input X requires response Y,” but they don’t understand what they’re saying. That’s why A.I. systems make so many incredibly basic mistakes, and why some enquiries or conversation attempts go completely off the rails. A.I. models, in their current form, also seem to struggle with retaining information, even if all we’re talking about are a few lines of text.

Stock photo of a red parrot.
Are today’s LLMs closer, in terms of sentience, to you and me… or to this parrot?

Let me give you an example. While researching for this article, I “spoke” with several A.I. chat bots. And it was an interesting experience! A.I. can do some things incredibly well – it can write you functional computer code, answer questions about everything from history to mathematics, and even write an article or a story that flows naturally and is coherent. But A.I. struggles with some pretty basic things, too, like remembering what’s already been said. In just a short span of time, and without me deliberately trying to trick it, I found the A.I. that I was “speaking” with was giving totally contradictory responses to things it had said just a few minutes earlier. I could scroll up and see the older messages, but the A.I. seemed to not have that ability. It’s programmed to respond to immediate inputs – so if you ask it the same question twice, five minutes apart, you might very well get two different answers. Not differently worded answers – totally different, contradictory responses.

There’s a massive gulf between technology that’s “almost ready” and technology that actually works. Self-driving vehicles might work perfectly… 98% of the time. But that last 2%? That’s what’s stopping self-driving vehicles from going mainstream. The same with some of Elon Musk’s rockets – they’re 99% perfect… but that 1% error causes explosions on the launchpad. A.I. can do some things very well in a limited use case, and can appear to be very human with its mimicry of language. But is it really just a few years – or even a few months – away from the technological revolution predicted by A.I. 2027?

Still frame of a Nasa rocket exploding near the launchpad.
The small difference between “almost ready” and “actually works” is what leads to rockets exploding on the launchpad.

There’s not just a difference, but a massive, ocean-spanning gulf between a machine that can mimic human language and one that can operate independently. The first is like a parrot imitating its owner, incapable of genuinely understanding anything it says, and is still fundamentally operating on a “input X yields response Y” basis, with very limited ability to retain information within a single “conversation.” An A.I. system that can solve world hunger, operate entire governments, and threaten our extinction feels… well, it still seems like it’s the stuff of sci-fi. And yes, I accept that this was a very limited experiment using free A.I. bots, and that the cutting-edge stuff being worked on behind the scenes is going to be much more capable. But are its capabilities that much greater, and is this technology really the disruptive, revolutionary, and potentially world-ending threat that the authors of A.I. 2027 believe?

Generative A.I. is proving disruptive, and despite what some folks might want to think, the technology is clearly here to stay – at least in some form. On the business side of things, if an A.I. can do the work of an office full of people, well, that office is going to be closed and those folks will be laid off. I’ve also looked ahead to the future of A.I.-generated entertainment, making a bold prediction that A.I. might, one day soon, be able to generate tailor-made films and TV shows, potentially shutting down entire studios and laying off actors, writers, and everyone else.

Photo of the Warner Bros. studio in California.
Part of the Warner Bros. studio in California.

For a lot of white collar, middle-class, creative, and upper-income-bracket folks… they’ve long considered themselves safe from this kind of automation-driven unemployment. So the arrival of generative A.I. systems that are competent and genuinely compete for those roles? That’s been a massive shock, and I think that’s why we see so many people pushing back against A.I. today in a way that they didn’t push back against all kinds of other disruptive technologies. Because, at the end of the day, most technological changes prove to be disruptive to someone. It’s just this time it’s the turn of online content creators, wealthier folks, and people with a disproportionately large voice.

But when it comes to things like A.I. drones murdering people, A.I. systems going rogue, or A.I. super-pandemics… I’m not convinced it’s something we’re on the cusp of. Nor do I feel we’re just a few years away from a post-labour tech-driven utopia where no one has to work and we can all indulge in artistic or academic pursuits. These two scenarios feel far-fetched, to me, even as some A.I. systems expand their reach and their capabilities. I’m not convinced that we aren’t close to the ceiling of what current A.I. models are capable of, nor that the kinds of doomsday or utopian scenarios laid out in A.I. 2027 would require major advances in computing and other technologies that may not even be possible.

Stock photo of a server rack.
What kind of changes or advancements in computing might be necessary to fulfil some of A.I. 2027′s predictions?

The world is ever-changing, and technology in particular is not a static thing. My entire lifetime, really, has seen innovation upon innovation, taking me from an analogue childhood in the ’80s and early ’90s to the tech-focused life of today. I don’t doubt that there will be more changes to come, and that there will be inventions and innovations that, right now, I can’t even conceive of – assuming I live long enough to see them! So I’m not trying to dismiss out of hand the genuine concerns folks have about artificial intelligence. But at the same time, I can’t help but feel that current models could be more limited in their abilities than the A.I. evangelists want their investors to believe.

Right now, A.I. is driving an almost unprecedented level of investment, with a handful of companies making a ton of money. But is this just the beginning of an economic boom that will rival that of the post-war years or the Industrial Revolution? Or is it a speculative bubble about to burst, as we’ve seen repeatedly in recent decades? Whether we’re talking about the dot-com bubble, subprime mortgages, or cryptocurrency crashes, there are plenty of examples of speculative bubbles that got out of hand. Is A.I. just the next one? Are the promises made by A.I. creators genuine, or just an attempt to drum up further investment? Can A.I. really do what investors are being promised?

Stock photo of a briefcase containing stacks of United States dollars.
There’s a lot of money at stake in the A.I. industry.

We can’t escape the reality that all of this is tied to money. A.I. companies need documents like A.I. 2027, because this conversation feeds into the narrative their executives are weaving about the future capabilities of these systems. And the promise of an incredible return on investment is what’s keeping these – otherwise unprofitable – companies in business right now. I’m not accusing anyone of running a deliberate scam, but it’s a pretty well-established way of doing business in the tech space: over-promise, rake in the cash, and only then try to figure out how to make good on at least some of those ideas. That approach has worked for the likes of Apple. But it didn’t go quite so well for companies like Theranos.

The tl;dr is this: it benefits A.I. companies to allow this conversation about their products to do the rounds. It drums up interest and attracts investment – not because investors want to see humanity wiped out and the world end, but because they see the potential for short-term financial gains. A select few companies in the A.I. space have seen their share prices increase four-, five-, and six-fold in just a couple of years – and that’s largely due to the belief that A.I. is the wave of the future. Investors believe that whoever perfects the technology first will become the world’s first trillionaire – and they want in on that. We can’t avoid that side of the issue when discussing A.I. technologies as they exist today – and their future prospects.

Still frame from Star Trek TNG Season 2 showing Data.
Data from Star Trek: The Next Generation.

A.I. is already disrupting entire industries, and we’re all going to have to learn how to use these systems in the workplace in the years ahead. There could very well be fewer entry-level white-collar jobs, fewer graduate-level jobs, and fewer office jobs in general. And the potential uses for A.I. systems on the battlefield could result in a monumental change in how future conflicts unfold. But as I see it, today’s artificial intelligence systems don’t “think.” They regurgitate information when prompted, and they’re closer in actual “intelligence” to a parrot than to a person. Artificial intelligence can do some things very well – better, faster, or more reliably than any person ever could. And that’s going to be fantastic in some use cases: diagnosing diseases earlier, writing computer programmes, or creating individualised education plans for kids with special needs. But there’s a lot that A.I. can’t do – and some of it, with the limitations of computing power, may never be possible.

And it’s those things, in my view, which would be needed to turn the LLMs of today into the super-intelligence of A.I. 2027.

So that’s all for today. I hope this was interesting – though as a total non-expert, I could be completely and utterly wrong about everything! No change there, then. I’ve linked the original A.I. 2027 paper below, and if you haven’t read it, please check it out. There are also some great summaries on YouTube, too. I know this was a change from my usual content, but A.I. has been a big deal in sci-fi – and in the Star Trek franchise in particular – for decades, and it’s a big deal right now thanks to the success of the likes of ChatGPT.

If you missed it, I have another piece in which I talk about the possibility of generative A.I. being used to create tailor-made films and TV shows in the near future: you can find it by clicking or tapping here. Thanks for reading, and I hope you found my take to be interesting. Until next time!


You can find the original A.I. 2027 paper by clicking or tapping here. (Warning: leads to an external website.)


Some images generated with A.I. (yes, on purpose!) Some stock photos courtesy of Unsplash, Pixabay, and Wikimedia Commons. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 10: New Life and New Civilizations

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Spoilers are also present for the following Star Trek series: The Original Series, The Next Generation, Deep Space Nine, Voyager, Enterprise, Discovery, and Picard.

So this is it, then! Strange New Worlds Season 3 draws to a close after nine weeks. Perhaps in the days ahead we’ll take stock of the season overall, because there have been some fantastic episodes… and a couple that I was a lot less keen on! Season 4 has already wrapped, with production now underway on what will be Strange New Worlds’ fifth and final season, so there’s more to come – even though we are now, sadly, past the halfway point of the show’s run.

But all of that is yet to come! Today, we’re talking about New Life and New Civilizations – the dramatic and emotional final episode of Season 3. I’ll give you the lowdown, but first comes my usual caveat. This review is the subjective, not objective opinion of one old Trekkie. If you enjoyed the episode more than I did, completely hated it, or just don’t like my take on things… that’s okay. There’s plenty of room in the Star Trek fan community for differences of opinion and polite disagreement, and I share this review with my fellow Trekkies in that spirit.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the USS Enterprise.
The Enterprise at the beginning of the episode.

Was New Life and New Civilizations a good episode? I would say yes. Was it a perfect episode? That’s a much higher bar to clear, and I’m afraid I have to say no. I think the episode got a lot of things right, building on story threads from across Season 3 in a way that made sense – while also having time for a genuinely unexpected twist. However, there were issues with the way large parts of the episode were paced, resulting in moments that were too short or where more debate and conversation were needed, as well as quite a bit of jumping around. I also felt that, of all the ways Kirk was brought into stories this season, the excuse here was the flimsiest – even though at least part of the result was positive.

While there were some imperfections, some of which admittedly straddle the line between legitimate criticism and nitpicks, New Life and New Civilizations had heart, and managed to successfully build to an emotional climax – particularly for Captain Pike. This was once known to fans as “the Captain Pike show,” and I’ve noted more than once in recent episodes that Pike himself seems to have taken a back seat. So it was good to get a story that brought him in in a big way, while connecting to the themes of destiny and inevitability which have arguably defined this incarnation of the character.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Captains Batel and Pike.
Captains Batel and Pike.

The first thing I wrote in my notes after the credits had rolled was that New Life and New Civilizations felt like a series finale. The final sequence on the bridge with Pike and the crew reminded me of Kirk at the end of The Undiscovered Country, Picard after All Good Things, and even Burnham in Discovery’s final episode. After the main story had wrapped up, and we’d been treated to one of the most emotional moments in the entire series so far with Pike and Una, that closing scene felt almost eerie. I wonder if, behind the scenes, there was no guarantee of a fourth season, so the decision was taken to wrap everything up and write an ending that could’ve – if necessary – served as a series finale. If that was the objective, I think it worked! Though I’m glad it doesn’t have to be the finale; I’m not ready to lose Strange New Worlds just yet!

Deep Space Nine and Voyager probably got the most comprehensive finales in the franchise, with DS9’s crew going their separate ways and the USS Voyager finally making it back to Earth. But the way this closing scene was scripted and shot was definitely giving me a “series finale” feel. Compared to last season’s cliffhanger, it’s a noticeable change of pace. It was neat, after almost every other Star Trek show of the last few years had told single-season stories, to get that kind of continuing story last time. I could certainly entertain the argument that a two-part version of New Life and New Civilizations might’ve had more room to breathe! But I think it’s noticeable, at least, that this episode seems to have been deliberately crafted in such a way that it could’ve wrapped up the entire show if it had been called upon to do so.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Pike and the crew on the bridge at the end of the episode.
This could’ve been the series finale.

In the run-up to this week’s episode, it felt pretty likely that the Vezda – who appeared in the thoroughly excellent Through the Lens of Time earlier this season – would be making a return, if for no other reason than to tie up that dangling narrative thread. And I saw some fans speculating online about the Vezda’s “true identity” – as I’ve done here on the website with other new additions to Star Trek, like Picard’s super-synths and Discovery’s Species 10-C. But you know what? I’m glad that the Vezda are new to Star Trek, and given the way the franchise has often tried to tie in new storylines to pre-existing alien races and factions – even when they don’t exactly fit the bill – I think it was the right call.

Imagine if, in The Next Generation, we never got to meet the Borg or the Cardassians, because the Romulans and Klingons kept coming back to fill those roles. And instead of meeting, say, the Sheliak or Ux-Mal, we’d gotten episodes with the Tholians or Metrons. Star Trek would feel… smaller. The franchise needs to introduce new alien races, sometimes, in order to grow, and while it can be fun to speculate and theorise about who or what a new faction might be connected to… in this case, I think making the Vezda a brand-new race was the right call.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the Vezda aliens.
The Vezda.

It was also a huge shock to see Chris Myers again – reprising his role as the Vezda-possessed Ensign Gamble. Or perhaps we should say the Vezda who assembled a Frankensteinian-transporter-clone of Gamble? I genuinely wasn’t expecting this, even though the Vezda being seen again seemed likely. It was properly hidden ahead of the episode’s premiere, and Myers did an exceptional job in the role – as he had in Through the Lens of Time.

And I think an episode like New Life and New Civilizations needed someone familiar in that villainous role. This is a story we’ve been building to, in different and not-so-obvious ways, perhaps, all season long. It didn’t have to be Gamble from a narrative point of view; the Vezda could’ve cloned someone else, or beamed itself off the Enterprise and possessed a random alien’s body. But having Gamble there, with that extra link to Dr M’Benga and the others – as well as being a familiar face for us as the audience – it added a lot and made this side of the story feel more complete.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Ensign Gamble possessed by the Vezda.
This reveal was fantastic.

Let’s talk about the main issue I have with New Life and New Civilizations – its pacing.

In short… this feels like a two-part episode that’s been torn and crumpled to fit into the runtime of a single story. And the result of that is that some scenes were too short, characters seem to jump to wild conclusions incredibly rapidly, Pike and Batel’s fantasy life was raced through, and perhaps most crucially, Batel’s climactic showdown with the Vezda was over far too quickly. We’ll address each of these points in turn, but suffice to say that I don’t think this episode needed another ten minutes – it really needed another forty-five to truly reach its potential.

Two points stand out where characters appeared to make completely wild and almost nonsensical leaps in logic without enough information or buildup. The first was when Dr M’Benga, having read one line above the doorway, decided that this pretty vague and ambiguous statement just had to be all about him and his life. (Even though it referenced an event we’d never heard about before, let alone seen on screen). The second was Captain Batel, when talking with Pike and the others in the science lab, immediately deciding that it was her destiny to defeat and imprison the Vezda for all eternity – while claiming she had all the knowledge she needed to do so.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Batel's end.
Did this have to be Captain Batel’s fate?

To be clear: I think both of these story ideas can be made to work. But the pacing is throwing me off. Captain Batel went from “I’m ready for a new assignment as head of Starfleet’s legal division,” to “well obviously I’m the guardian/prison warden who saves the universe from these monsters” in one short conversation, and there just wasn’t enough time dedicated to exploring this idea, what it really means for her, for her relationship with Pike, and the kind of sacrifice it entails. There also wasn’t nearly enough time to explain how or why she feels capable of doing this.

Batel declared, partway through the meeting in the science lab, that she possesses “all” of the knowledge of every species to ever fight the Vezda. But that’s bullshit. She possesses at best the genetic information of two-and-a-bit species – human, Gorn, and, at a stretch, Illyrian. But part of the conversation framed the Vezda as a kind of “ancient evil” that every race and culture in the galaxy had faced in the distant past. So how can having the knowledge of three of them mean she’s qualified to stand up to them? That wasn’t explored at all, and it seems to be at least a worthwhile counterpoint that a longer conversation here could’ve considered.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Captain Pike and Captain Batel.
Batel makes her case to Pike.

This whole preamble just seemed to race by. Scotty realised the transporter had been used to clone Gamble. That took all of about a minute. Then from Pike being summoned to sickbay through the entire science lab conversation? Five minutes. It’s just not enough time on a setup that effectively “kills off” a major recurring character and the love interest of the series’ protagonist. We needed these scenes to last longer, particularly the conversation in the science lab. Other possibilities needed to be considered, and a more solid foundation built for Captain Batel’s sacrifice.

I also feel that the old “show, don’t tell” adage is a bit of a problem on this side of the story. The Vezda, since showing up in Through the Lens of Time, have killed precisely one named character: Ensign Gamble. Pelia made an elaborate speech about how evil they are, and this week even the logical Spock leaned into this idea of the Vezda as an unstoppably powerful “prehistoric evil.” But, for all the talk, we didn’t really see the Vezda do a lot of damage – and thus we don’t fully grasp the stakes involved. Sure, if the Vezda break out of prison, it won’t be great for the pre-warp citizens of Skygowan. But… so what? What, precisely, are the Vezda going to do to them? And what are they going to do to Starfleet and our heroes?

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Gamble possessed by the Vezda.
What were the Vezda planning… and why was I meant to care?

The Vezda are not akin to the Gorn – or to invading aliens from other iterations of Star Trek, like the Dominion or Borg. They don’t even possess spaceships, and if the ones we saw in the prison are all the Vezda that exist… I mean, one photon torpedo from orbit would be all it would take to end their entire civilisation. They’re talked up as being hugely powerful, unstoppable, and evil – but we don’t actually see a ton of that on screen. We’ve only met one Vezda – the one who possessed Gamble. And for all we know, he could be an outlier.

My point is this: this moment needed more time on screen. Captain Batel makes a life-changing decision based on the very un-Starfleet ideas of fate and destiny in way too short a span of time, without really listening to or considering alternatives. And the reason why she makes this decision – to stop the Vezda and keep them contained in a prison – is based on information which is incomplete at best. Surely Starfleet – an organisation dedicated to, y’know, seeking out “New Life and New Civilizations” – would want to study the Vezda, learn more about them, and then come to a conclusion about whether to pursue this kind of conflict. Instead, Batel and the others simply declare them to be “pure evil” based on one interaction with a single individual.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Gamble possessed by the Vezda.
“Ensign Gamble.”

Then, during the away mission, we have Dr M’Benga deciding that a random inscription – which was pretty vaguely-worded – can only be about himself. No time was taken to consider alternatives, or to come to this realisation at a more reasonable pace. This part of Dr M’Benga’s backstory was also, as far as I can recall, not even known to us as the audience ahead of time. Why not, for example, use Dr M’Benga’s murder of the Klingon defector from last season’s Under the Cloak of War to set up this story point? It would’ve at least been a callback to something we’ve seen for ourselves.

I liked the idea that Gamble needed Dr M’Benga to open the doorway; that there was a narrative reason for the inscription and for Gamble to have to wait. I just felt, as above with Captain Batel, that the pacing of the way M’Benga arrived at the realisation was simply too fast, and that it doesn’t make sense in-universe. If it had used his name, for example, or even if it was just worded less ambiguously, I think it could’ve been stronger. But several factors came together to make it feel rushed and less impactful than it should’ve been.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the portal.
The door to the prison.

“A young boy was not yet a man, but his time had come, to kill or be killed; a knife in his hands.” That’s the full line that Dr M’Benga read before deciding that this vaguely-worded and poetic line could only be referring to himself. And no one else stepped in to say “uh, hang on a minute there, Dr Self-Centred, it’s a pretty ambiguous statement, don’t ya think?” Taking just an extra couple of minutes on this sequence, with the other members of the away team considering possible interpretations before Dr M’Benga interjected with that fact about himself would’ve done a lot to sell me on it. And if we’d known already about Dr M’Benga’s childhood, or connected this line to something we’ve already seen on screen, such as his Klingon War service, that would’ve improved things a lot.

This is what I mean about pacing: we can use the same words and get to the same conclusion… but if the route is too quick, it undermines what the story wants to say. Dr M’Benga finding a statement carved in stone on an alien world that’s all about him is, in theory, an interesting idea that ties into the episode’s story about time and linearity, and contributes to the idea of the Vezda as being significantly more powerful than the Federation. But if you rush it, you botch it. When this fact about Dr M’Benga’s past was brand-new, and the wording that led him to that conclusion was so vague… we needed to spend more time here. Or the reference needed to be more overt: “The portal only opens for the one you call… M’Benga.” There. Fixed it.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Dr M'Benga on the away mission.
This moment was horribly rushed.

I have enjoyed Paul Wesley’s take on Kirk since he first appeared in the Season 1 finale. Most of Kirk’s appearances have made sense in context… but of all the excuses to bring Kirk into Strange New Worlds, the one this week felt the weakest. I’ll try to explain what I mean. Firstly, Captain Pike reached out to the Farragut… but didn’t speak directly with Captain Whatshername (the Vulcan). Instead, for some reason, he speaks with the first officer. That was already a bit… odd.

But then, later, Spock decides he needs to mind-meld with someone in order to coordinate this “two ships firing phasers at the same time” idea. But… why? The crew could reasonably infer Gamble’s intention: that he wanted to go to Vadia IX and free his fellow prisoners. And Pelia, in another disappointingly weak and underdeveloped scene, confirmed that one of the “interdimensional ley lines” from Skygowan led directly to Vadia IX. So… why did Pike and Batel need to open the portal when they could’ve just warped there in the Enterprise? It’s not like getting into the Vadia IX prison was complicated; all it needed was a pinprick, and Captain Batel is dead set on staying there anyway. So all of this mind-melding and phaser coordination just felt like a totally unnecessary narrative diversion. In a stronger, better-paced episode, perhaps it would’ve been less noticeable. But in an episode where the main story was desperate for more time on screen, it’s a particularly egregious waste of time.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Pelia, Spock, Scotty, and Sam Kirk in the lab.
The crew already knew the Vezda’s destination… so why not warp there?

In The Sehlat Who Ate Its Tail, I said that I really liked seeing Kirk and Spock’s burgeoning bromance. After Uhura had been the one to introduce them, their friendship seemed to be growing and developing really well. But… does New Life and New Civilizations at least imply that the reason they’d become such good friends is because they shared a mind-meld? If so… how do we feel about that? I said earlier in the season that Kirk serving under a Vulcan captain – especially when she’s such a nonentity that I’ve forgotten her name – comes a bit close to treading on the toes of his friendship with Spock, and how the two of them worked to overcome the cultural differences between humans and Vulcans in The Original Series. But now… is this episode not saying that at least part of why they’re such good friends by the time of TOS is connected to the mind-meld? If so, I’d argue very strongly that it detracts from their friendship and from one of Star Trek’s most important and iconic character duos.

Any prequel needs to tread carefully. And speaking for myself, I don’t really like the implication in New Life and New Civilizations that Kirk and Spock’s friendship was, at the very least, accelerated or enhanced by a mind-meld. To me, it seems to take something away from the organic and natural chemistry they’ve always had. As I’ve said more than once when discussing Star Trek’s various prequels: not everything demands an on-screen explanation down to the finest detail. Kirk and Spock are friends – perhaps more than friends. There doesn’t have to be a reason; people can just like each other and develop strong bonds.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Spock about to mind-meld with Kirk.
Spock and Kirk’s mind-meld.

Given that this setup felt pretty flimsy, and that I don’t like the implication of the mind-meld for Kirk and Spock’s friendship… I actually felt their scenes together were pretty great. Set aside whether the story actually needed them to fire phasers exactly in sync, and whether Pike should’ve talked to Kirk’s captain first. The Spock and Kirk scenes themselves were a lot of fun. I particularly liked Kirk calling their meeting a “date,” or at least implying that it could be – whether jokingly or not. I noted a few weeks ago that, with Strange New Worlds’ writers apparently set on making Spock sleep his way through all of the female members of the Enterprise’s crew, they seemed to be going out of their way to erase any possibility of “Spirk” in canon. (“Spirk” referring to the fan theory/fan-fic that Kirk and Spock were romantically involved). This “date” line definitely puts that back on the table for folks who want to see or believe in that – and I was pleased to see it.

It was also undeniably cool to see Spock and Kirk making those perfectly in sync movements. And the CGI on this side of the story – putting the Farragut and Enterprise together in a kind of “ballet in space,” was a really cool visual effect. It reminded me of both Picard’s linked-up fleet in the 25th Century and the Klingon ships during last season’s musical episode, which also seemed to be “dancing” with the Enterprise.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the Enterprise and the Farragut.
This was a really cool visual.

With Captain Pike and Captain Batel, the writers of New Life and New Civilizations clearly had a lot they wanted to do. Unfortunately, because this story really needed to be a two-parter, I don’t think either of the main ideas worked as well as they should’ve done.

Captain Batel’s climactic fight against the Vezda was over in… what? Less than two minutes. That’s all the time it took her, after the end of the fantasty-life/alternate timeline sequence, to use her magic Gorn-Illyrian powers to defeat and imprison them, then turn herself into a statue. It didn’t feel like the war of good versus evil that it was set up to be… because it was over in a flash. If you stepped away from the screen to grab a glass of water, you’d have missed the whole thing.

Then we have the fantasy sequence itself. Obviously something like this is going to be jumpy – you can’t condense a lifetime into a short runtime without skipping over years or decades. But really, if what the writing team wanted to go for was something comparable to The Inner Light from The Next Generation, this needed to be basically an entire episode all by itself. This is where I’d have made the biggest change to New Life and New Civilizations. Half of “Part One” would’ve been taken up reaching this point, then the second half and the entire first half of “Part Two” would’ve been just the fantasy sequence. It needed room to breathe and, because it had to be packed in with everything else in the story… it didn’t get it.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the Vezda prison.
The Vezda’s prison.

I’ve said before that I’m not a particularly big fan of The Inner Light. But compared with that story, this premise actually feels a lot stronger. We’re seeing Pike and Batel living their lives – a fantasy version, at least. A world in which Pike doesn’t get injured, in which he and Captain Batel get married, have a daughter, and grow old together. Compared with the disconnected story of The Inner Light, which took place centuries in the past and didn’t involve anyone from The Next Generation save for a version of Picard, that’s a really strong and incredibly emotional idea.

And to be clear: we got a lot of that emotion in New Life and New Civilizations. I just don’t think we got all that we could’ve. If we’d spent more time with these versions of the characters, perhaps seeing Pike’s relief at not becoming disabled, spending more time with the younger version of Juliet, watching her grow up… there were a lot of opportunities that were missed to really ramp up the emotional side of things because this entire sequence could only last ten minutes. Again, when you compare it with The Inner Light – or just consider what a forty-plus-minute cut could have looked like – it doesn’t have the same impact. It comes up short, which is a real shame, because the bare bones of the idea work so well and there’s so much potential here.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Batel and Pike on the couch in their fantasy life.
Batel and Pike in their fantasy life.

The point of the fantasy sequence was for Batel to show the sacrifice she was making, but also for Captain Pike to catch a glimpse of the life he could have led. Given Pike’s impending fate – which, again, is set in concrete and cannot be altered – that’s such a cruel tease. He got to see the daughter he’ll never have, marry the love of his life, go through the elation of avoiding a debilitating condition that he thought was guaranteed to happen… then it was all ripped away from him. As we saw with Picard after The Inner Light, I expect we’ll see at least some kind of follow-up to this story next season. But… that follow-up isn’t going to be as impactful as it might’ve been if this sequence had been longer and stronger.

Did Pike experience his entire fantasy life in real-time… or did he only see the moments that we as the audience also got to see? That was left totally up in the air by the time the credits rolled, and I think Strange New Worlds had an opportunity to take the basic concept behind not only The Inner Light but also stories like Deep Space Nine’s Hard Time and really expand upon it. The idea of someone living a full life in this kind of fantasy world, then being dragged back – unwillingly – to the real world and having to face the consequences of that… it’s an interesting story idea that past iterations of Star Trek, being wholly episodic, could only take so far. And I really do look forward to seeing how Pike handles this experience in Season 4, and to what extent it will have an impact on him. I just wish the sequence itself had been longer and more fleshed out in this week’s episode.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing an older Pike in the fantasy life.
Did Captain Pike live an entire lifetime… or just experience parts of it?

There’s a lot to love in the fantasy-life sequence. And I think it achieved at least some of what it was supposed to in terms of ramping up the emotional nature of Batel’s sacrifice, and keeping the focus grounded on two characters and their lives, rather than straying too far into lofty ideas about “pure evil” and “saving the galaxy.” Given the weaknesses on that side of the story… New Life and New Civilizations benefited from this change in focus.

And for Captain Pike, whose future is still predetermined, it’s such a rug-pull that it feels cruel. Pike got to see what his life might’ve been like under different circumstances – having a wife, a daughter, and remaining in good health – and then it was taken away from him again. Depending on your outlook, having had a taste of something, only to lose it, can be worse than never having experienced it at all – and so it may be for Captain Pike. Obviously we aren’t going to spend Season 4 with Pike sulking in his quarters, and I think the end of New Life and New Civilizations at least tried to set up that Pike is back in the captain’s chair and ready to resume his mission. But… dealing with the lingering emotional consequences could be an engaging storyline next time, if handled well.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Pike after avoiding his accident in the fantasy life.
Captain Pike got to see what life could be like if he and Batel escaped their fates.

Taking all of the above into account, particularly the problems with pacing, the overstuffed story, and the need for this particular episode to have really been split into two parts… where do we stand?

In my opinion, New Life and New Civilizations has a lot going for it. It’s a lot better than, for example, Four-and-a-Half Vulcans or Subspace Rhapsody. But it’s also the weakest of the three season finales that we’ve seen so far – A Quality of Mercy and Hegemony are significantly better, more tightly-focused, and a lot more enjoyable.

But there are things to appreciate, and having talked about what I didn’t like, I think it’s only fair to move on to what worked well in New Life and New Civilizations.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the sickbay monitor and a scan of Captain Batel.
Scans of Captain Batel and the statue.

Although not as strong or as well-developed as I’d have liked, the fantasy-life sequence was genuinely interesting and emotional. It challenged our perceptions of Pike, and what kind of life he and Batel could have led if things were different, but both characters stayed true to themselves throughout. I’m not convinced that Pike, being aware of what lay in store for him, would have chosen to get married – let alone have a child – but having a rock-solid family life definitely upped the stakes and ramped up the emotional storytelling. I’m working with the head canon explanation that this fantasy-life was created entirely by Captain Batel based on her ideas of what an ideal life would’ve been like, and I think that’s more than enough to explain any apparent discrepancies. It’s also why I’m calling it a “fantasy” as opposed to something like an “alternate timeline.”

We don’t get to see Pike as a nurturing family man very often, and I really liked catching a glimpse of what that could look like. It was bittersweet in the best possible way (if that even makes sense), as we saw Pike living in a beautiful house, with Batel by his side, a daughter, and even a pet dog. If the worst thing I can say about that is “I wish we’d spent longer here and seen more of it,” well… that’s not exactly a damning criticism, is it?

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Pike with his family in the fantasy life.
Pike with Batel and their daughter, Juliet.

I also liked the idea of Pike and his daughter, Juliet, having such a strong bond that he’d be the first to know about her engagement. I’m not sure making her fiancé Admiral April’s son was necessary, but we got a cute connection between Pike’s family and “Uncle Spock,” which was just really sweet. Pike having perhaps retired from Starfleet is an interesting direction for his character in this fantasy sequence; I like to think that he’d have been worried about making changes to the timeline after the events of A Quality of Mercy.

And for Captain Batel, who I guess knew all along that this was just a fantasy… again, that’s heartbreaking. It was performed incredibly well by Melanie Scrofano, who’s been a wonderful recurring star on Strange New Worlds. I said ages ago that her relationship with Captain Pike had a “time limit,” but for it to have ended this way – prematurely, even, from Pike’s point of view – is tragic. Her final act was one of sacrifice, and even though there were narrative weaknesses with the Vezda that I would argue kept us from fully understanding the nature and necessity of that sacrifice, as a grounded and emotional storyline, it worked incredibly well.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Captain Batel on her "deathbed" in her fantasy life.
Captain Batel and Captain Pike at the end of their fantasy life.

Toward the end of the episode, Pike and Una shared a moment together as he recovered from the loss of Captain Batel. Since Pike went out on a limb for Una back at the beginning of Season 2, we haven’t seen them spend that much time together, so this was a sweet moment. For Una to be the one he’d turn to when at such a low ebb said a lot about the nature of their friendship, I felt.

This closing montage also showed us Sam and Jim Kirk sitting down together, Pelia and Scotty working on something together in the science lab, Ortegas, Uhura, and Una sharing a drink, Spock and La’an meditating, and Dr M’Benga reuniting with Chapel in sickbay. These small clips were cute, and they added a lot to the ending of the story. Again, there’s that “series finale” vibe to this montage, but the individual clips – and the voiceover tying them together – were great.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Una and Pike drinking together.
Una and Pike sharing a drink.

At the beginning of the episode, we got another fun sequence with the crew in Pike’s quarters – and Scotty being the latest victim of the “showing up in your dress uniform” prank that Uhura also fell for back in Season 1. I liked Scotty’s flustered reaction, here, it was cute. And Martin Quinn (whom I met at a Star Trek convention here in the UK not long ago) showed off that side of the younger Scotty incredibly well. There was also a Doctor Who reference during this sequence – Pelia mentioned having once known a “time-travelling doctor.” Obviously this was just a little easter egg; a nod and wink to fans of sci-fi. But it was a fun inclusion, and I like to see Star Trek making little in-jokes like that from time to time.

Dr Korby, although his role was smaller this time, made a welcome return. His presence this season has been a thread of continuity, binding different episodes together, and I think his relationship with Chapel is played well by both Jess Bush and Cillian O’Sullivan. Dr Korby took what he’d learned on Vadia IX and continued to pursue it, again in the name of finding some pathway to eternal life. There’s a lot of deliberate foreshadowing here, setting up Korby’s role (and ultimate demise) in The Original Series.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Dr Korby and Nurse Chapel.
Korby and Chapel.

The first away mission to Skygowan (before the crew apparently gave up on the idea of going incognito and, y’know, following the Prime Directive) included some wonderful colourful costumes, and I really liked the way Una, Uhura, Chapel, La’an, and Dr M’Benga looked. Those costumes felt like they came straight out of The Original Series or The Next Generation, which I really do mean as a compliment. I also liked the way the aesthetic of Vadia IX’s prison from a few weeks ago was retained, but given a more lively feel. The use of the AR wall was pretty solid here, too.

Despite some narrative weaknesses on his side of the story, Anson Mount put in a spectacular performance. Particularly towards the end of the episode, I really felt Pike’s grief and the weight of what he’d lost – not only Captain Batel, but the fantasy life that he could have led. This was a challenging role, one which involved putting Pike in old age makeup as the fantasy timeline unfolded, showing him wrangling with the changes to the timeline, gaining and then losing a family, and really going through a range of emotions. Mount did an exceptional job.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Captain Pike in his away mission jacket.
Anson Mount did a fantastic job in this episode.

Before we wrap things up, I want to talk about one more topic.

Star Trek is science-fiction, and some of its storylines lean heavily on the “fiction” side of that little hyphen! But one area where I’ve felt Star Trek has been more detached and rational in its approach is when it comes to questions like “fate” and “destiny.” Even Captain Pike’s story – with its ending set in stone – isn’t treated as his “destiny,” but rather as the consequences of choices he made. As Pike said in Discovery: “I’m not going to abandon the things that make me who I am because of a future… that contains an ending I hadn’t foreseen for myself.” Whatever we think of “time crystals” and the Klingons on Boreth, the way the story was presented made it clear that it was still Pike’s choice. A Quality of Mercy, with its time-travelling future Pike, doubled-down on that, explaining that Pike does have the freedom to avoid his accident, but that it comes at a price.

This story, in contrast, really went out of its way to lean into the ideas of fate and destiny… and I gotta be honest: I don’t love that for Star Trek. Some stories in fantasy settings work really well with the idea of a character’s fate or the outcome of a battle being predetermined, but I don’t think it’s right for a sci-fi series like Strange New Worlds. I didn’t like it when Deep Space Nine messed about with Sisko’s birth, saying it was caused by the Prophets so he could be their Emissary, and I don’t like it here with Captain Batel, either. It feels, to me, too far removed from the more objective and scientific way that Starfleet officers handle things.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Captain Batel's sacrifice.
This was Captain Batel’s “destiny.”

There was a creditable attempt to explain this, with Spock talking about “effect coming before cause,” and time being non-linear. That throws a scientific bone in the direction of this story about fate. But at no point did it seem as if Captain Batel had a choice or could regain control of her life and her future. Once Chapel established that Batel was the Vadia IX statue, and she’d decided it was her destiny… that was it. Everyone just kind of went along with it. And this isn’t just a question of pacing, though a longer version of this story could have dedicated more time to this debate. But rather it’s a question of whether a story about predetermination and fate – presented in this manner – is right for Star Trek. I’d argue that it’s not. It wasn’t right with Sisko and the Prophets, and it isn’t right with Batel and the Vezda, either.

There are other Star Trek stories which have come close to this line. Daniels and Archer in Enterprise, Picard with Q in The Next Generation, and even The City on the Edge of Forever all looked at questions of destiny and unavoidable fates. But it’s about how these stories are presented, not so much their content, and for me at least, New Life and New Civilizations went too far with the idea of Captain Batel having a predetermined “destiny” in a way that felt closer to fantasy than sci-fi.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing a close-up of Spock.
Spock talked about effect coming before cause and time being non-linear.

Here’s a question: with Captain Batel being written out of the series… does that mean there’s now an open slot for a new recurring character? If so, it’s bound to be someone else from The Original Series, right? Maybe in a future piece we’ll have to speculate about that! I’ll also go into this in more detail another time, but I generally liked what Strange New Worlds did with recurring characters this season. Kirk, Dr Korby, and Captain Batel all had roles to play in some episodes, but not all, and I felt they worked pretty well.

But after Kirk’s first appearance came in the Season 1 finale and Scotty showed up at the end of Season 2, I can’t have been alone in wondering if we might’ve gotten a new TOS character this time! I’m kind of glad we didn’t, though, and I could absolutely entertain the idea of Season 4 not introducing anyone new, but rather narrowing its focus on the characters already in play. Some folks, like Pelia, haven’t had a lot of time in the spotlight, so bringing in someone like Sulu, McCoy, or even a secondary character like Kor to fill the slot vacated by Batel isn’t strictly necessary.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing Pike and Batel exchanging presents in their fantasy life.
Will Strange New Worlds replace Captain Batel with a TOS character?

So let’s bring this review to a conclusion.

“Good but not great.” That’s my four-word summary, I guess. In a season where some episodes have been truly fantastic, I don’t think New Life and New Civilizations reached the highest bar. But it wasn’t the season’s weakest offering by any stretch, and my complaints mostly focus on the fact that potentially interesting storylines were cut too short, paced poorly, and not given enough time to shine. I think, if I were in charge, I’d have cut an episode like Wedding Bell Blues or Four-and-a-Half Vulcans in favour of a two-part version of this story.

But that doesn’t mean I hated New Life and New Civilizations. The decision to keep the Vezda as a brand-new alien race was a good one. The sets and costumes were great, and there were some fantastic uses of the AR wall, as well as a beautiful starship “dance” in space. Though Kirk’s inclusion in the story felt particularly flimsy, I liked his scenes with Spock overall, and furthering their relationship was a good choice. Dr M’Benga got an emotional turn with Gamble, and Pike’s fantasy-life sequence could, potentially, set up something for him in Seasons 4 or 5.

Still frame from Star Trek: Strange New Worlds 3x10 (New Life and New Civilizations) showing the USS Enterprise at warp.
The Enterprise warps away to her next adventure.

So that’s a wrap on Season 3. It was a two-year wait after Season 2 ended, but that was partially due to strikes over in Hollywood. With Starfleet Academy on the schedule for the first half of 2026, and presumably taking up time and resources in post-production, I wouldn’t expect to see Season 4 of Strange New Worlds for at least a year – and 2027 isn’t off the table. So… watch this space, I guess! Having finally reviewed all ten Season 2 episodes – and gotten around to Season 3 in a much more timely manner – I’d like to go back and write up re-watches of Season 1 in the months ahead. I hope you’ll join me for some of those!

And there’s more Star Trek content to come here on the website. Later in the autumn, I’d like to do a review of the Khan audio drama, I’m planning a couple of episode re-watches involving actors that I met at a recent Star Trek convention, and there’s the upcoming Voyager video game that I’m looking forward to, too. And, of course, there’s my usual chatter, previews, and theory-crafting! So even though Strange New Worlds Season 3 is over… don’t be a stranger. Check back from time to time, because I’m sure I’ll have plenty more to say about Star Trek.

Live Long and Prosper, everyone!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Scouts

It’s not every day that a brand-new Star Trek series premieres… let alone two! But to mark Star Trek Day yesterday (the 8th of September), Skydance/Paramount dropped the first episode of the Khan audio drama… and still had one more surprise in store.

Star Trek: Scouts is a series aimed at preschoolers. The first two episodes were released on YouTube yesterday, and I’m actually pleased to see Paramount doing something like this. As we’ll get into, I’m not sure the way Scouts has been launched is perfect, but as a concept, as a principle… this is the kind of move I think we need to see more of if Skydance and Paramount are serious about establishing Star Trek as a brand with longevity, and that can continue to exist well into the future.

Still frame from Star Trek: Scouts showing Roo, with Sprocket and JR in the background.
A Star Trek series for kids is a good idea.

This is categorically not a “review” of Star Trek: Scouts, by the way. I’m not in the two-to-five demographic (believe it or not), so my thoughts about the actual content of this kind of show really wouldn’t be worth much! That’s not to say I don’t find joy in some cartoons or films aimed at a younger audience… but there’s young and then there’s young, if you take my point. These sub-four-minute episodes, with very basic storylines, are cut from the same cloth as something like Cocomelon, and for their intended audience, I’m sure they’ll be perfectly enjoyable.

What I’m interested in, as a Star Trek fan, is the potential for the franchise to belatedly break out of its demographic prison cell and finally attract a new audience. The tl;dr is that Star Trek is ageing… and if that continues unchecked, the fan community will die out. Shows like Prodigy and films like Section 31 were supposed to change that, attracting a younger audience and an audience raised on Marvel movies, respectively. I don’t think either project really met the moment and achieved those objectives… but there’s a chance, at least, for Scouts to appeal to a very young crowd, some of whom will go on to explore the Star Trek universe in more depth as they grow up. That can only be a good thing.

Still frame from Star Trek: Scouts showing the main character trio.
The three main characters.

I am disappointed, though, that Scouts is currently hosted on the YouTube channel of a different Nickelodeon series. That confused branding and mixed messaging won’t help. And, as I said several years ago when discussing Prodigy: where are the toys and tie-in products? None have been created in time for the show’s launch… and that’s still not good enough from Paramount. Kids – especially younger kids in the age range Scouts is pitched at – engage with their favourite worlds through play. Toys, dolls, dress-up costumes… all of these things should have been ready for eager kids and parents to coincide with the launch. It’s pretty stupid that they weren’t – and it’s going to hold back Scouts’ potential unless and until these kinds of toys are ready to go.

Some cartoons only exist to serve as glorified toy commercials. But despite owning the Nickelodeon brand – and knowing what it takes to market to kids successfully – Paramount is, for the second time, refusing to make kid-friendly Star Trek merchandise for its kid-friendly Star Trek series. I can’t be the only one to think that’s a mistake, can I? Or that it’s undermining the very idea behind creating a series like this?

Still frame from Star Trek: Scouts showing Roo and a tricorder.
Roo using a tricorder.

It’s not my intention to be overly negative, and this criticism is intended to be constructive. I’d love to think a show like Star Trek: Scouts will succeed, and will bring in younger fans to the Star Trek community at just the right moment. Star Trek needs that. And with Prodigy and Starfleey Academy, too, there’ll be no shortage of shows for younger viewers to sink their teeth into when they graduate from this kind of preschool cartoon and want something a bit more grown-up. Those are all great things, and Star Trek could – with the right management and leadership – really synergise these younger-focused series to give kids, tweens, and teens a route into the Star Trek fandom.

But so far, I don’t see a lot of effort on that side. I didn’t see it from the old Paramount at all, and I don’t see it from the new Skydance-owned Paramount, either. The launch of Scouts – with no fanfare, no tie-in products, and on a YouTube channel branded after a different show (not even the main Nickelodeon channel) – just smacks of a lack of care, a lack of attention, and a lack of effort or interest. And if that’s the case… why bother? Why commit money to a project like this only to not follow through and give it the best chance of success? It’s just… wasteful.

Still frame from Star Trek: Scouts showing HQ.
The kids’ HQ… complete with giant phaser beam.

I’m also a little disappointed with some – thankfully a minority, as far as I can tell – of the reactions to Scouts online. Some folks are completely unable to grasp the idea that not every single media project or piece of content is made specifically for them, and I’ve seen people saying Scouts is “childish,” “basic,” and “a joke,” as if it was somehow meant to be something a grown adult would enjoy. So let’s say it loud and clear for the people getting upset about Scouts not being as deep and complex as episodes like The Drumhead:

It’s a show for two-year-olds.

We all get it now, yeah? It’s gonna have basic plots, child characters, and not a lot of world-building or complexity. That’s by design! Not every show – and not every Star Trek show – is made for everyone. Scouts, more so even than Prodigy before it, is targeting a very specific audience, and a very young audience. It’s not for me – but it’s not supposed to be. I’m glad that there’s some effort being made to make some of the basic trappings and aesthetic elements of Star Trek appeal to a new, younger audience – even though I wish some of the execution was being handled a bit more professionally.

Still frame from Star Trek: Scouts showing the three main characters jumping.
To boldly go…

This is probably gonna be the last time I touch base with Scouts… though with my niece being born earlier this year, maybe if it’s still around in a couple of years’ time, I’ll recommend it for her! I think the idea of creating a project like this – a potential easy way into Star Trek for even the youngest viewers – is no bad thing, and I will be rooting for its success, even though Skydance and Paramount don’t seem to be all that bothered one way or another.

So that’s all for today, I guess. Star Trek: Scouts exists. If you have young kids (or you’re a child at heart; no judgment), you can find the first two episodes on YouTube, with a promise of some eighteen more to come. I think there are plans to broadcast episodes on Nickelodeon or Nick Jr., too, in regions where those channels are available, so keep an eye out for that, too.

And if Scouts isn’t for you… that’s okay. There are almost 950 episodes and films in the Star Trek franchise that you might like instead.


Star Trek: Scouts is out now and can be streamed via the Blaze and the Monster Machines YouTube channel at time of writing. The Star Trek franchise – including Scouts – is the copyright of Skydance/Paramount and Nickelodeon. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Happy Star Trek Day!

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of minor spoilers for Strange New Worlds Seasons 2-3.

Happy Star Trek Day, friends!

The 8th of September – i.e. today – was the date in 1966 when the very first episode of Star Trek premiered in the United States, and in recent years, it’s been celebrated within the fan community as “Star Trek Day.” Next year’s going to be the milestone 60th anniversary, but I thought we could take stock of where Star Trek finds itself, reflect on the importance of the franchise, and just geek out a little bit today, since it’s a special occasion.

Though it was the first episode to be broadcast, The Man Trap wasn’t the first episode to be produced. After The Cage didn’t make the cut, Gene Roddenberry and co. were given a rare second chance to make a pilot, and they settled on Where No Man Has Gone Before. However, although the network liked this episode more than The Cage, it wasn’t considered as straightforward a story when it came to deciding on the broadcast schedule. Basically, by process of elimination, The Man Trap won out against the few other completed episodes in September 1966. And just the other day, I got to meet Budd Albright – one of the actors who was in The Man Trap. Being able to say I’ve met one of the performers who was in the first ever Star Trek episode is, without a doubt, one of the coolest things I can add to my resume as a Trekkie!

Still frame from Star Trek: The Original Series S01, E01, "The Man Trap," showing Barnhart and the M-113 Creature.
Budd Albright (left) in The Man Trap, which aired 59 years ago today.

When you look back with 59 years of hindsight, having seen how Star Trek attracted a fandom and expanded into a massive franchise, it’s easy to fall into the trap of saying its success was always a sure thing. But if you read up on the early production history of Star Trek, what amazes me is how it could’ve either been completely different… or might never have made it off the ground at all. Even today, if a television pilot gets rejected, being offered a second chance by a broadcaster is something that very rarely happens. In the mid-1960s, with sci-fi still a relatively new and untested genre on television – and an expensive one, thanks to sets, costumes, props, prosthetics, and special effects – it’s genuinely stunning to think that the higher-ups at the network were willing to give Gene Roddenberry that all-important second chance.

There were several key decisions taken early in the production of The Original Series that I genuinely believe took a great concept and turned it into something that became a phenomenon. The first was the avoidance of product placement; Gene Roddenberry was keen to avoid Kirk and Spock turning to the camera, cigarette in hand, and plugging brands like Lucky Strike. The second, and probably most important, was that The Original Series was filmed and broadcast in colour, at a time when colour TV was only just getting started. Doctor Who, one of Star Trek’s contemporaries in the ’60s, didn’t broadcast in colour until 1970, and American shows around the same time – like The Addams Family, The Twilight Zone, and The Fugitive – were all still airing in black-and-white.

Kirk, Spock, and Dr McCoy from Star Trek on a promo poster for the series' Betamax release c. 1986 (cropped).
Kirk, Spock, and Dr McCoy.

Star Trek was cancelled in 1969 due to low ratings – but those ratings massively improved when the series was rebroadcast in the early 1970s – and I firmly believe that if it had been in black-and-white, not colour, it would’ve been more difficult for Star Trek to have garnered the level of support that led to the creation of The Animated Series and, eventually, The Motion Picture. I don’t know if colour was always the plan, and for a while, I remember reading that the only full cut of The Cage that existed was in black-and-white, though I’m not sure if that was just a pre-internet rumour! In any case, being filmed and broadcast in full colour definitely gave Star Trek a much-needed boost as colour TV was just about to take off.

At the core of Star Trek, though, were great characters and fun stories – often, but not always, with morals and messages that reflected the world in which they were written in different ways. I said a few years ago that The Man Trap is more than just an “alien monster” story; what makes the episode so poignant and powerful are the reflections Kirk, Spock, McCoy and others have when they consider the implications that the Salt Vampire may have been the last of its kind… and they killed it in self-defence. Star Trek has always trusted its audience to think, and encouraged viewers to consider the implications and possibilities of its stories. Star Trek episodes are designed to be dwelt upon after the credits have rolled – which, I think, explains why there’s such a vocal and passionate fan community!

Still frame from Star Trek: The Original Series S01, E01, "The Man Trap," showing the M-113 Creature/Salt Vampire.
The M-113 Creature.

After The Cage was rejected, Gene Roddenberry and the team re-worked most of its characters. “Number One” was originally intended to be the stoic and logical one, but that role was reassigned to the new incarnation of Spock. Captain Pike was out, replaced with Captain Kirk. Dr Boyce became Dr McCoy, but retained a similar role as an older confidant of the captain. Characters like Sulu and Uhura were created, and the stage was set for the show we’re all familiar with.

If you’d told the cast and crew then, in 1966, that new episodes featuring Spock, Scotty, Uhura, and Nurse Chapel would still be airing 59 years later… well, I doubt anyone would have believed you!

But I think it says a lot about those characters, and the way The Original Series was written, that Strange New Worlds came to exist at all – let alone that it’s the best thing Star Trek has done in a long time. Those characters, their personalities, and the way they’d conduct themselves in their roles… it’s a huge part of what made Star Trek into the franchise it would become. We’re still watching episodes starring these same characters, alebit in an updated format, all these years later.

Still frame from Star Trek: Strange New Worlds 3x06 showing Spock, Scotty, Chapel, and Uhura on the bridge of the USS Farragut.
Spock, Scotty, Chapel, and Uhura in a recent Strange New Worlds episode.

I didn’t come to Star Trek via The Original Series. It was The Next Generation that first made me a Trekkie in the early 1990s. I’ve said this before, but Season 2’s The Royale is the first episode I can remember watching all the way through (though I think I’d seen at least parts of episodes before that, as well as having seen some action figures and props that my uncle had at the time.) In any case, I date my entry into the Trekkie community to 1991, when The Royale aired for the first time here in the UK. I went back to watch The Original Series here and there, when it was on TV and when I could afford to rent video tapes!

But as I progressed my journey into the Trekkie community through the 1990s, including attending my first-ever fan meetup and going to visit the Star Trek Exhibition around the time of the 30th anniversary, I came to watch The Original Series episodes and films. I’m afraid I couldn’t tell you what the first TOS episode I watched was; that memory is lost in the recesses of an addled brain! But I soon fell in love with Kirk, Spock, Dr McCoy, and the rest of the crew – just as the first generation of Trekkies had done a quarter of a century earlier. I don’t think I knew that The Man Trap had been the first episode to air until I got online around the turn of the millennium and started talking to other Star Trek fans; there was a debate, for a time, about which episode “technically counts” as the first one – should we go in broadcast order or production order? Broadcast seems to have won that argument, by the way!

Behind-the-scenes photo/still frame from Star Trek: TOS showing the original USS Enterprise model against a blue screen.
The original USS Enterprise filming model.

Some people have gone so far as to suggest that, without Star Trek, there’d be no sci-fi on our screens today. I don’t agree with that assessment, I’m afraid. By 1966, when The Man Trap aired, Kuberick’s 2001: A Space Odyssey was in production. Other sci-fi and sci-fi-adjacent shows, like The Outer Limits, My Favorite Martian, and The Twilight Zone were already airing, and with the space race in full swing, there was a growing amount of attention on the genre. But without Star Trek, the sci-fi landscape would’ve been very different. Even back then, there was a lot of “doomerism” floating around. Star Trek is one of the very few entertainment properties – then or now – to present an optimistic vision of the future, where technology cures problems rather than causes them, where humanity has overcome its violent impulses rather than surrendered to them, and where the future is bright, not dark.

That’s what appealed to a lot of people about Star Trek: the core fundamentals of its setting. Technology could cure diseases. There was still an economy and private property, but humanity had moved to become a “post-scarcity society,” where an abundance of energy and resources meant we could dedicate our time to science, exploration, and other pursuits instead of being tied to a desk or working in a factory. Those elements of escapism appeal just as much today as they did 59 years ago – and they probably always will.

Still frame from Star Trek: The Original Series S01, E01, "The Man Trap," showing Dr McCoy holding his medical tricorder.
Dr McCoy with his medical tricorder in The Man Trap.

As someone who’s had health issues going back decades, I can say with certainty that one of the most appealing things about Star Trek’s vision of the future is the potential to cure diseases, and how it depicts an inclusive, friendly society that’s largely free from discrimination and hate. Technologies like the hypospray and medical tricorder are seen diagnosing and treating all manner of ailments and conditions. Some episodes suggested that limbs could be regenerated, scar tissue covered up, and even the ageing process itself could be reversed (in some stories, at least!) Dr McCoy (and later the likes of Dr Crusher, Dr Pulaski, and Dr Bashir) would be seen treating patients in state-of-the-art medical facilities, with bio-beds, computer monitoring, and research labs to develop brand-new cures.

Star Trek “predicted” technology that we take for granted today. What is the Enterprise’s viewscreen if not an early take on video-calling and FaceTime? Communicators seem an awful lot like mobile phones. Combadges? Bluetooth microphones and speakers. There are laser weapons in use by militaries around the world, and proposals for things like nuclear fusion reactors, ion thrusters, and even a “warp drive” concept of sorts – many of which are at least partly inspired by Star Trek. And there are countless individuals who have cited Star Trek as a reason for their interest in medical, scientific, or engineering fields.

Still frame from Star Trek: The Original Series S01, E01, "The Man Trap," showing the main viewscreen.
The planet M-113 (remastered version) on the Enterprise’s main viewscreen.

So if that’s Star Trek’s legacy and early history… what’s next? What may lie in store for Star Trek as we pass its 59th birthday?

This is where, I’m afraid, things start to look a little less rosy. In my view, Skydance – Star Trek’s new corporate overlords – are not as interested in making new television shows as the previous incarnations of Paramount and CBS had been. I don’t believe it’s a coincidence that Discovery, Lower Decks, Prodigy, and Strange New Worlds were all cancelled after Paramount took the decision to go ahead with the Skydance merger. David Ellison, the CEO of Skydance and, by extension, the man with the final say over new Star Trek productions, does seem interested in some kind of feature film adaptation – and as luck would have it, there are supposedly at least two such projects currently being worked on. But with Paramount+ struggling, and not every recent Star Trek project being particularly well-received… I will not be at all surprised if the final episodes of Strange New Worlds and Starfleet Academy will bring an end to this era of Star Trek on TV.

With that being said, as depressing as it may sound, it isn’t always a bad thing for a franchise to take a break, get shaken up, and come back after some time has passed! It worked for Doctor Who in the mid-2000s, it arguably worked for Star Trek after Enterprise’s cancellation, and it’s at least possible to think that future Star Trek productions may benefit from learning the lessons of this era of streaming TV… as well as from having a bit of a hiatus.

Concept art of the USS Enterprise produced for Phase II/The Motion Picture.
Concept art of the USS Enterprise produced for Phase II/The Motion Picture.

I don’t have any “insider information,” by the way. But based on what’s been said publicly about potentially merging Paramount+ with Peacock (or some other streaming platform), David Ellison’s apparent preference for films over streaming TV, and the cancellation announcement for Strange New Worlds coming before Season 3 had even aired… that’s my gut feeling. No new Star Trek has been greenlit for a while, and one of the shows that had been announced – Tawny Newsome’s “workplace comedy” series – now seems to not be going ahead. So I think we have to contend with the possibility, as we pass the 59th anniversary, that Star Trek may once again be heading for a fallow period.

But there will be time to talk about that in more detail on another occasion!

Today, I want to raise a glass and toast to Star Trek’s success. Not many other entertainment properties from the mid-1960s are still around, still being worked on, and still so beloved as Star Trek. Very few franchises get anywhere near the 1,000-story mark – yet Star Trek, at time of writing, is just about 40 episodes shy of that incredible milestone. If Strange New Worlds and Starfleet Academy proceed as planned, as well as the films which are supposedly being worked on… hitting that 1,000-story mark seems within reach in the next few years.

Still frame from Star Trek: Strange New Worlds 3x09 showing transporting.
Beaming down to a moon in the most recent Star Trek episode.

On a personal note, though I’ve dealt with burnout and felt the franchise had been over-saturated in the early 2020s, I’m still a huge Trekkie. I’ve been keeping up with Strange New Worlds this season, and I regularly go back to watch my favourites from The Next Generation era in particular. Being a Trekkie has been part of my identity, in a way, since I was a pre-teen, and now I’m in my forties! Nothing else in the entertainment world compares to Star Trek, for me, and even when I’m not actively watching the latest film or episode, Star Trek is still on my mind, its philosophy and vision of the future are still things I take into account, and my love for this franchise remains. The way I express that may fluctuate, sure, but I am still a Trekkie – and I daresay I always will be.

So happy Star Trek Day! Wherever you are in the world, whatever you’re doing, and regardless of whether you plan to watch The Man Trap (or any other episode) to mark the occasion, thank you for checking in, and I hope you have a wonderful Star Trek Day. This incredible franchise brought us together, today, 59 years on from that first episode – and I think that’s something pretty darn special.

Live Long and Prosper.


The Star Trek franchise – including all episodes and properties discussed above – is the copyright of Skydance/Paramount. Most Star Trek shows and films can be streamed on Paramount+ in countries and territories where the platform is available, or purchased on DVD and Blu-ray. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 9: Terrarium

Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Strange New Worlds Seasons 1-3. Spoilers are also present for the following Star Trek productions: The Original Series Season 1, The Search for Spock, The Next Generation Season 3, Discovery Season 2, and Picard.

Of all the main characters on Strange New Worlds, we’ve spent the least amount of time with Erica Ortegas. She’s been a presence on the show and has had some memorable scenes, but she hasn’t gotten a major storyline or a spotlight episode… until now. There are reasons for that, of course, and we don’t have to go over all of it again. But I know that a lot of Trekkies – myself included – have been waiting for an episode in which Ortegas would get her moment to shine.

And what an episode it was!

Terrarium was intense, dramatic, emotional, and just fantastic. It’s rare for me to sit down to write a review having taken no notes, but I was so absorbed in the story that I genuinely didn’t have a second’s pause to write anything. The only negatives I can find from Terrarium are total nitpicks; the kinds of silly things only the most detail-obsessed Trekkies might ever care about. The episode really was exceptional. One of the best from all three seasons of the show without a doubt.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing the crash site and Ortegas.
Uh-oh, Ortegas is in a spot of bother…

Because Strange New Worlds is a prequel, and because we know that several of the characters it includes will go on to have careers in Starfleet during The Original Series era, it isn’t always easy for the show to create a genuine sense of danger. We know Pike’s fate, we know where Spock will end up, and we know Uhura, Scotty, Chapel, Dr M’Benga, and others all have futures beyond the series. In the modern entertainment landscape, that can change how we perceive stories which put these people in the firing line.

In the aftermath of shows like The Walking Dead and Game of Thrones – shows which use what I’ve termed the “disposable cast,” where any main character can be killed off at almost any moment – television storytelling has shifted. Being a main character is no longer a guarantee of safety. Star Trek has struggled to keep pace, with characters in Picard and Discovery almost all surviving even the most apocalyptic dangers (or being resurrected afterwards!) But Strange New Worlds has already been different – Season 1 saw the untimely demise of the brand-new character of Hemmer. Terrarium got me to feel like Ortegas was genuinely in danger of losing her life and being written out of the show in a way that stories like Shuttle to Kenfori simply couldn’t for Pike and M’Benga. And I think that shows the advantages, in this new media environment, of using brand-new characters as opposed to relying too heavily on legacy characters whose fates and futures are set in stone.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Ortegas right after the crash.
This genuinely felt like it could’ve been the end for Ortegas…

I said recently that I don’t like when Star Trek stories blatantly rip off what’s come before, but I appreciate it when they “rhyme.” And for me, Terrarium reminded me of The Next Generation Season 3 episode The Enemy, in which Geordi La Forge and Bochra, a Romulan, are similarly trapped together on the desolate planet of Galorndon Core. The barren, stormy world, the pairing up of a Federation officer with a member of an enemy faction… Terrarium uses these same elements in a similar way, but still feels like a totally distinct story. That isn’t easy to pull off, and the differences between the stories – the shuttle crash, the wormhole, the difficulty of communicating with the Gorn, and Ortegas’ hostility toward the Gorn as she still processes her trauma – are a big part of what makes Terrarium work.

If I might make one criticism that falls outside of nitpick territory, it would be the editing and pacing of a few of the scenes. In short, Ortgeas seemed desperate for food and water immediately after crash-landing, and the passage of time was not particularly well-communicated at first. Pike said, at one point, that they’d been searching for her for over two days, and by the time she was eventually rescued, even more time seemed to have passed. Ortegas might’ve spent a couple of days on the moon before encountering the Gorn. Or a week. Or a few hours. Or maybe she and the Gorn lived together for a couple of weeks before the rescue? Some of those scenes just felt a little… choppy, if that makes sense – particularly the sequence after Ortegas crash-landed, and the scenes in the run-up to her first meeting with the Gorn. I can’t help but feel adding a card or some text saying “48 hours later…” or something like that might’ve helped at a couple of points.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Ortegas on the shuttle, resting.
It wasn’t totally clear to me how much time passed in between some of these sequences.

Can I skip to the end and talk about that? Because the end of Terrarium was brutal. After working together, surviving together, and planning out an escape together… for Ortegas’ Gorn friend to just be gunned down by La’an and the redshirts was harrowing. Star Trek stories almost always present our heroes as being in the right – even if they do something bad or against the rules, it’s almost always for a noble reason. La’an and the security team just opened fire without warning against an unarmed opponent, killing her in cold blood. I was shocked – and I’m genuinely struggling to call to mind a similar moment anywhere in Star Trek, in which the death of a friendly character was handled with such ruthlessness by Starfleet personnel.

The writers took a narrative necessity – that the Federation couldn’t have a Gorn just hanging out aboard the flagship years before the events of Arena – and turned it into a truly shocking twist ending for this kind of “let’s all learn to live together in peace” storyline. Ortegas is probably the second character, after La’an, to have held such genuine fear and hatred for the Gorn, and it seemed as if Terrarium was trying to echo Arena and similar Star Trek “morality plays” with a story all about overcoming hatred, finding common ground, and learning to work together. All of that was ripped away with seconds to spare – after Ortegas and the Gorn had risked everything to achieve rescue. It was… well, it was brutal. There’s no other word for it.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing the dead Gorn.
Shocking and brutal.

Ortegas still learned a lot, of course. She overcame her fear and hatred for the Gorn, and as the Metron told her at the end of the episode, that was real and she’ll be able to retain all of that knowledge and those feelings. She’ll also be able to convey to Starfleet that the Gorn can, under the right circumstances, be dealt with, reasoned with, and communicated with – which, hopefully, are things that could set the stage for dialogue in the future. So those “morality play” ideas are still present, they still matter, and they’re still a big part of the episode’s story. It feels very “Star Trek” in a way that not every modern episode has done!

But the ending is straight out of the modern entertainment playbook! Arena ended with Kirk injuring the Gorn, but refusing to kill him. The Enemy ended with La Forge and his Romulan counterpart being rescued. But Terrarium went for the twist ending, the shock of seeing Ortegas’ new friend gunned down right at the moment of victory. Betrayed by Starfleet – unintentionally, perhaps, and even arguably understandably – but that doesn’t make it feel better.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing La'an firing her phaser rifle.
La’an firing her phaser rifle.
(Colour/brightness tweaked for clarity)

If anything, I’d say this kind of ending ramps up the “morality play” angle. Terrarium is different from the likes of Arena and The Enemy, which got happier, or at least more positive endings. But the final act of Terrarium hammers home its message about bridging cultural divides, working with someone from a different race, and finding comradeship with an enemy. Ripping that away so coldly, and for no good reason, shows us how far Starfleet and the Federation still have to go – and how the “good guys” can still make mistakes or be too quick to anger.

This is what Star Trek has always been about – just updated with a more modern style. What was the point of The Enemy, if not learning to see an enemy as an equal? Or Arena – that “the other” is not a monster, but a person? Kirk starts his battle with the Gorn by talking of the revulsion he feels for the reptilian monster, but stops short of killing him at the end. Terrarium builds from the same narrative foundation, but twists the knife right at the end. Ortegas may have learned to let go of her fear and her hate… but Starfleet is still too quick to reach for the phaser.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing a close-up of the Gorn.
Ortegas came to see the Gorn as a friend.

Despite feeling like she was genuinely in danger the entire time, I’m glad Ortegas lives to fight another day. The opening act of Terrarium, which showed Ortegas with Spock and Uhura, felt comparable in tone to how Discovery set up Airiam’s death, or how, earlier this season, Ensign Gamble was sent on the away mission that claimed his life. That kind of setup, knowing what we know of modern Star Trek, has an almost eerie feel, so when Ortegas’ mission went wrong and she crash-landed, I really did feel like she was in danger.

Given that Strange New Worlds has been adding to its roster of legacy characters, fleshing them out, and even trying to set up a “Year One” spin-off focusing on the likes of Kirk, Spock, and Scotty… I wondered if Ortegas might be about to be brushed aside to bring someone like Sulu on board. But I’m very glad that didn’t happen (or at least, it hasn’t happened yet) because she’s someone we’re still getting to know – and she’s such a fun character. Ortegas is cut from the same cloth as Voyager’s Tom Paris insofar as she’s a genuinely passionate pilot, not just a helmsman. Having that kind of person in the pilot’s seat – both of the Enterprise and in shuttlecraft – is a ton of fun, and I can feel her passion for the role every time she takes the helm. Shuffling her out of the way to make way for Sulu (or another legacy character) wouldn’t sit right with me.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Ortegas piloting her shuttle.
Ortegas is at home in the pilot’s seat.

Speaking of piloting… what do we make of Captain Pike taking the helm? I absolutely loved it – and I think Terrarium is a great episode for Pike, despite him not being the centre of attention. I wrote last week that, across the three seasons of Strange New Worlds that we’ve had so far, several episodes saw Pike transformed into a different person, recreated as a hologram, or just… behaving out-of-character. It’s gotten to the point where I feel like it’s almost a refreshing change of pace to see Pike as the upstanding, decent, honourable Starfleet captain that we remember – the character who, as Trekkies, we were so desperate to see given his own show.

Pike taking the helm also reminded me of another Next Generation Season 3 episode: Booby Trap. That episode sees Picard – to the shock of everyone on the bridge – take the helm to guide the Enterprise-D out of a sticky situation, and Pike’s turn at the helm definitely brought up echoes of that story for me. I would’ve liked to see Pike take his seat, perhaps… but maybe that would’ve been too similar, I don’t know. Either way, it was a really great moment, and it drew on Pike’s history as a Starfleet test pilot, which Strange New Worlds has brought up on a few occasions. I like that this is an ongoing aspect of his character and wasn’t newly-invented for Terrarium; these consistent story threads make a series and a setting feel so much more real.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Spock in the captain's chair with Una and Pike at the helm/navigation console.
Captain Pike at the helm.

Pike’s side of the story also brought up the weight of command and the difficulties of making command decisions. This is something we know weighs on the captain – in The Cage (and The Menagerie) Pike spoke about how he felt the burden of command and how being responsible for the ship and crew was taking a toll on him. In Terrarium, Pike had to balance the needs of the many with the needs of the one (to quote a future Mr Spock), wanting to do everything in his power to search for and save the wayward Ortegas – but having a time limit to deliver vaccines to a colony world.

I loved Pike’s line to Uhura that he knew she “fudged the numbers,” and he would’ve undertaken the rescue mission regardless. I think that says a lot about the kind of captain he is, and the way he handles his ship and crew. Pike was confronted with a genuinely impossible situation, but he stayed calm, he did everything he could to buy his crew as much time as possible to look for Ortegas, and his role this week reminded me exactly why I was so keen on “the Captain Pike show” back in 2019!

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Pike looking at Uhura.
This was a great episode for both Uhura and Pike.

Did you spot a reference to The Doomsday Machine? Decker – a commodore by the time of The Original Series – was in command of the USS Constellation, the ship Pike and the Enterprise were set to rendezvous with in Terrarium. I just thought that was a neat little reference. It doesn’t need to be expanded into something massive, with the Constellation and Commodore Decker being shown on screen next week, but it was a cute little nod and wink to Trekkies – and another reminder that all of these stories are taking place in a shared setting. It wasn’t a big thing, but it was neat that the writers went the extra mile, instead of saying that the vaccines were to be delivered to Captain Bob of the USS Whatsisname.

Terrarium was also a fantastic episode for Uhura. Her empathy and love were on full display as she supported Ortegas ahead of her first solo mission in months, then became the strongest advocate for searching for her, even when Spock seemed (perhaps a little too keen) to throw cold water on her plans. We’ve seen Uhura grow in confidence across Strange New Worlds so far, and as Pike remarked, bending the rules is a new frontier for her! But it came from an understandable place, and had been set up incredibly well earlier in the episode.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Uhura on the bridge, happy.
Uhura at the episode’s climax.

Uhura has had several “moments” across the first three seasons of Strange New Worlds in which she becomes more confident, solidifies her relationship with Starfleet, or just grows in some way. And Terrarium was another great example, building on storylines like visiting the comet, bonding with Hemmer, and inspiring the crew to sing their way out of trouble. The notion that Uhura would do anything to help a friend in need… that’s a core part of the character we remember, and seeing her bend the rules, thinking that was the only way to help Ortegas? It sets up Uhura joining Kirk’s mission to steal the Enterprise in Star Trek III, as well as countless other examples of her going out of her way to help her friends.

Spock was, perhaps, a little too quick to dismiss some of Uhura’s ideas – but this was never really presented as a conflict; more so a hurdle for Uhura to overcome. And Spock, despite his initial predictions of failure, didn’t come across as being a jerk for the sake of it. He even stayed with Uhura, continuing to help her work on her simulations, which I think also says a lot about how far he’s come across the show so far. After so many “Spock comedy” storylines – something I talked about at length last week – it’s nice to see Spock in a more familiar and straight-laced role. It’s also nice to see Spock contributing, but taking a back seat to other characters. This side of the story mostly looked at Uhura and, to a lesser extent, Pike. Spock played a role, but he doesn’t always have to be centre-stage.

Combo of two still frames from Star Trek: Strange New Worlds 3x09: Terrarium, showing Spock and Uhura in the science lab.
Uhura and Spock.

So let’s return to the main part of the story: Ortegas and the Gorn.

I really liked the moon that Ortegas crashed on. It made fantastic use of the AR wall, and just felt like such a barren and desolate place. Seeing the wind sweeping across the surface of the moon, with nothing but dust and rocks in sight, with occasional quakes and rumbles shaking the ground… it made for a very unnerving place to have crash-landed; very lonely, very bleak. The addition of the flaming blue gas giant in the sky obviously added a huge sense of impending danger, which was intimidating. The camera work on the surface of the moon, combined with the AR wall, actually led to a really great effect – something Paramount hasn’t always been competent at if you look back at some other recent Star Trek projects, like Discovery’s fifth season.

And this sense of being lost, alone, and trapped in a desolate, barren wasteland was really hammered home by the presence of the wormhole. I don’t think we ever learned exactly how far away the wormhole’s terminus was from where the Enterprise was situated – but, as Spock said, it could be basically anywhere in the universe. That added so much to the sense of isolation and abandonment compared to, say, an episode like The Enemy, in which the Enterprise-D was still in orbit, even if for technobabble reasons it wasn’t possible to beam out Geordi right away. Again, that sense of genuine danger – that we might be about to lose Ortegas from the series entirely – was ramped up by just how badly wrong this mission was going.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing the USS Enterprise wedged in a wormhole.
The Enterprise in the wormhole.

A couple of weeks ago, I said that I was worried that Ortegas’ injury and trauma from the beginning of the season hadn’t been picked up in a big way, and that if it did come back, it would be harder to pull off effectively after having seen her “back to normal.” And I stand by that to an extent – I think if, instead of Terrarium, we’d gotten a Discovery-style “let’s all talk about our feelings” story, it would have been difficult to put Ortegas into that after several episodes had passed in between her injury, her insubordination, and her apparent recovery. But because of the way Terrarium approached it – putting her face-to-face with a Gorn for the first time since the end of Hegemony, Part II – it actually worked incredibly well.

Ortegas’ character arc built on her earlier encounter with the Gorn and the lingering trauma it caused her without feeling like we’d missed a step. By throwing her into this tense survival situation, we got to see her going from “just kill me already you alien monster,” to “okay, we can be friends.” And Terrarium built this up slowly and carefully, taking us from Ortegas’ shock at spotting the Gorn, trying to hide, fearing for her life, and eventually coming to terms with the fact that they’d have to work together to have any chance of escape. It was incredibly well written – and given that Melissa Navia was the only one to actually have any dialogue on this side of the story, incredibly well performed and emoted. Having to act out an incredibly intense and emotional storyline against a person in a Gorn suit can’t have been easy – but she made it look easy! This is why, for almost three full seasons, a lot of us have been champing at the bit for a proper Ortegas episode!

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Ortegas inside the shield dome.
Melissa Navia absolutely excelled.

We got to see Ortegas run the gamut of emotions. The elation of her mission and the piloting challenge, the anxiety and loneliness after the crash-landing, the sheer terror of her first Gorn encounter, a slowly-developing friendship which culmintaed in board games, and the abject grief at her new friend’s utterly brutal execution. And Melissa Navia had to do all of that (well, almost all of it) on her own, with no other actor to bounce her lines off of. It’s an incredible solo acting performance, one which really encompasses a huge range of different emotional states across a dangerous and nearly fatal away mission.

After Strange New Worlds has reimagined the Gorn to be closer to Alien’s Xenomorphs or other horror movie monsters, it was incredibly refreshing to see a different and softer take this time. We got to see a Gorn – for the first time in the entire series, really – not as “the other,” or a monster, but as a person. This Gorn showed Ortegas – and by extension, us as the audience – that the Gorn are more than just mindless killing machines who see humans as food. They have a complex language, a culture, they enjoy playing games, they can get sick and injured… again, to tie into the theme of Star Trek stories as “morality plays,” we’re seeing the Gorn – through Ortegas’ eyes – as people… basically for the first time since they were re-worked for Strange New Worlds. This only makes the brutal killing of the Gorn at the end of the story hit so much harder and feel so much worse.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Ortegas on her knees.
Ortegas at the end of the story.

May I nitpick? If you know me… you know I must!

If you can transport down to a moon, it stands to reason that you can also transport up from a moon, right? So why did La’an have to beam down to search for Ortegas? And why did La’an beam down with a squad of redshirt tactical officers for a rescue mission, instead of – oh, I dunno – a doctor? The “we have to deliver these vaccines on time” added an extra source of tension to the episode, but it felt a bit exposition-y – mostly because of the timing of its introduction. If the episode had begun with Pike saying, “we’re en route to deliver these vaccines, but we stopped off briefly to study this unusual phenomenon,” I think it would’ve worked a lot better than Una springing it on us after Ortegas had already gone missing. The “scanning ability” percentage wasn’t really explained, and I could’ve entertained a brief line of technobabble discussing it, especially given its importance to Uhura and Pike’s storyline.

But, as I said, all of those are incredibly minor points, and none of them detracted from the finished product. I include them here because, well, I’m a Trekkie – and as Trekkies, we love nothing more than to pick at the tiniest little details in Star Trek, sometimes!

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing the away team beaming down.
The rescue team beams down.

Terrarium joins Shuttle to Kenfori and Through the Lens of Time as one of my favourites from Season 3. It was fantastic all around, with great moments for Pike and Uhura, as well as an incredibly intense story for Ortegas.

I loved this completely different way to include the Gorn. Don’t get me wrong – I’ve enjoyed Strange New Worlds’ reinterpretation of the Gorn, by and large. But I also think we were beginning to come up against the limits of the “alien monster” idea, so to show a softer, more personable side to the Gorn – and to put Ortegas, who had suffered so severely at their hands, right in the middle of it – was a fantastic storytelling decision, and one that was executed incredibly well. Melissa Navia got her first major spotlight episode – and rose to the occasion, overcoming a difficult acting challenge.

I really can’t heap enough praise on Terrarium, as you can probably tell! It truly is an outstanding episode, one that harkens back to the likes of Arena and The Enemy from those older shows, but puts a completely different spin on a familiar setup thanks to a brutal ending. I’m not sure I’d have chosen to include Arena’s Metrons; I’m just not convinced that brief scene at the end added an awful lot or that the story really needed it. But doing so helps to square a circle, perhaps, while hinting at a “different” take on the Gorn by the time of Kirk’s encounter in Arena.

Still frame from Star Trek: Strange New Worlds 3x09: Terrarium, showing Ortegas and the Gorn playing chess.
Playing chess with a Gorn.

So that was Terrarium. Absolutely fantastic. No notes – literally, in my case!

Season 3 has been pretty good, overall. Strong episodes like Terrarium are a nice balance after a weaker offering like Four-and-a-Half Vulcans last week, and I’m rooting for an excellent season finale to close things out with a bang! Can you believe Season 3 is almost over, already? I’m actually feeling pretty sad about that.

The final episode of the season will be titled New Life and New Civilizations. So far, there’s been nothing released – no promo photos, no blurb, no trailer. Something big could be hiding under the surface, then! Check out my latest theory about Captain Pike and Captain Batel, if you’re interested – you can find it by clicking or tapping here. And join me next week for the final episode review of the season. Oh, and if you missed it, I met Martin Quinn (Scotty) over the weekend at a Star Trek convention here in the UK. Click or tap here to check out my write-up of the events of the day. Live Long and Prosper, friends!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Strange New Worlds Theory: Talos IV

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3, Star Trek: The Original Series Season 1, and Star Trek: Discovery Season 2.

It’s been a while since I’ve engaged in much theory-crafting here on the website! Strange New Worlds, as a mostly episodic series, hasn’t lent itself to the kind of weekly theorising that I used to do for Picard and Discovery… but there are character arcs, season-long storylines, and other narrative threads running through the show. I want to consider one of these today, and it pertains to Captain Marie Batel.

At the end of Season 2, Captain Batel was infected with the same Gorn parasite that resulted in the death of Hemmer. We went into the two-year gap in between seasons not knowing how – or even if – she would survive. Hegemony, Part II gave us part of the answer, as Spock and Nurse Chapel came up with the unorthodox solution of using Illyrian blood to “re-incorporate” the Gorn DNA into her body. Captain Batel, however, has suffered after-effects of this treatment, seemingly possessing some kind of Gorn consciousness or DNA within her. It’s an open question whether this storyline has now run its course, whether it will be picked up again, or how it will be resolved. I wanted to offer a purely speculative take at this juncture, with two episodes of Season 3 remaining.

Still frame from Hegemony, Part II showing Captain Pike with Captain Batel.
Pike with Captain Batel in Season 3.

Let’s start by laying out what we know.

Captain Batel is still suffering as a result of the Gorn infection. The cure was, at best, incomplete, and according to Spock in Through the Lens of Time, there is some kind of Gorn “presence” which exists inside of – and separate from – Captain Batel. As Pike explained to Admiral Pasalk in Four-and-a-Half Vulcans, Captain Batel still needs intensive treatment sessions. And as far as we know, no one else has ever been cured once a parasitic Gorn infection has progressed to this extent.

Furthermore, Captain Batel’s relationship with Captain Pike has a hard and rigid time limit. Pike knows the time and place of the accident which will disable him, and we know, as the audience, that Pike will be transported to Talos IV by Spock a few months later. By the time of Pike’s accident, if not before, their relationship will come to an end. But what if… it doesn’t have to?

Still frame from Through The Valley Of Shadows showing a vision of Pike's future self.
A vision of Captain Pike’s ultimate fate.

If Captain Batel’s condition worsens, the Gorn inside her could try to break out or even take over her body, as we caught a glimpse of in Through the Lens of Time. Some fans have theorised that this could lead to the creation of a Gorn-human hybrid – with speculation that this hybrid could even be the Gorn Captain that Kirk will face off against in the classic episode Arena. I cannot fully express my disdain for this idea, by the way; it would be the Klingon-Augment virus all over again, only worse.

But what if, instead of dying or being transformed into a Gorn, Captain Pike reaches for another solution? His solution could give context to Spock’s actions in The Menagerie, perhaps even giving Spock the idea to take Pike to Talos IV in the years to come. What if… Captain Pike were to take Captain Batel to Talos IV as a last roll of the dice; a desperate final attempt to save her?

Still frame from Through the Lens of Time showing Captain Batel.
Could Captain Pike take matters into his own hands in order to save Captain Batel?

The Talosians have appeared in Discovery’s second season, where we were introduced to this incarnation of Captain Pike. They played a major role in that season, sheltering Spock and helping him with his condition. We know that the Talosians possess advanced medical technology, as well as immense mental and telepathic powers. Even if Captain Batel were to arrive there in a comatose state, Talosian telepathy could create for her a world in which she was free from her infection, living her life somewhat normally.

Knowing that Talos IV is also Pike’s ultimate destination could reframe their relationship going into the final episodes of the series. Instead of Batel and Pike being a temporary fling; a relationship firmly in the here-and-now… they could fall deeper in love. Their future could exist… a shared future, free from their life-limiting conditions… but a future only the Talosians could provide. If Captain Pike were to take Captain Batel to Talos, it could be incredibly poetic. And beautiful.

Still frame from If Memory Serves showing two Talosians.
Talosians in Discovery.

Now let’s consider how this could come about.

Captain Batel has just – as of Four-and-a-Half Vulcans – accepted a new role as head of Starfleet’s legal division. Rather than accepting command of a starship, which would be more difficult for her given her health, Batel is to take charge of the court-martial system, presumably being based either on Earth or on a starbase. It sounded like a promotion – perhaps to the rank of commodore or even admiral – was also on the cards. But… a big part of me thinks that, regardless of whether this theory pans out, Batel won’t get her promotion.

Let’s say that, on the way to her new posting, Captain Batel falls more seriously ill. Dr M’Benga and Nurse Chapel have done all they can, but the Gorn infection is proving too stubborn. Maybe the Vezda alien, kept in suspended animation aboard the Enterprise, is called upon for help, but either refuses or cannot do anything for her. Faced with her imminent death, Captain Batel is placed in some kind of suspended animation (probably in the transporter buffer, given Strange New Worlds’ proclivity for that kind of storyline!)

Still frame from Four-and-a-Half Vulcans showing Captain Batel speaking with Admiral Pasalk.
Captain Batel and Admiral Pasalk.

This leaves Captain Pike heartbroken… but also with a tiny glimmer of hope. Batel is not dead yet, and even though everyone is telling him she’s too far gone and cannot be saved, Pike is unwilling to give up. He does the only thing he can think of, and reaches out once again to the Talosians. The Talosians bring bad news: they know about the Gorn and their parasitic infections, but have no cure (or at least, no cure for someone so far gone). But they offer an alternative: bring Batel to Talos IV in stasis, and they will use their telepathy to let her live out a fantasy version of the rest of her life. He will even get the chance to say goodbye properly.

At this point in the timeline, Talos IV is already off-limits to all Starfleet vessels. But Captain Pike will break that rule, initially intending to do so secretly, but ultimately with help from Una, Spock, and the rest of the crew. The Enterprise will proceed to Talos IV – pursued, perhaps, by either the Gorn or Admiral April, both of whom could have reasons for wanting to stop him. Upon reaching Talos, Batel will be beamed down in her stasis chamber, accompanied by Pike. He’ll explain what happened… and what he’s done. He’ll explain what the Talosians can do for her. And though sceptical at first, and really hating the idea, Captain Batel will ultimately choose to remain on Talos IV.

Still frame from The Cage showing Talos IV.
The surface of Talos IV.

Maybe Pike will promise to keep working on a cure, with the aim of one day returning to Talos to free Captain Batel. That seems like the sort of thing the Captain of the Enterprise would do! But either way… the result of this mission will be that Captain Batel will remain on Talos IV, with the Talosians using their powers to give her some semblance of a life – mirroring and foreshadowing Pike’s own ultimate destination.

What I like about this idea is that it gives more depth and meaning to the Pike-Batel relationship. While we know they have strong feelings for one another, there’s always been a strange sort of undercurrent to their relationship. Pike himself – and us as the audience looking in – know that this relationship basically has a time limit. It can’t be “happily ever after,” because Captain Pike doesn’t get an “ever after.” But if Captain Batel were to end up in the same place for a not dissimilar reason… it changes their dynamic. It potentially deepens the love they may feel for one another, while also being somewhat poetic.

Promo photo for SNW S3, showing Pike and Batel.
Captains Pike and Batel.

This storyline could also work well for Spock. In The Menagerie, it seems as if Spock’s decision to bring Pike to Talos IV is entirely his own… but what if there’s more to the story? What if Spock saw Captain Pike do the same for Captain Batel, and that’s part of what prompted him to take that specific course of action? Perhaps… Pike even tells Spock to do this. That would come dangerously close to treading on the toes of canon, in my view; Pike in The Menagerie repeatedly says “no” when Spock tries to take him to Talos IV. But… maybe they agree that he’ll have to say that as part of a ruse?

Obviously this idea has its shortcomings! For one, the ending of The Menagerie clearly shows Pike reuniting with Vina – a character we also saw him falling for in Discovery, too. Vina and Pike seem to share a moment together when he arrives on Talos IV, setting out in their telepathic forms to make the most of the second chance the Talosians have afforded them. If Captain Batel should be there too… it complicates, at the very least, the canonical ending to Pike’s story – which should already be set in stone.

Still frame from The Cage showing Vina with an illusory Pike.
This is supposed to be the end of Pike’s story.

It’s also narratively clunky and arguably repetitive. Not every story in Star Trek has to be based on something that we’ve already seen, and Pike taking someone he loves to Talos IV so the Talosians can use their telepathy to free them from a life-limiting condition… that’s the same plot as The Menagerie. I love it when Star Trek stories rhyme, or when we get echoes of a classic story in modern Trek. But is something so familiar and so similar crossing the invisible line between respectful homage and naked rip-off? I think a lot of fans would argue that it is, regardless of how well-executed it may or may not be.

However, I think this theory is infinitely better than the Batel-Gorn hybrid ultimately turning out to be Kirk’s foe from Arena! I didn’t like the Klingon-Augment virus when Enterprise did that storyline; I felt it wasn’t necessary to explain the change in makeup for the Klingons. And even if it was… that wasn’t the way to do it. It was convoluted and silly. This idea… that the Gorn in TOS and the Gorn in SNW look different because one is a half-human hybrid… it would have the same problems as the Klingon-Augment virus, the same narrative weaknesses… and, on top of that, it would also be repetitive.

Still frame from Arena showing Kirk and the Gorn captain.
Can we please rule out this idea?

The other thing to say is that it’s possible that Strange New Worlds’ writers… haven’t actually written an ending for this story. Maybe their idea is that Batel will sail off into the sunset as head of Starfleet’s legal division, and Pike will occasionally Skype her for half a scene here and there in Seasons 4 and 5. Maybe what I’ve been reading as the preamble to a bigger storyline just… isn’t. Maybe this is the story. Batel got sick, received a partial cure, suffered a setback, but is now able to manage her condition well enough to return to work. That could be the way it’s gonna go.

Batel could also yet be killed off. I was brutal in criticising Paramount’s marketing team in my review of the Season 3 premiere, because I felt that promo photos and trailers had spoiled Batel’s survival ahead of time. And I stand by that – it was incredibly dumb, after teasing us with this story for so long – to spoil Captan Batel’s survival when there was no reason to do so. But… despite all of that, Captain Batel may not be long for this world after all. The Gorn infection could come back, as we described above. Or the Vezda alien, which is still aboard the Enterprise, could break free and kill her. She could be killed in an alien ambush, a freak accident, a transporter malfunction… anything.

Still frame from Hegemony showing Batel and a Gorn.
Captain Batel face to face with a Gorn.

So there are definitely other ideas floating around – some of which, to be honest, are probably more plausible than this theory!

However, I still kinda like this idea. It would completely reframe Pike’s ultimate destination, and the choice Spock makes on his behalf in The Menagerie. It could potentially deepen the bond between Batel and Pike, taking their relationship from something that is, by circumstance, bound to be temporary and… opening it up. Maybe they can have a form of “happily ever after” after all.

So that’s it. That’s the theory. In order to save Captain Batel’s life and give her some semblance of normalcy instead of a stasis pod, Captain Pike will call upon Vina and the Talosians, and transport Captain Batel to Talos IV, mirroring his own ultimate destination.

Will it happen? There’s two more episodes left this season, as well as Seasons 4 and 5. Are we truly done with the Gorn? Has Captain Batel reached the end of her story? Or… could there another twist? I guess we’re going to find out!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

I Went To A Star Trek Convention…

It’s been a long road… gettin’ from there to here. By which I mean: it took me almost four hours on three separate trains and one tram to travel from my home to Destination Star Trek in Blackpool on Saturday. That’s right: Trekking with Dennis made it to a Star Trek convention – my first since 2011. This is, somewhat embarrassingly, a pretty big deal for me – my health has been poor for a long time, and I haven’t felt up to an outing like this in years. Aside from medical appointments and a couple of visits earlier this year to meet my newborn niece, this became my first excursion in over a decade.

I’d looked into last year’s Destination, but I didn’t feel well enough in 2024 so I opted not to go. But this year, bouyed a little by those visits to my sister, brother-in-law, and newborn niece, I was feeling a little stronger, and perhaps a little braver… so I bit the bullet and bought a one-day ticket for Saturday. It was a long day – hours of travel each way, leaving the house at 5:30am and not making it back until after 10pm. But despite being exhausted and in a lot more pain than usual by the time I got home… I had a good time.

Photograph from Destination Star Trek 2025 showing attendees on the convention floor with their faces censored.
The main convention floor around 10am.
(Faces in all photos have been censored for privacy.)

The Star Trek fan community is just… wonderful. There are so many kind people in the community; Trekkies are patient, respectful, encouraging, enthusiastic, and just a joy to be around. I might be sitting on a seat, catching my breath in between events, walking to the bathroom, or waiting in a queue, and someone would strike up a conversation about something they enjoyed about the event last year, share their experiences of having met the guest speaker, or just compliment me on my Star Trek t-shirt. The atmosphere was incredibly friendly and welcoming… I felt, for the first time in years, like I was among my people!

And I must give special thanks to the staff and organisers. Due to my poor health, I’d filled out a form on Destination’s website to request some extra help. I didn’t really know what this would include, I just hoped there might be somewhere to sit down in between events or while queuing. Upon arriving at the event, I spoke with one of the members of staff who issued me a wristband – and I got to join a special queue for several of the photographs (more on those in a moment) which meant less time spent standing. Members of staff helped me find a seat at several of the talks, and they were all very friendly, chatty, and passionate about Star Trek. I simply wouldn’t have been able to attend Destination without this extra support, and I am beyond grateful to the organisers, the staff, and everyone at the convention who accommodated me, in spite of my limitations.

Photograph from Destination Star Trek 2025 showing a selection of screen-worn uniforms.
A selection of uniforms used in various Star Trek productions which were on display.

Let’s talk about why I decided to go to Destination this year. Because… well, let’s just say it didn’t quite go the way I first intended!

I’d been keeping an eye on Destination 2025 for a few months, weighing up whether to buy a ticket or not. But it was only when Anson Mount – Captain Pike himself from Strange New Worlds – was confirmed as a guest that I decided it was something I had to do. As you might’ve heard, though, Mount unfortunately had to pull out of the event at the last minute after contracting covid. I wish him well as he recovers. Again, credit to the organisers and staff, here: refunds were issued automatically for the panel I’d paid for when Anson Mount had to pull out.

Such things are unavoidable. Anson Mount’s last-minute withdrawal from Destination led to a few changes to the schedule… which, in the end, ultimately worked out in my favour. Connor Trinneer – Trip Tucker from Enterprise – was taking part in a talk on Saturday afternoon, and when I was no longer scheduled to meet Anson Mount for a photograph, I that time was freed up to attend the talk. As we’ll discuss, Trinneer’s panel was a lot of fun, and I’m glad I didn’t miss out on it. Oh, and Anson Mount did ultimately call into Destination by video-link, though I didn’t attend that event.

Photograph from Destination Star Trek 2025 showing Anson Mount's video-call.
Anson Mount’s panel had to be done remotely.
Photo: Destination Fan Events via Facebook

I’ve mentioned photos a couple of times now, so let’s talk about that.

Some people love to collect autographs. My mother had Elvis Presley’s autograph, for instance, which was something she loved to tell people about! But I’ve never really been big on autographs, even personalised ones. If I have the opportunity to meet someone famous, or someone important to me… I’d rather take that time to shake their hand. That memory, that moment… it’s always seemed more worthwhile than an autograph, at least to me. No shade to the autograph collectors – this is purely a subjective thing.

So I booked several photographs with Destination’s attendees. I met two guest stars from the first and second seasons of The Original Series, including an actor who appeared in The Man Trap, which was the very first episode of Star Trek to be broadcast. I met Chase Masterson – Leeta from DS9. I met the aforementioned Connor Trinneer, and Martin Quinn – who has taken over the role of Scotty on Strange New Worlds. I made a bit of a tit of myself, blurting out “I love Strange New Worlds it’s great!” as I waddled over to him. Poor man must’ve been traumatised. But I shook their hands, smiled awkwardly for the camera, and I have those photographs as mementoes of the day.

Promo photo for Star Trek: Strange New Worlds showing Scotty.
Martin Quinn as Scotty in a promo image for Strange New Worlds Season 3.

It’s been a while since I went to Blackpool. The seaside resort is a peculiarly British place, though it’s definitely in need of some TLC these days. But I have fond memories of being taken there as a kid, going to the Pleasure Beach funfair, seeing the Illuminations, and eating chips on the pier. This time, I got to take one of Blackpool’s new, modern, ultra-sleek trams – and use an app to buy my ticket! I’m still adjusting to life in the smartphone age, but on the short walk from the railway station to the tram stop, I managed to download the app, buy my ticket, and activate it.

As soon as I disembarked, I started seeing signs of the convention! The tram stop is right outside the Norbreck Castle Hotel, and there were already dozens of people milling about in costume, in Star Trek tops and t-shirts, and wielding phasers and other props. I made it inside, freshened up, and I was on the convention floor in time for the first event I’d been planning to see: a talk all about artificial intelligence.

Photograph from Destination Star Trek 2025 showing the Blackpool seafront.
I snapped this photo while en route!

This presentation, by a member of the UK military and Space Command, was genuinely fascinating. I’m not a “doomer” when it comes to A.I., though I certainly believe its practical applications are more limited than some optimistic utopian predictions would suggest! But discourse surrounding A.I. online can often feel overly negative. While the speaker was clear that there can be drawbacks and disadvantages to A.I., and some areas where it may not be useful, he was broadly positive and passionate about its current and future applications.

It was also very interesting to catch the tiniest glimpse of military applications of A.I. from someone directly involved with that side of things. Again, there’s a lot of “doomerism” surrounding killer drones and A.I.-engineered bio-weapons… so to get some perspective and learn a tiny bit about how A.I. systems are currently being used by real-world militaries was absolutely fascinating. Obviously this wasn’t directly related to Star Trek, though the speaker was a Trekkie, but Star Trek has long been a pioneer in predicting A.I. – from The Ultimate Computer to Data, Voyager’s Doctor, Control, and beyond.

Photograph from Destination Star Trek 2025 showing the A.I. talk.
Major Sam McEvoy during the A.I. talk.

I was able to attend two talks (or panels, if you prefer), one in the morning and one later in the day. Chase Masterson’s talk was first, and she was a really engaging speaker. I enjoyed a story she told about being invited to rehearse with her DS9 co-stars at the home of Armin Shimerman (Quark), which sounded like it must’ve been a lot of fun. And she spoke a little about the late Aron Eisenberg, as well as working with Max Grodénchik (Nog and Rom respectively).

Masterson also spoke about some of her other roles, her charity work, and what the audition process was like as she made the move to Hollywood in the 1990s. It must’ve been a big deal for her as Leeta went from having a few lines in a single episode to slowly building up to become a recurring character with some big moments in the show’s later seasons. It also sounds like there was a complicated working environment for anyone not a series regular; Masterson explained how, on DS9, the recurring cast never had a contract, and could theoretically have been let go at any time.

Photograph from Destination Star Trek 2025 showing Chase Masterson and the host during her talk.
Chase Masterson during her panel.

Connor Trinneer also had some fun stories to share at his panel. He talked about the audition process, how he thought he’d completely blown his first audition for Enterprise, and how, after not being called back when he hoped he would be, he thought the role had gone to someone else. I also learned – and maybe you already knew this, but I certainly didn’t – that Trip Tucker almost got a different name. That’s right: he was originally to be called “Spike.” It was only because of Buffy the Vampire Slayer (which was on the air at the same time, and also had a character named Spike) that the name was changed – and that was after production had begun on the pilot.

Trinneer is another wonderfully engaging speaker, recounting his time on the show effortlessly. I think there’s still a twinge of sadness or regret that Enterprise was cancelled when it was; he mentioned the show’s premature ending several times, as well as talked about the possibility of exploring more of Trip and T’Pol’s relationship had a fifth season been greenlit. In a joking reply to a fan asking if he’d be willing to reprise his role, he said “he’s dead!” to much laughter. But he then elaborated: no one is ever really dead in sci-fi, and he’d be fascinated to learn how Trip might’ve survived the events of Enterprise’s finale.

Two really entertaining and interesting talks.

Photograph from Destination Star Trek 2025 showing Connor Trinneer with two convention hosts.
Connor Trinneer (left) at his talk.

Before we come to the photo sessions, I also got to take part in something really special. Chase Masterson did a script reading from the episode Bar Association – which is a huge episode for her character, Leeta. This was a separate event, in a smaller room away from the main stage. There were only about… I wanna say maybe ten of us, or so, as well as Masterson and a couple of the event’s organisers. It was small-scale, intimate, and just a ton of fun to have been present for. We all remember Bar Association, right – it’s the episode from Season 4 where Rom leads the staff at Quark’s to form a union.

This smaller script-reading session was so much fun, and definitely one of the highlights of the day for me. Chase Masterson is really funny, she hasn’t lost a step when it comes to embodying Leeta, and even though it’s been almost thirty years since Bar Association aired… I felt I was right back there, watching it all over again, just in a completely different way. These are the kinds of experiences you really can’t get anywhere else… and I’m so glad I chose to pay for a ticket to something like this instead of buying another action figure or model ship!

Photograph from Destination Star Trek 2025 showing Chase Masterson reading her script.
Chase Masterson at the Bar Association script reading.

The first photo I took – and therefore the first actor I got to meet – was with Martin Quinn. Quinn has taken over the role of Scotty in Strange New Worlds, showing us a younger and less-experienced take on the character that has just been really well-created and interesting. I noted in my recent reviews of The Sehlat Who Ate Its Tail and Four-and-a-Half Vulcans that Quinn has great on-screen chemistry with Paul Wesley (SNW’s Kirk), and it’s just been a lot of fun to see this younger version of the character and Quinn’s take on Scotty’s younger days. And yes, from now on, you can expect me to say “Martin Quinn (whom I have met)” in every future episode review where Scotty’s featured!

How often, nowadays, can one claim to have met a guest star from The Original Series? Garth Pillsbury appeared in the iconic episode Mirror, Mirror as Wilson – a crewman aboard the ISS Enterprise in the Mirror Universe. He reappeared in Season 3 as a prisoner in the episode The Cloud Minders. Budd Albright appeared in The Man Trap – the very first episode of TOS to be broadcast. His character (Barnhart) was killed by the M-113 Creature, making him one of the first “redshirts” to die in the show! He reappeared in What Are Little Girls Made Of as a different character, Rayburn, who met a similar fate!

Four still frames from Star Trek: The Original Series showing Budd Albright and Garth Pillsbury's characters.
Budd Albright (left) and Garth Pillsbury (right) in their TOS roles.

I then got to meet Chase Masterson (again, after the script-reading session) and pose for a photo with her. And I capped off my photo sessions later in the day with Connor Trinneer. There were pretty long lines for some of these, and I didn’t schedule photos with all of the guests who were there that day. But with the exception of Anson Mount, I got to meet everyone I set out to meet.

Meeting these folks, shaking their hands, and just… being with them for those few seconds… it’s an almost surreal feeling, in a way. Maybe if you’re a regular convention-goer this is all old hat to you, but for me, as someone who hasn’t done anything like it in so long… it was a wonderful experience. Being able to say I’ve met these folks, shaken their hands, told them (awkwardly) how much I enjoyed their shows and their characters… it’s just a really great feeling. It’s a connection between myself and the people who are actually *in* Star Trek that I didn’t have before.

And no, by the way, I’m not gonna publish those photos!

Photograph from Destination Star Trek 2025 showing a queue on the convention floor.
One of the autograph queues.

This might sound silly, but I was surprised to see so many people had gone all-out with their costumes. I felt underdressed in just a Star Trek-themed t-shirt, surrounded by people dressed up in full costumes from every series and every era of the show. It was great to see so many people wearing Picard, Discovery, Lower Decks, and Strange New Worlds uniforms, too – despite what some small groups of fans might want to think, the Trekkie community as a whole embraces, rather than rejects, those newer shows. There will always be some who complain, of course; I overheard one such conversation about “Alex Kurztman should be fired” at the convention. But it was great to see so many people who celebrated modern Star Trek just as much as the older shows.

The counterpoint to that is… well, a bit of an awkward one, to be honest. I’m no spring chicken – I’m in my forties – so this is not an attack on anyone, nor at attempt to be “ageist.” But… to be blunt, there’s not a lot of young blood in the Trekkie community at the moment. It’s rare for me to go somewhere and feel like one of the younger folks! But at Destination? I guess I’d say most people were in their mid-thirties or above. That gels, of course, with Star Trek’s 1990s heyday, and there are other factors such as younger people having less disposable income and perhaps more constraints on their time at this time of year. But it was noticeable, at least, that most of the folks there were in a similar age bracket to myself, despite Paramount’s attempts in recent years to broaden the Star Trek franchise’s appeal.

Photograph from Destination Star Trek 2025 showing a Lego Borg cube.
A Lego Borg Cube!

Destination was a lot of fun. It was a long, painful, and tiring day, but it was worth it in the end. The experiences I got to have – reading a script with Chase Masterson, meeting Budd Albright, who appeared in the very first Star Trek episode, and listening to Connor Trinneer talk about his time on Enterprise – just wouldn’t have been possible anywhere else, and I really value the time I spent and the memories I made far more than any of the merchandise I’ve bought over the years!

It also took a lot of effort, and I cannot stress enough how much I appreciate the assistance and help given to me by the folks at Destination. I paid for my tickets, so this is not some kind of sponsorship or ad, but the reality is that, given my health, I would not have been able to attend and do these wonderful things were it not for the extra help the staff and organisers were able to provide to folks with disabilities such as myself. I was exhausted after I got home – and yes, that’s why this week’s Strange New Worlds episode review was late – but I had a fantastic time.

Painting of the USS Enterprise produced while Star Trek: The Original Series was in early production.
2026 will mark Star Trek’s 6oth anniversary.

So… what’s next? I was talking to my sister (who, coincidentally, doesn’t live too far from Blackpool) about the event, and she said words to the effect of “now that you’ve done it, you wouldn’t do something like that again… would you?” And… I had to hesitate. Because yeah, it was a hard day. And yeah, next year’s event will probably be kinda samey, with talks, panels, merchandise booths, autographs, and photo-ops. There may well be some of the same actors and guest stars present.

I also don’t know, given my state of health, whether I’ll be able to do something like this again. It was a major undertaking for me, and it took a lot of planning, a lot of effort, and quite a few painkillers just to get through the day as well as I did! But I’m not going to lie to you: part of me is eyeing that weekend in August 2026, back at the Norbreck Castle Hotel, and thinking… “why not?”

So hey, if you’re going to Destination next year… who knows. Keep an eye out for a fat fella with a walking stick perched awkwardly on a chair or excitedly standing in line to shake the hand of… whoever they manage to book! In the 60th anniversary year, it could be a lot of fun.


Destination is an unofficial Star Trek fan convention held at the Norbreck Castle Hotel in Blackpool, UK. The Star Trek franchise – including all series, films, characters, and other properties discussed above – is the copyright of Skydance/Paramount. All photos taken by Trekking with Dennis unless otherwise stated. You may use them under the “share-alike” principle, providing you include a link back to this article. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 8: Four-and-a-Half Vulcans

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3, and Discovery Season 3.

Last week, Strange New Worlds surprised me with an episode styled like a documentary. I approached Four-and-a-Half Vulcans much more keenly aware of the kind of story I was getting into… and I set my expectations accordingly. For the kind of light-hearted episode that it was, I think Four-and-a-Half Vulcans was, as Mr Spock might put it, adequate. There were actually some genuinely funny scenes and lines in the mix, and I laughed more than I expected. This was not the total cringe-fest I feared it would be.

However, it’s also an episode I’m in no hurry to revisit, and I’d probably rank it in the lower half of the Strange New Worlds episodes that have aired so far. Comedy has been a part of Star Trek since the beginning, and I’m not opposed to episodes and stories which firmly place themselves in that genre. However, a light-hearted tone and a comedic premise do not cover up any and all flaws; “it’s just a comedy episode” is not a good enough excuse for dodgy writing, weak characterisation, or hand-waving away one of the most significant elements of one of Star Trek’s most well-explored and understood races.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Captains Batel and Pike.
Captains Batel and Pike.

I’m going to start with the positives this week.

Four-and-a-Half Vulcans genuinely made me laugh. Like… out loud. Multiple times. A lot of the comedy, even though some of it wouldn’t usually be “my thing,” stuck the landing thanks to a combination of clever writing and creative performances, backed up by some well-planned staging, solid camera work, and even editing. Spock and La’an’s battle-come-dance sequence at the end of the episode, in which they moved through different areas of the ship, was incredibly well-executed, and that’s just one example.

Though this was an undeniably silly premise for a story, the way everyone involved really threw themselves into it made Four-and-a-Half Vulcans feel earnest in a way that not every Strange New Worlds comedy episode has done. But that’s the double-edged sword, and, for me, part of why Four-and-a-Half Vulcans doesn’t feel so special: it’s repetitive. Strange New Worlds has used a very similar premise several times already. If this were the show’s first comedy episode – or even the first Vulcan comedy or Spock comedy episode – I think it would’ve felt stronger, or at least more original. When I saw the promo photos and the teaser clip, I was already rolling my eyes and getting ready to complain because of how overused this core idea has been in a series that still hasn’t reached the thirty-episode mark.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing four humans transformed into Vulcans.
Vulcan comedy… again.

And that side of Four-and-a-Half Vulcans was very much a let-down. Strange New Worlds’ writers seem utterly fascinated – borderline obsessed – with the idea that “Vulcans are stuck-up, rigid, and unemotional… isn’t that hilarious?” There hasn’t been a single straight-laced Vulcan story in the show so far. We now know that cancellation is coming, and Strange New Worlds has actually passed its halfway point. I really, sincerely hope that if the show revisits the Vulcans in Seasons 4 or 5… we’ll get a different kind of story.

Because for all of its genuinely funny and engaging moments, Four-and-a-Half Vulcans was weighed down by that sense of repetition. We’ve been here before – more than once, and in all three seasons. We’ve done the whole “what if Vulcans were hilarious,” “what if Spock had emotions,” and “aren’t these autistic-coded aliens just a hoot” things so many times… I’m beyond over it. That didn’t stop me laughing at some of the episode’s well-played jokes and genuinely fun moments. But it drags it down several notches. More than anything, I hope Four-and-a-Half Vulcans will be Strange New Worlds’ final attempt to go down this road. And hey, if the writers have zero other ideas for what to do with Spock and the Vulcans? Just don’t use them. That would honestly be better, at this point, than another attempt at “Spock comedy.”

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Spock.
Spock.

Sorry, this was meant to be the “positives,” wasn’t it?

Anson Mount is funny. He has good comic timing, and I enjoyed his weird and quirky take on a human-who’s-not-quite-Vulcan. A character like pseudo-Vulcan Pike would be absolutely awful to watch week in, week out… but as a one-off and a change of pace? I liked it. And Mount’s performance was a big part of that, I think. I can see just by watching the scenes he had in sickbay and in Pike’s quarters that it must’ve been a ton of fun to perform.

However… we’ve had Pike the cowardly courtier in The Elysian Kingdom. Pike without his memories in Among The Lotus Eaters. Pike the singer in Subspace Rhapsody. And earlier this season? Pike the holo-TV producer in A Space Adventure Hour. That’s four episodes in which Captain Pike isn’t Captain Pike… in what we used to call “the Captain Pike show,” back when Strange New Worlds was little more than the target of a fan campaign. As with “Spock comedy,” I’m kinda done with the whole “let’s turn all our characters into totally different people!” premise. Strange New Worlds isn’t the only Star Trek show to have done this. But it is the only Star Trek show to have done it so often in such a short span of time. These aren’t twenty-five episode seasons of a show that’s gonna run for seven years. Forty-six episodes of Strange New Worlds are all we’re getting. And in several of them, Captain Pike isn’t himself. Again… I’m kind of over that premise. Let Pike be Pike!

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Vulcan Pike.
How about a Captain Pike episode in the Captain Pike show where Captain Pike… gets to be Captain Pike?

Sorry, sorry. Positives.

I liked Kirk and Scotty’s burgeoning bromance. I was surprised to see Paul Wesley back as Kirk so soon after his big turn in the captain’s chair. But building on his new friendship with Scotty was a fun angle, and it was actually one of the few elements of Four-and-a-Half Vulcans that was played pretty straight. Yes, Kirk and Scotty found themselves in a weird situation with Vulcan/Romulan La’an… but their friendship continues to grow. Paul Wesley and Martin Quinn genuinely work well together. Kirk is beginning to come into his own as the captain we remember, but Scotty still has an edge of nervousness or a lack of confidence that comes from youthful inexperience. There’s a cute vibe to how they interacted, this week… and I really liked it.

Kirk and Scotty got what was one of Four-and-a-Half Vulcans’ most over-the-top storylines, with La’an plotting and scheming her way to a multi-front war. I think the boys’ side of things was the better one, and certainly the most grounded. Two stellar performances kept things focused mainly on the younger versions of these characters, despite the shenanigans happening around them.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Scotty and Kirk clinking glasses.
Scotty and Kirk make a pretty good team.

Since I mentioned La’an, let’s talk about her next. I haven’t really had the chance to discuss this very much… but La’an’s connection to iconic Star Trek villain Khan has been, for me, almost a complete waste so far. Only a couple of episodes have so much as touched on La’an’s ancestry and the potential lingering effects of augmentation, and to be blunt, that’s not been good enough from Strange New Worlds. There are ways to use a character like La’an to talk about things like collective guilt, the dangers of eugenics and genetic engineering, or generational trauma. So far, we haven’t got much of that… making me feel, as time has gone by, that La’an should’ve probably been created as an original character without that connection to Khan.

However, this storyline did belatedly address some of that. It wasn’t a huge part of it, with La’an’s famous relative and augmented DNA only being referenced right at the end. But that explanation made sense to me and seemed to account for La’an’s changed persona when in Vulcan form. As an admittedly small and easily-overlooked nod to this under-utilised aspect of her character, I liked it.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Scotty stopping La'an.
La’an being zapped.

The scene between Pike and La’an in their Vulcan/Romulan guises was pretty funny. And I liked that Strange New Worlds linked up these two characters – both of whom are, as far as we know, the only people in Starfleet at this point in time to be aware of the connection between Romulans and Vulcans. The fact that they both had to cover this up to comply with the Temporal Prime Directive was alluded to, and added a lot to the scene. Obviously Pike came to learn about the Romulans in the Season 1 finale, and La’an did last season in her team-up with an alternate timeline version of Kirk.

The implication of this is interesting, though, if we take a step back. La’an basically turned into a Romulan, not a Vulcan, and Spock seemed to suggest that her augmented ancestry played a role in that. Is that a clue about the split between Vulcans and Romulans? Enterprise showed us our most comprehensive look so far at Vulcan history – including the Time of Awakening, after which the proto-Romulans left Vulcan. But it’s interesting, at least, to get this hint at genetic manipulation possibly playing a role in either the early history of the Romulans, or even in their society in general.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing La'an and Pike.
La’an and Pike.

Or perhaps the story wanted to highlight how thin the dividing line is between Romulans and Vulcans. That’s also an interesting idea, especially in light of Discovery’s far-future Ni’Var storylines. At any rate, I liked the idea that there could be some kind of augmentation at some point in Romulan history – and I felt that idea expands our understanding of the Romulans without treading on the toes of previous storylines.

Given how other parts of Four-and-a-Half Vulcans really leaned into the idea of “logic,” La’an’s transformation was a refreshing change of pace. Christina Chong can take a villainous turn remarkably well, and her performance – while no less over-the-top than any of the others this week – was still a lot of fun to watch. Again, this seems like an episode that would’ve been a blast to work on.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Kirk, La'an, and Scotty.
La’an becoming a Romulan, not a Vulcan, was a fun idea.

So let’s talk about the other Vulcans, then, and their transformations.

Though there was an attempt to address why Pike, Chapel, and Uhura were so emotionally repressed and logical, I felt it was a pretty flimsy way to hand-wave away an incredibly important part of Vulcan lore and history. Vulcans are not, by nature, stoic and logical. It takes a lot of effort and work on their part to box up their emotions the way they do, and just being physically Vulcan should not bring with it the decades of training that Spock went through to reach his more mature and logical state.

This was a narrative hurdle that I was really worried Four-and-a-Half Vulcans would trip over. And while we can say that the episode avoided the most flagrant violations of canon on a technicality… I’m still not sure that I like the result.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing three characters partway through their Vulcan transition.
The transformation process doesn’t look very pleasant…

Regular readers will have heard me talk about internal consistency before. I believe internal consistency is one of the absolutely foundational components of suspension of disbelief when engaging with any work of sci-fi or fantasy. Once it’s been established that magic, fictional technologies, or alien races behave a certain way, that’s gotta be something subsequent storylines stick with. If Star Trek was constantly changing how warp drive worked, for example, it would soon erode the core of one of the franchise’s key technologies. And when it’s been established that Vulcans are intensely emotional people who have to train for years to keep their emotions in check and present a logical face to the world… future stories have to stick with that.

However, by showing the flaws and weaknesses in each of the transformed characters’ applications of logic, Four-and-a-Half Vulcans actually does something genuinely interesting with this idea. It’s more than just cringe humour, and while I maintain that it feels like something that’s dangerously close to crossing the line into an outright violation of canon, there was at least somewhat of a point to it. And more nuance than I’d been expecting.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Pike at his desk.
Captain Pike was… illogical.

Pike, La’an, Chapel, and Uhura were completely unprepared for what being a Vulcan would feel like. And they found it impossible to adhere to a genuinely logical pattern of behavior, with all of them crossing lines and behaving like, as Spock put it, jerks. In that sense, I think we did actually learn a little more about what it must be like to be a Vulcan, and how intense their training and education must be to keep a logical lid on some truly illogical impulses and desires.

This was more than just pure comedy, and breaking it down, we catch a small glimpse at what being a Vulcan might feel like – something that, if you think about it, we haven’t seen much of outside of Enterprise. Parts of Four-and-a-Half Vulcans seemed to build on T’Pol’s storylines from Enterprise in an interesting way. Whether that was the intention or not… that’s how I read it. And perhaps I’m reaching, trying to find positive glimmers amidst a storyline I generally didn’t like. But I think that interpretation is there, and stepping back to Enterprise gives context to some of these scenes.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Spock and Chapel in sickbay.
The episode explored a bit more about Vulcans.

Pelia is legitimately one of my favourite characters on Strange New Worlds, and almost every scene she’s in is just… delicious. She’s so funny, she adds so much light-heartedness to the show, and even in an episode like this, where comedy was the focus, her scenes still stood out. It was also a change of pace to put Pelia with a different combination of characters. We saw her with Ortegas, Dr M’Benga, Spock, and Una, and I honestly can’t remember many (or any) times she’d really spent time with most of them. She’s the chief engineer, and though we do now have Scotty as a junior officer, the chief engineer role on a Star Trek series is still an important one.

What I got from Pelia’s scenes, more than just a good laugh, was how she is genuinely friends with the rest of the crew. They like her, and she likes them. Because of how little screen time Pelia tends to get, and how inconsistent her appearances are – with her disappearing for multiple stories in a row, sometimes – there’s been less of an opportunity to show that. This week, with everyone hanging out in her quarters, I felt like she was a fully-fledged member of the crew. And I liked it. Oh, and Pelia’s quarters being shielded from the ship’s sensors? Love it.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Pelia in bed.
Pelia is so funny. I love her.

Though Chapel and Uhura got arguably the less-interesting Vulcan storylines, both had their moments. Uhura trying to solve problems with mind-melds and forcibly “brainwashing” Beto was… weird. But it was nice to welcome back Mynor Lüken on this side of the story. I still think Beto and Uhura have good chemistry, and giving the younger Uhura a romantic interest is – if done well and explored more in future – a solid idea I can get behind.

Chapel’s single-minded focus on work was also interesting, especially as she began severing relationships and friendships in the name of efficiency. I felt a little of Seven of Nine in this characterisation, as Chapel prioritised doing as much work as possible ahead of everything else. Bringing back Dr Korby in the closing moments of the episode rounded out this storyline quite well.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Uhura meditating.
Uhura in her Vulcan form.

If I might nitpick… Dr M’Benga and Una both said that they couldn’t force Pike and the others to return to their human states. And Una was unwilling to remove Pike from command, despite his erratic behaviour. But surely on medical grounds… the affected officers could have been relieved of duty. When it became clear that Pike could no longer effectively command the ship, and was issuing nonsensical orders like 45-minute shift changes, or when La’an was rigging the ship’s weapons for all-out war… intervening at that stage was definitely an option. In fact, it should have been mandatory.

In previous iterations of Star Trek, we have seen officers relieved from duty for less! I can appreciate why, in the beginning, Una and Dr M’Benga might’ve taken a “wait and see” approach, rather than trying to force Pike and co. to return to their human states. But when it became clear that they were being adversely affected by their transformations, steps would surely have been taken by a competent commander and medical professional to, at the very least, take them off duty for a while.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing the crew chatting in Pelia's quarters.
These characters could (and arguably should) have intervened before things went too far.

Doug was an interesting character, but in a busy episode, I don’t think we got enough time with him to really explore who he is or what he was even doing. He and Una made a fun pair, but we never really understood why they have such an unstoppable effect on one another. “Pure lust” doesn’t seem like something Una would experience, to be blunt about it, and even if she did… even if Vulcans and Illyrians have some kind of effect on each other… surely two grown adults are capable of behaving themselves long enough to have a serious conversation. It was a silly aspect of an already silly story… and one that was too over-the-top for my taste in an episode which had no shortage of such moments.

I was also disappointed that, after all the buildup to Doug’s arrival, we didn’t actually see him do anything of consequence to the plot. The writers and producers chose to show Doug – played by wonderful guest star Patton Oswalt – flirting with Una, sharing an awkward drink with Spock, and then doing whatever Vulcan magic he did entirely off-screen, before reuniting for one final flirty scene with Una. “Show, don’t tell” is something they teach every budding writer in their first ever lesson… and with Doug’s Vulcan katra magic being the climax of the episode’s story… it felt wrong that it happened entirely off-screen. Was it really straightforward? Did Doug just… snap his fingers, putting everyone to rights? Or did it take him a week of intense study, meditation, and working in a lab? We don’t know because we saw zero seconds of any of it.

Still frame from Star Trek: Strange New Worlds, 3x08, Four-and-a-Half Vulcans showing Doug.
Doug.

Four-and-a-Half Vulcans was funnier than I expected, and a better episode all around than I feared it would be from the photos and promo clip. But it wasn’t fantastic, it still has some significant weaknesses and contrivances, and above all, it relies on a premise that Strange New Worlds has thoroughly burned out. Please… please… let this be the last “Vulcan comedy” episode we get in this show. I can handle more light-heartedness, and I’m fine with more episodes that use overtly comedic premises and styles. But not another one where the focus is Spock and the Vulcans. We get it: Vulcans can be funny. But that’s enough for now. Try something else with the Vulcans, perhaps. Or give Spock a storyline that isn’t either slapstick comedy or depicting him slowly sleeping his way through every female member of the Enterprise crew. If you can’t think of anything that fits the bill… sideline Spock for an episode or two and do something else. Because I am thoroughly, utterly, and completely done with these kinds of stories at this point.

So that’s all for now, I guess! I didn’t hate Four-and-a-Half Vulcans. I didn’t even dislike it as much as I half-expected, half-worried that I would. But I did find it repetitive, perhaps a little too silly or over-the-top in places, and its strengths – like a genuinely good storyline for Kirk and Scotty – couldn’t outweigh its weaknesses. The result is an episode I probably won’t watch very often in the future.

Next week, we have Terrarium, which I know absolutely nothing about at this stage. The name doesn’t give very much away, and there haven’t been any photos or clips released ahead of its premiere yet. Maybe that’s because there’s some big secret being kept? “Terra” could hint at the Mirror Universe, perhaps – though I hope that’s not the case, to be honest! Or a “terrarium” could refer to an enclosure, perhaps suggesting Pike and the crew will become trapped. Those are total guesses, though. I guess we’ll have to tune in to find out!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ooh, A Star Trek: Voyager Game…

A Star Trek: Voyager-themed spoiler warning.

Spoiler Warning: There are minor spoilers ahead for Star Trek: Voyager, as well as details about the upcoming game Across the Unknown.

A few days ago, at the video games industry’s big Gamescom event in Germany, a brand-new Star Trek game was announced. I was very briefly excited… then disappointed when I learned it was going to be VR-only. Star Trek: Infection looked genuinely fun… but I can’t get on with VR, so I doubt I’ll be able to play it unless it gets ported to non-VR systems in the future. “That’s a shame,” I thought, decrying that the only new Star Trek video game of the past couple of years was gonna be exclusive to VR. But oh well. Life goes on.

I mean, there’s no way the Star Trek franchise is gonna announce two video games at the same event within days of each other. Not after being radio-silent on video games since Resurgence and that Prodigy tie-in game were released. Right?

Star Trek: Voyager – Across the Unknown has just been announced by GameXcite and Daedalic Entertainment. It’s billed as a “story-driven survival strategy game” in which you, as the player, get to take command of the legendary USS Voyager during its journey home.

Promotional screenshot for Star Trek Voyager: Across the Unknown.
Are you ready to take command of the USS Voyager?

Wow. That honestly sounds like a great premise!

The game sounds like a kind of Fallout Shelter or U-Boat, with some amount of starship management in addition to the narrative choices. And that kind of game – where you get to manage and maintain the systems aboard your ship – has been one I’ve wanted to see Star Trek try out for a long time.

Voyager is a great show to use as inspiration for that kind of game. Being lost and alone, far from Federation space, gave Captain Janeway and the crew a lot of leeway when it came to making changes aboard Voyager: things like the Mess Hall and the assimilated cargo bay come to mind! And the unique community that the crew built – that sense of camaraderie that came from being the only humans in this far-flung part of the galaxy – could give the game almost a “cozy” vibe, perhaps.

Promotional screenshot for Star Trek Voyager: Across the Unknown.
Different rooms and decks.

Voyager also led to one of the Star Trek franchise’s few games that genuinely broke out of the Trekkie community to go somewhat mainstream: Elite Force. That game was a darling of early 2000s LAN parties, acquiring a good reputation with a wider audience – something very few Star Trek games have ever done, if you think about it. I don’t want to just assume that Across the Unknown will come anywhere close… but there’s precedent, at least, for potentially expanding the Star Trek fan community a little.

With all that being said, there are some caveats. Star Trek games, both recent and not-so-recent, haven’t always been particularly good… and that’s putting it mildly. Star Trek’s corporate overlords have never really seen the potential in video games as an artistic medium, and practically no licensed Star Trek game has been afforded a sufficiently high budget. The result? Compared to other big sci-fi franchises, like Star Wars and even Alien, Star Trek hasn’t made much of an impact in the video game realm, and some titles have been genuinely quite low-quality.

Promotional screenshot for Star Trek Voyager: Across the Unknown.
This looks like an away mission.

And… to be blunt, I’m getting a bit of a “cheap knock-off” vibe from the trailer and some of the screenshots of Across the Unknown. The graphics look okay, don’t get me wrong. Maybe a bit last-gen, but for a game that won’t have been given a blockbuster budget, that’s okay. But a game like this lives or dies on the quality of its management and sim elements – that’s the appeal of assuming command of the USS Voyager in a game like this. And I’m just not blown away by what I’ve seen, to be honest.

Perhaps, though, that’ll turn out to be a good thing. If I go into a game hyped up to the moon and it doesn’t live up to it, I’ll be disappointed. But if I have low expectations… it’s easier for a game to exceed them! So maybe my Fallout Shelter comparison is apt; maybe that level of quality and interactivity is about right.

Promotional screenshot for Star Trek Voyager: Across the Unknown.
This looks like a map screen, perhaps showing the available planets/star systems that can be visited.

I still need to play Resurgence. It kind of released at an awkward time for me personally, when I was feeling a bit burned out on Star Trek as a whole. I bought it, but it’s sat un-played in my Steam library ever since. Hopefully, though, I can get around to Across the Unknown a bit more quickly when it’s ready! At this stage, there’s no release date – but it could be sometime next year, maybe, based on nothing but the timing of the announcement.

I’m not familiar with developer GameXcite. The company seems to be based in Germany, and so far has released two Asterix and Obelix mobile games and one console/PC game. Oh, and for some reason… development of all of their games (including Across the Unknown) is partially funded by the German government. Go figure. The PC version of Asterix and Obelix: Heroes has a “mostly positive” rating on Steam, and I can’t see any complaints about the game running poorly, crashing, or suffering from game-breaking bugs. Which already puts it light-years ahead of 2013’s Star Trek tie-in game!

Promotional screenshot for Star Trek Voyager: Across the Unknown.
A very pretty master systems display!

But you may have heard of Across the Unknown’s publisher: Daedalic Entertainment. If that name sounds familiar, well… it’s because Daedalic was responsible for 2023’s The Lord of the Rings: Gollum, which was a broken, unfinished mess, and quite literally one of the worst games to launch that year. There’s a difference, of course, between Daedalic’s now-closed development studio and the company’s publishing arm. And Daedalic has published some genuinely good titles: Partisans 1941, for example, and 2023’s Barotrauma, which is a comparable kind of management/narrative game set on a submarine.

I’m trying to keep my expectations in check for Across the Unknown. The game’s blurb mentioned that there are twelve “sectors” of the Delta Quadrant to explore, which could mean there are basically twelve stages/levels. That… doesn’t sound like a ton of content, though I suppose it depends how detailed these sectors are, whether there are multiple star systems to visit in each one, and how many narrative events there could be. The blurb mentioned familiar faces from the show, like the Caretaker and Borg, returning, too.

Promotional screenshot for Star Trek Voyager: Across the Unknown.
The USS Voyager approaching a star.

One of the most interesting ideas, though, are the so-called “rogue-lite elements” that Across the Unknown promises to incorporate. Narrative inflection points, where choices can lead to completely different outcomes, potentially including things very different from what we saw in the TV show, sound genuinely interesting. If handled well, there could be some replayability here, making each run through the game feel different – assuming you pick different options each time!

The danger here is that there will be one “optimal” run, where, if you do everything just so, you get the best outcome, or the outcome that closest resembles the TV show. Part of the fun of an idea like this – taking the Voyager story but allowing players to make different choices – is that some of these choices could actually lead to better or just radically different outcomes. In short… if every choice except the one Captain Janeway made leads to instant death or the ship being wrecked on an asteroid, that’s not gonna take full advantage of this style of gameplay! So I hope the developers are aware of that and are at least trying to make these choices feel different and meaningful.

Promotional screenshot for Star Trek Voyager: Across the Unknown.
Ooh, it’s Harry Kim.

So that’s all for now. I shall follow Across the Unknown’s progress with interest, and when it launches – which could be next year – I daresay I’ll pick up a copy and check it out. If possible, I’ll try to write a review here on the website… but my track record with such things isn’t great, so someone might have to remind me if I forget!

Now… with Voyager getting some love in its 30th anniversary year, how about that HD remaster? Hmm, Skydance? HD remaster? HD remaster of Voyager from Skydance? Skydance’s HD remaster of Voyager to stick on Paramount+? Come on… you know you want to!

This was good news, though, and as Voyager celebrates a milestone anniversary, it’s nice to see the series getting a bit of attention from Star Trek’s corporate overlords. I’m trying to keep my expectations at a reasonable level, but if this game manages to make good on its premise, it could be a lot of fun.


Star Trek: Voyager – Across the Unknown will launch for PC, PlayStation 5, and Xbox Series consoles at an unknown future time. Star Trek: Voyager – Across the Unknown is the copyright of GameXcite, Daedalic Entertainment, and Paramount/Skydance. The Star Trek franchise – including Voyager and all other shows discussed above – is the copyright of Paramount/Skydance. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 7: What Is Starfleet?

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Minor spoilers are present for Picard Season 1, The Original Series, and Deep Space Nine.

Strange New Worlds remains a fun, episodic, and eclectic series. Just in Season 3 so far, we’ve had a zombie episode, a noir mystery on the holodeck, and a dimension-bending away mission. So when this week’s episode was presented in the style of a Panorama or PBS Frontline documentary… yeah. That tracks!

What Is Starfleet was incredibly creative and well put-together. It draws clear inspiration from modern documentary films and investigative journalism, splicing action with interviews, and the way it unfolded made it a genuinely interesting watch. It could also feel intrusive and more than a little frustrating, particularly as the action would cut away from what was unfolding to focus on another interview or clip that didn’t seem to move the main story along. The overall result? An episode I have mixed feelings about, I’m afraid.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing the documentary title card.
The documentary’s title card.

Beto is not a totally brand-new character, having been built up over several earlier episodes. That should be a saving grace for What Is Starfleet, because we’ve at least started to get to know Beto, and we’ve seen him interacting with and getting to know some of the characters on the show already. But… the way this documentary was presented felt intrusive to practically all of the other characters. And because they are our real protagonists and have been for two-and-a-half seasons already… we’re on their side more than on Beto’s, even when naked plot contrivances seemed to be painting Starfleet and Captain Pike in a less flattering light.

It was obvious that the only two characters who were even potentially interested in being interviewed were Uhura and Erica Ortegas – and both of those come with caveats. Captain Pike, Dr M’Benga, Spock, Una… none of them were okay with this. They were complying because they’d been ordered to, but they really weren’t game for having their personal and professional lives exposed and dissected on camera. And again, because they’re the people we care about more than Beto, a significant chunk of What Is Starfleet felt uncomfortable, like it was being presented from the wrong character’s point of view.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Dr M'Benga.
Most characters – like Dr M’Benga – were unwilling participants in the documentary.

Maybe that’s supposed to be part of the point. Some films and TV programmes want you to feel uncomfortable, want to show off negative or less-positive traits from some of their characters, and this documentary format is particularly well-suited to doing that. But if that was how it was meant to come across, then I question both the intent and the execution. What would be the point, in a series like Strange New Worlds, of trying to light up in neon some of the main characters’ ambiguities and questionable backstories? What do we gain by that? Because it feels like something that was contrived for the sake of being an uncomfortable experience… not to lead to any kind of character growth or narrative payoff.

And we aren’t just considering this documentary within the confines of Strange New Worlds – but in the context of 950+ Star Trek stories over almost six decades. Impugning the character, values, and overall decency of Starfleet, as Beto seems to aspire to do in the beginning… it doesn’t sit right.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Dr M'Benga's war record.
Dr M’Benga’s wartime record.

This side of the episode also horribly mixed its metaphors. Though I question whether it could be successfully pulled off, presenting the Federation and Starfleet as akin to an “empire,” ruthlessly expanding, using questionable weapons of mass destruction, threatening non-members… there could be real-world parallels there. It’s the distinction between how the United States likes to see itself – a paragon of virtue, extolling democracy and freedom – versus how the country can be seen by other countries around the world. Asking us as the audience to consider, even for a moment, whether non-Federation members and non-Starfleet personnel might see these organisations in that way has potential. It worked in Deep Space Nine with stories about Bajor and especially with the Maquis.

But the ending completely undermines all of that. Beto goes from making a hard-hitting investigative piece, complete with implicit accusations of war crimes and empire-building, to making a puff piece; basically pro-Starfleet propaganda. Though I don’t think this story, told in this format, had the kind of complex morality that would’ve lent itself to a discussion of Starfleet as a tool of imperialism… if that’s the angle you want to go for, you kind of have to commit to it. What Is Starfleet didn’t, resulting in an ending that felt abrupt and tonally wrong compared to everything that led up to it.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Pike holding a wine glass.
The end of the episode came across like a puff piece – or a recruitment commercial.

In an episodic show, you get contrivances sometimes – it’s part of episodic storytelling. In order to get to the main event, sometimes you have to brush aside an important point or sideline a character. It’s never great, but it’s a compromise of the medium. Even with that context, though… Starfleet’s off-screen orders for the Enterprise to work with this alien race and deliver their biological weapon felt incredibly flimsy. It was clearly set up to be as dark and negative as possible, so that the episode (and Beto as the filmmaker) could imply as many bad things as possible.

And again, contrivances are a hazard of episodic TV. There are many instances in Star Trek where the Enterprise has been ordered somewhere “just because,” jump-starting the events of a more interesting storyline. But there really aren’t that many episodes I can think of where the reasoning behind Starfleet’s orders is so deliberately obtuse.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Pike and Una conversing with Starfleet Command.
There was no reason for Starfleet to be so annoyingly secretive other than “because plot.”

There was scope for a potentially interesting conversation about the “Nuremberg defence.” If you’re unfamiliar with that term, it refers to the expression “I was only following orders,” something many of the defendants at the Nuremberg trials after World War II would go on to claim. In the context of this story, Starfleet basically ordered Pike and the crew to transport a pretty terrifying weapon – a weapon created by interfering with a sentient life-form. The secrecy and “need-to-know basis” for the information pertaining to the mission at least suggests or hints at Starfleet’s higher-ups being aware of what they were doing.

But What Is Starfleet doesn’t do that. It flips things around, showing how Starfleet is “just us, the good people who serve,” and that kind of ignores a massive in-universe point about the nature of orders, who’s giving them, and what outside agendas might be involved. We didn’t get a satisfactory explanation for why Starfleet was inserting itself into this war between two non-Federation worlds, nor whether they knew of the capabilities of this sentient, genetically-modified weapon of mass destuction. “I was only following orders” is not an acceptable defence today, in the modern world, for something like the trafficking of sentient beings, let alone transporting weapons of mass destruction to one side in a war your state is not a participant in. So why would that be okay in the 23rd Century?

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing the Jikaru.
The episode sets up an interesting and morally complex idea – then dumps it right when it could’ve mattered.

What Is Starfleet could’ve posed those kinds of questions – but when it came to the crux, the episode’s writers and director baulked. They teed up these questions about Starfleet inserting itself into someone else’s war, not as a peacemaker but as a gun-running, human trafficking ally, and about how the chain of command operates. But then, after an admittedly emotional chat with Uhura about his personal agenda and ulterior motive, Beto does a complete 180 and turns his documentary’s final act into a celebration of all things Starfleet that’s so sickeningly upbeat that it comes across like propaganda or an enlistment ad.

And so… from both an in-universe perspective, and for us as the audience, Beto’s documentary feels fundamentally unsatisfying and tonally wrong. It’s as if you’d sat down to watch what you thought was a hard-hitting episode of PBS Frontline or Panorama about the war in Iraq, the lies that led to the war, and the criminal actions of the military… only for the film to end with a feel-good story about camaraderie and friendship, and an ad to join the army at your nearest recruitment station. Starfleet is – as the documentary points out – the Federation’s military, after all, so when the episode and the documentary end with this kind of puff piece… that’s how it comes across to me, at any rate.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing the dinner party.
This didn’t feel like the right ending.

A couple of weeks ago, Pelia was one of the most fun and engaging characters when dealing with Beto and his camera. She seemed to relish in hamming it up, almost hoping for her turn in the spotlight. That could’ve added a small amount of levity to what was a quite heavy story this time, and What Is Starfleet could’ve looked at the connection between Pelia and Beto, as well as, perhaps, how a filmmaker might deal with an overly enthusiastic participant. But, for no discernible reason, Pelia was entirely absent.

Given the Jikaru’s energy/electromagnetic abilities, and the damage sustained to the ship and shuttle, there was scope to bring in an engineering character, but neither Scotty nor Pelia appeared. If I had to choose just one of them, I’d have picked Pelia – I just think she brought something completely different to the table when dealing with Beto. It would’ve been fun for us to see him having to deal with her antics, but she could’ve also had a role in the story. Not only could we have seen her attending to the Enterprise’s shields, and perhaps Beto struggling to keep his composure during an interview, but Pelia could’ve also helped Pike deal with the intrusion of having a camera in his face. I’ve felt her absence in several stories this season – but none more so than this one.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing an engineer reparing damage to the Enterprise.
Where were Pelia and Scotty during all of this?

All of this must make it sound like I hated What Is Starfleet. I didn’t. I liked the creativity. I liked that, after 950+ episodes and films, Star Trek can still break new ground and try different things. I liked that, hidden underneath the documentary format, there was a classic Star Trek story which felt like it came straight out of The Original Series or Deep Space Nine. And I liked many of the character moments – particularly Pike’s conversations with Una, and Uhura’s with Beto. I just think that some of the episode’s goals weren’t clear, and that maybe there was a bit of story meddling which ultimately led to quite a jarring shift in tone.

This was a non-linear approach to storytelling – the narrative was broken up by interviews and vignettes, but underneath it there was a classic Star Trek episode. I’d still have the same complaint about Starfleet Command’s unnecessary secrecy and obtuse orders without the documentary format, but on that side of the story, that’s pretty much the only weak link. The tale of an alien race corrupting a life-form for its own selfish purposes, and Starfleet intervening, coming down firmly on the side of protecting sentient life? That’s a classic “morality play” right out of The Original Series. And the idea of Starfleet potentially investigating this kind of weapon, inserting itself in a foreign conflict? The same kind of morally challenging storytelling was on display in Deep Space Nine.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing the main viewscreen showing the Jikaru and the Lutani warship.
The Jikaru and the Lutani warship.

I think the core story at the heart of What Is Starfleet would’ve made for a perfectly entertaining episode in its own right. And maybe, without the documentary trappings, it might’ve even been a bit more fun! I like when Star Trek gets into these morally grey areas – why was the Enterprise ordered to help this non-Federation member with Klingon ties? Did Starfleet Command know that the Lutani were illegally enslaving a sentient species to serve as weapons of mass destruction? Seeing Pike and the crew coming to that realisation was great… but without the unique format, I can’t help but feel it might’ve worked even better.

Because the interviews didn’t really expand our knowledge or understanding of any of the featured characters, basically just re-telling things we already knew, like Uhura’s family, Ortegas’ injury, Spock’s half-human side, or Dr M’Benga’s war record, there’s a strong case to be made that they… got in the way. And that what could’ve filled that space had they not been present was a more in-depth look at the Lutani, their unethical experiments on the Jinkaru, and Captain Pike’s realisation that his orders were morally wrong. That version of the episode – one played straight, without the documentary fluff – would have been fun to see.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Pike being interviewed.
Captain Pike.

There are a couple of other in-universe points I want to tackle re. the documentary, then I promise we’ll move on to discuss other parts of the episode!

Firstly, this documentary idea leaned on something modern Star Trek has done that I’ve never been particularly comfortable with. In short, the idea of making a documentary about the crew of the Federation flagship means that, to the ordinary Federation citizen, Captain Pike and at least some members of his crew are gonna be akin to celebrities. The implications are that either people knew who they are already, or that the documentary is going to raise their profiles and make them famous, for want of a better word.

I’ve never really liked that idea. In some Star Trek stories, it could work. When Enterprise did it in Season 4, turning members of its crew into heroes, there was a narrative purpose – but when we’ve seen similar attempts, such as in Picard’s premiere episode, or with Boimler in Lower Decks fangirling about certain Starfleet officers, it just felt weird and uncomfortable. I like to see the characters in Star Trek as everyday folks doing their jobs in this fun future setting. Some of them are exceptional, yes, but part of that is because they live in a post-scarcity future where “exceptional” is becoming the norm. They aren’t meant to be their world’s equivalent of celebrities, so this idea of a documentary all about them – making them famous people in the 23rd Century – just isn’t sitting right.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Uhura and Spock on the bridge.
Uhura and Spock.

Then we have an interesting in-universe question: would a documentary like this actually make it to air? Would Starfleet be okay with a documentary implying one of its senior medical personnel is a war criminal? Or that showed a sensitive mission involving a non-Federation member, a weapon of mass destruction, and classified orders? If this was an independent production, maybe. But the whole idea behind Beto’s work is that he’s been commissioned by Starfleet to make this film – Pike and the crew are basically under orders to work with him and let him observe them, otherwise you can bet Pike wouldn’t have allowed him on the bridge. With that context, would Starfleet be okay with this film?

Starfleet Command would undoubtedly like the ending – how could they not? It’s basically pro-Starfleet propaganda and a recruitment ad rolled into one. But the rest of the film really does portray the organisation and several members of the crew in an extraordinarily negative light, so the idea that the people at Starfleet HQ who originally wanted this documentary to be made would give it the green light is ridiculous. And, also from an in-universe perspective, I’m not sure I buy the idea of Starfleet declassifying all of this footage of its operations, broadcasting it to all and sundry. Maybe that’ll become an issue in another episode – perhaps the Klingons watched Beto’s documentary, figured out some weakness in the Enterprise, and are planning an attack. I doubt it, but it could at least be a way to incorporate the documentary into a future episode.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing the bridge of the Enterprise.
Might the Klingons have watched Beto’s documentary?

Okay, that’s enough about the documentary for now.

So I guess Strange New Worlds isn’t going in the direction I thought it was with Ortegas and her hinted at PTSD-like condition. Her scenes in the documentary this week, in which she discussed her injury and recovery, seem for now to be the culmination of that storyline, and I don’t really see how, with three episodes remaining this season, this storyline can come back in a significant way. It was understated and not what I expected, but I can respect What Is Starfleet for the undramatic and mature way it approached this storyline.

I confess I’d been expecting more of an ending, though. I don’t think it feels unsatisfying, but Ortegas’ storyline had been set up right at the start of the season, then we got her big blow-up with Una in Shuttle to Kenfori, and I’d been sort of waiting ever since for this unnamed PTSD-adjacent mental health condition to return. With Ortegas never having gotten a major storyline of her own, this could’ve been her turn in the spotlight. I think there’s value in a storyline that basically says, “yeah, I was struggling, but with determination and time I’m doing better.” I wish we’d seen a bit more of it over the course of the season, though; Ortegas seemed to go from struggling badly to snapping out of it in between episodes, where recovery and coming to terms with trauma is a process, not an instantaneous thing.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Erica Ortegas smiling.
I wish we’d gotten a bit more time with Ortegas this season to explore her mental health – but this ending was solid in an understated way.

Uhura was at the heart of What Is Starfleet, and her connection with Beto was interesting. However, there was a moment towards the end where Uhura seemed to go from “I can’t believe you’re recording this, leave me alone” to “I’m having an invasive medical procedure, bring your camera” in no time at all. Conflict between characters is great; it adds to the extension in a situation like this. And I get that Uhura was absolutely the right character to call out Beto on his agenda and potential conflict of interest. But I think we needed at least one scene in between their blow-up in the ready room and Uhura’s visit to sickbay to sell that they’re still on speaking terms.

That being said, Beto’s realisation that he was compromising his work and coming into it with an agenda was played incredibly well. I liked how the camera lingered on Beto – picking up on his line a couple of weeks ago about the camera being programmed to follow the strongest emotions in the room – as he sat with the idea that he was projecting onto Starfleet his anger and fears after what happened to his sister.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing a close-up of Beto, looking emotional.
Beto.

The scene was also incredibly well-written, and it built on Uhura and Beto’s established relationship particularly well. I think we were getting to a point where, in theory, anyone *could* have called out Beto for his anti-Starfleet agenda, but if it had been Pike or Dr M’Benga, for example, it wouldn’t have packed as much of a punch. It took Uhura to see through Beto – not only what he was doing, but why he was doing it and why he felt the way he did. It was a great way to build on a fun character dynamic from earlier in the season, taking the pair in a more serious and dramatic direction.

Has it killed any possibility of an Uhura-Beto romance, though? After she called him out like that, and after Beto had been pushing his agenda the whole time, I can see both of them not wanting to take things any further. Maybe that’s a reach – or maybe Beto will be gone after this episode, now his documentary is over – but I liked the idea of giving this younger version of Uhura some kind of romantic entanglement. Spock can’t be the only one who gets to have that kind of storyline, after all!

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Beto and Uhura.
Beto and Uhura made for a fun pair earlier in the season.

One thing I really liked about Beto, and I admire about the character on a personal level, is how he left all of that in the documentary. He could’ve said “cut!” and left out the part where Uhura basically calls him out on his own show for his bias and anti-Starfleet sentiments. But he didn’t. It added to the feeling that this was the kind of “warts and all” investigative piece that What Is Starfleet’s writers were drawing inspiration from. And I think it (belatedly, perhaps) paints Beto in a positive light. For all his flaws, he was dedicated to the truth more than to his own image.

I felt echoes of Jake Sisko in this side of Beto. In the DS9 fourth season episode Nor Battle To The Strong, we see Jake and Dr Bashir diverted to a warzone – where Jake fails to distinguish himself in combat. Jake writes up his experiences for the Federation News Network, including his cowardice, his abandoning of Bashir, and the sheer dumb luck for which he was hailed as a hero. Beto, in What Is Starfleet, does something similar by allowing his conversation with Uhura – and by extension, the agenda he had going into the documentary – to make it into the final cut. Both men exposed their own flaws and vulnerabilities. As I’ve said before… Star Trek doesn’t copy itself, but sometimes, story beats just rhyme.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Beto lost in thought.
Like Jake Sisko in Nor Battle To The Strong, Beto kept his documentary open and honest, even about his own flaws.

I’m not sure that this was a particularly good episode for Captain Pike. I don’t mean that in terms of screen time, but characterisation. Pike went hard on the “need-to-know” aspect of his orders, which made sense in the context of the story, but didn’t do wonders for a man who’s supposedly on friendly terms with his crew. There was a bit of broken trust there, I felt, and it begs the question of how much Pike knew about the Jikaru and what the Lutani had been doing to them before the mission got underway.

It was nice to see how Pike – eventually – came around to the idea that the Jikaru was sentient, and that interfering with it was morally wrong, even if it was within the scope of his orders. But it took him a while to reach that conclusion, even after Uhura and Spock had pressured him about it. And it doesn’t account for what he may or may not have known about the mission and the circumstances surrounding the Lutani and their unethical experimentation on a sentient life-form. Sometimes less is more… but here, we needed to know from Captain Pike, firsthand, that he was as surprised as everyone else about what was going on.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Pike, Una, Uhura, and M'Benga in the ready room.
Pike with Una, Uhura, and Dr M’Benga.

Though we didn’t spend much time with the Lutani, I enjoyed the two characters we got to see. The first scientist died in a pretty gruesome way, succumbing to her injuries in sickbay. The second Lutani, the commander of their warship, got a one-on-one with Captain Pike, and I liked this character. There was a desperate edge to him; pleading for this unethical super-weapon his people had developed as it was, in his view, a last line of defence.

The actor, Shaun Majumder, reminded me of DS9′s Armin Shimerman in terms of how he spoke, and that was kind of fun to listen to! The Lutani are probably going to be among Star Trek’s many one-time-use aliens; I don’t expect we’ll see them coming back in a big way. But they had a neat design – the silver-grey colour at least helps them stand out from other “nose and forehead” humanoid aliens. Nothing to write home about, perhaps, but a solid and pretty nuanced antagonist for the story they were a part of.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing the Lutani commander.
The Lutani commander.

Ever since Discovery debuted, live-action Star Trek has used a cinematic “letterbox” aspect ratio… and I hate it! Okay, “hate” might be too strong a word, but c’mon… what’s wrong with a standard widescreen ratio that actually fits properly on most people’s TV screens? It feels like every episode has content cut off; like I should be seeing more of the action. What Is Starfleet finally ditched that – and it was consistent in using a 16:9 aspect ratio for the entire episode, unlike A Space Adventure Hour, which only used it for its show-within-a-holdeck-programme-within-a-show segments.

I admire Strange New Worlds’ producers for going all-in with whatever ideas they have. We got the animated ending to Those Old Scientists in Season 2. We got the a cappella opening theme in the musical episode. We got a 16:9 aspect ratio this week, mimicking those TV documentaries and investigative news pieces that the episode drew inspiration from. Long may this experimentation continue!

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing a hand reaching for a phaser.
A phaser pistol in the armoury.

It was a ton of fun to see the shuttle Galileo again. The Galileo was made famous in The Original Series episode The Galileo Seven, and a shuttle bearing the same name has been a mainstay in Strange New Worlds since Season 1. Maybe I’m misremembering, but I felt the design of the shuttle that we saw this week was much closer to that TOS presentation than to earlier Strange New Worlds episodes – it felt a lot more familiar to me, at any rate.

The sequence aboard the shuttle was one of the most tense in What Is Starfleet, with Spock attempting a long-range mind-meld with the Jikaru. I’m not sure how we went from “Spock’s the only one who can do this because of Vulcan telepathy” to “anyone can thanks to this gadget,” but I guess that’s a minor point. The danger of the shuttle mission was well-established, and as the camera lingered on Pike, you could see how worried he was for the safety of the away team.

Concept art created for Star Trek: The Original Series showing the interior of the shuttle Galileo.
The Original Series concept art showing the shuttlecraft interior.
Image Credit: Matt Jeffries via Forgotten Trek.

I’ll continue to compliment Strange New Worlds for taking a step back from Spock’s love life. When Chapel joined the away mission (why not Dr M’Benga?) I was a little worried that they’d drag that up again, but I was pleasantly surprised. There’s so much more Strange New Worlds can do with Spock than either comedy or romantic storylines, and I’m glad we got to see him in that kind of role this week. What Is Starfleet leaned into Spock’s role as the Enterprise’s science officer, but it also allowed him – in his own words and at his own pace – to touch on his half-human heritage.

This continues a trend from Enterprise (and really, as far back as The Original Series) of Vulcans being a pretty prejudiced lot. Despite their lofty claims of enlightenment and aloof nature, Vulcans are just as prejudiced as humans when it comes to race and racial purity. Enterprise took a deep dive into this side of the Vulcans, but it was always present. I remember Sarek’s line of Spock being “so human” in The Final Frontier, just as one example. Considering that next week’s episode is titled Four-and-a-Half Vulcans, calling attention to Spock’s heritage in What Is Starfleet might prove to be some clever foreshadowing. Or just a timely reminder.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Spock's training.
Part of Spock’s training/meditation.

Alright, let’s start to wrap things up.

What Is Starfleet was a creative idea for an episode. Beto’s earlier appearances this season built up to it, meaning the idea of a full-blown documentary episode didn’t come from nowhere. The writers, producers, director, and editors clearly had a lot of fun researching documentary films and investigative news pieces, and the resulting episode emulates that style incredibly well. There were also great moments of characterisation for Beto and Uhura in particular, with Mynor Lüken and Celia Rose Gooding putting in incredible performances to bring their characters to life.

However, there are some flaws that keep What Is Starfleet from really soaring. I really felt the absence of Pelia, as her chaotic energy and previous run-in with Beto could’ve added a lot. I can’t help but feel that a more traditional episode, playing the story straight without the documentary style, might’ve been a better fit for this story of the Jikaru and Lutani, and would’ve allowed a bit more time for characters like Pike to shine. And, unfortunately, the documentary itself feels quite jarring, with a massive tonal jump from “investigative hit piece” to “recruitment ad” right at the end.

Still frame from Star Trek: Strange New Worlds S03E07 "What Is Starfleet?" showing Spock in away team armour.
Spock.

A bit of a mixed bag, then. Nothing was out-and-out bad, and I will happily watch What Is Starfleet again. It’s a self-contained episode, one that doesn’t require a lot of background information from earlier stories to shine. Ortegas’ storyline is probably the most reliant on what came before, but I think it’s explained well enough within the documentary itself – and particularly through Uhura’s conversation with Beto – that even that aspect can be understood without much prior knowledge. I’m a little underwhelmed by this apparent resolution to Ortegas’ story, but at the same time I can respect Strange New Worlds for going for a more realistic and less drama-laden ending to her struggles.

We caught a glimpse of Captain Batel in the dinner party sequence right at the end, but this is now the second week in a row where her deadly, near-fatal illness and unconventional treatment haven’t been mentioned. As above, I love episodic television, and I don’t want Strange New Worlds to turn into a serialised show like Picard or Discovery. But… sooner or later, we have to pick up this storyline, right?

Next week, we have Four-and-a-Half Vulcans. I’ll level with you: I’m not looking forward to another “Vulcans are so stuck up, let’s use that for laughs!” story outline. Strange New Worlds has scope to do so much more with Spock and the Vulcans, yet almost every time they’ve appeared it’s been in a comedy story with a flippant tone. I hope I’m misjudging Four-and-a-Half Vulcans, and I’ll do my best to go into it with an open mind! But I’m concerned at this early stage. I guess we’ll find out, though!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Desert Island Games

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of minor narrative spoilers for some of the entries on this list.

Are you familiar with Desert Island Discs, the long-running radio programme here in the UK? Desert Island Discs brings famous people on as guests, and asks them to choose eight records (as well as one book and one “luxury” item) to take with them if they were a castaway on a desert island. It makes for a fun little thought experiment, so I thought I’d co-opt the idea and talk about some of the video games I might want to play if I were similarly shipwrecked!

Obviously this isn’t a unique idea; other people have made similar lists of “desert island games,” so please don’t think I’m stealing your idea if you got to it first! And since there are plenty of other people sharing their own lists, it could be a lot of fun to see what games other folks might’ve chosen, so be sure to take a look.

Stock photo of a typical desert island.
Ready for some desert island gaming?

Before we get into it, let’s explain the format and lay down some rules.

I’m going to use the Desert Island Discs format – but I’ll be replacing music records with video games. For the purposes of the hypothetical scenario, we’re going to assume that the desert island comes equipped with electricity, a screen, and the necessary hardware to play all of the games. I’m also going to keep the book and luxury item, because they could be fun to talk about, too!

The games can be from any console, any year, and will be listed in no particular order. Combo packs (where two or more games are sold in one box) can count as one entry, but multiple titles in the same series would have to be included separately if they were never sold together. As an example: Mass Effect: Legendary Edition would count as one entry, but if I also wanted to bring Mass Effect: Andromeda for some reason (spoiler alert: I don’t) then I’d have to include it as a separate entry, because it was never sold in a package with the original trilogy. I’m treating each game as the complete version – with all of its DLC and expansion packs included.

Promo art for Mass Effect: Andromeda.
The Mass Effect trilogy could count as one entry thanks to Legendary Edition, but Andromeda would have to be added separately.

As I’ll explain in a moment, I’m not considering this to be my “all-time favourite” list of games – though, naturally, they’re all games that I like. And, as always, please keep in mind that all of this is the subjective, not objective, opinion of just one person. If I highlight a game you despise or ignore a title that you think should be obvious… that’s okay! There’s enough room in the gaming community for differences of opinion.

Now that all of that’s out of the way, let’s talk for a moment about how I want to approach this! When I’ve seen people make similar “desert island” lists, whether we’re talking about films, games, TV shows, books, or whatever… I often see the same mistake. Well, maybe “mistake” is too strong a word, but I’ll try to explain what I mean. The purpose of this exercise is not to say “here are eight of my favourite games ever,” but rather to answer this more nuanced question: if you could only play eight games for the rest of your life, which games would you pick? That’s the question at the heart of this “desert island” idea – at least in my opinion.

Photo of a beach on Henderson Island.
Henderson Island – an uninhabited island in the Pacific Ocean.
Photo: Ron Van Oers, CC BY-SA 3.0 IGO https://creativecommons.org/licenses/by-sa/3.0/igo/deed.en, via Wikimedia Commons

There are plenty of games I’ve played and thoroughly enjoyed that I only need to play once, or that are particularly short. See, in this thought experiment, things like a game’s length and replayability are big considerations! So a title like Indika, which I played through recently, was interesting, emotional, and a wonderful experience – but it’s a linear game that doesn’t even crack the five-hour mark. There’s little room for replay value and longevity is an issue if I’m going to have a limited number of games to play on my desert island.

I also don’t want to only pick games within the same genre, series, or even from the same developer. Getting a decent amount of variety in the mix is also going to be key – I don’t want to be stuck with eight very similar-feeling games if those are the only ones I’m ever gonna play! I’m not setting limits for how many games from a specific developer or genre I’m going to allow myself to choose, but if I feel I’m picking too many of a certain type of title, I’ll definitely walk it back.

Four Bethesda role-playing games - box art.
I don’t want to only choose Bethesda games, for example.

So that’s my approach. I want to consider good games – games I enjoy. Then I want to whittle down that list to games with plenty of replay value, games in a variety of genres, and games I’d be happy to play over and over again.

Am I overthinking it? Maybe. But putting some ground rules in place, and making sure I have an idea of the kinds of games I want to choose, is all part of the fun. I’m never actually going to be stranded on a desert island – at least, I hope not – but I wanted to approach this thought experiment in this way. So if that sounds like fun to you… buckle up. We’re about to dive into the games!

Desert Island Game #1:
Civilization VI
PC, 2016

Screenshot of Civilization VI (2016) showing a cannon with a city in the background.
Civ VI.

I don’t have the stats for every single game I’ve played in my forty-some years on this planet, but Civilization VI has to be one of the titles I’ve spent the most time with. I’m currently sitting at over 1,500 hours – that’s more than 62 full 24-hour days! And I could easily spend another 1,500 hours (or more) playing one of my favourite strategy games ever. Civ VI has a ton of factions, leaders, and map types – making each game a unique experience. Years’ worth of DLC and expansions have added a lot more to the game, too, including new gameplay modes, mechanics, and features, as well as new leaders and other content.

When I first started thinking about “desert island” gaming from the point of view of replay value and longevity, Civ VI was quite literally the first title that came to mind. It’s the kind of game I can go back to over and over again, and the AI is good enough to still pose a challenge even after so many different matches.

Screenshot of Civilization VI (2016) showing a city in the late game.
A different city in the late game.

Often in games like this, I’ll have a favourite leader or faction that I like to play as. But Civ VI is different, and one of the fun things is choosing someone new each time. Each faction and leader has their own strengths and weaknesses, and different map types can be more challenging for some civs depending on these unique attributes. It makes even the process of setting up a game feel interesting – and, of course, there’s the option to completely randomise everything, too.

I love being able to customise and rename my cities! I was astonished earlier in the year when that incredibly basic mainstay of the series was absent from the launch version of Civilization VII! The game also includes unique scenarios if the main game ever starts to feel stale – and completing some of those challenges was a ton of fun, too. Civ VI has given me so much enjoyment over the past eight-plus years that I really couldn’t think of a better title to kick off this list.

Desert Island Game #2:
Shenmue I & II HD
PC/PlayStation 4, 2018

Screenshot of Shenmue (1999) showing Ryo at the harbour.
The harbour.

Shenmue I & II HD brings together two of the best games I’ve ever played. The Shenmue saga was criminally under-appreciated when it launched, and it felt light-years ahead of its time. You probably know the next part of the story, though: the games were massively expensive to create, and the hardware they were exclusive to – Sega’s Dreamcast console – failed hard. But when Shenmue III was in production, someone had the brilliant idea to re-release the first two games in one package – so I’m picking it for my list!

Shenmue is a narrative experience unlike any other I’d played in the year 2000, and it’s the game that kept me interested in the hobby at a time in my life when I might’ve begun to drift away. Ryo’s adventure was a masterclass in storytelling that would’ve felt at home on the big screen, and it’s no exaggeration to say that Shenmue showed me what video games in the new millennium could be. And for the purposes of our list… well, it doesn’t hurt that there are three full ’80s arcade games (Space Harrier, Hang-On, and Outrun) playable within it, too!

Screenshot of What Is Shenmue? showing Ryo and the Sega president in the arcade.
The arcade.

I’ve heard some folks say that Shenmue’s slower pace is “boring,” but I never really got that criticism, myself. Sure, these games aren’t non-stop action in the way a lot of titles are… but that’s the point. This is a narrative experience and a mystery as much as anything else; the fighting sections actually take up relatively little time compared to everything else. And there’s so much on offer. I mentioned the arcade games, but there are also QTEs, a darts minigame, a massive number of collectables, exploration, a fortune-teller, forklift driving, arm-wrestling, part-time jobs… there’s enough here to feel like you’re stepping into Ryo’s shoes and living his life.

Shenmue probably isn’t the kind of game I’d want to play every day – not all the way through, at any rate. But it absolutely could be a game to fire up any time I want to escape to a different place and time, to wander through some gorgeous environments, talk to NPCs, and play a few rounds of darts!

Desert Island Game #3:
Mario Kart 8 Deluxe + Booster Course Pass
Switch, 2017

Screenshot of Mario Kart 8 Deluxe showing Dry Bones on Tokyo Blur.
It’s Dry Bones!

I’d have loved to include Mario Kart 64 – my favourite entry in the series – but when I considered replayability for this thought experiment, Mario Kart 8 Deluxe was the hands-down winner. With 96 racetracks and a whopping 50 drivers, there’s so much fun to be had that it almost never gets boring! I’ve been playing Mario Kart 8 for more than a decade at this point – having first bought it when I was one of about seven people who owned a Wii U – and I still find myself going back to it time and again. It’s my most-played Switch game by quite a long way, eclipsing even Animal Crossing: New Horizons.

Mario Kart 8 Deluxe is the kind of game I can fire up for twenty minutes to play a few races – or lose half a day trying to beat records in time trial mode. Though I’m not really a battle mode kind of player, I daresay it’s something I could try to get into if I was stuck on a desert island! My point is that the game has a lot going on besides just grand prix races, and it’s pretty versatile with what’s on offer.

Screenshot of Mario Kart 8 Deluxe showing Dry Bones on Kalimari Desert.
Gliding across Kalimari Desert.

I usually play as Dry Bones – they’ve been my character of choice since Mario Kart Wii, and I’ll always pick Dry Bones in any Nintendo game where they’re an option! But because Mario Kart 8 Deluxe has so many other characters to choose from, if Dry Bones ever got boring… well, it’s nice to have options. Sure, there are some I’d never choose (lookin’ at you, Pink Gold Peach) but just knowing that variety is there is nice.

A couple of years ago, I put all 96 racetracks into a tier list. You can find part one by clicking or tapping here, and part two by clicking or tapping here, if you’re interested to see where I’d rank them! Considering this is probably going to be my only racing game… I think I’ve made a good choice. Sure, it’s not as realistic or immersive as something like a Project Gotham Racing or Forza Horizon 5, but Mario Kart 8 Deluxe knows what kind of game it wants to be and offers a ton of good, arcadey fun.

The Book:
The Great Siege: Malta 1565
Ernle Bradford
1961

A photo of Valetta, Malta.
Malta.

Desert Island Discs usually gives its castaways the Bible (or a religious text of their choice) and the complete works of Shakespeare – then asks them to choose just one other book. I’ll level with you: I read fewer books these days than I really should, especially for someone who loves writing as much as I do! For this list, I want to talk about what is probably my favourite book of all-time: Ernle Bradford’s The Great Siege: Malta 1565.

History is another of my passions – it was the subject I read at university. I’d studied the Ottoman period at school, but only in a pretty basic, surface-level way, so this book was a deep dive into a conflict I knew very little about. Bradford has a wonderful writing style that made the siege of Malta come alive – The Great Siege feels, in places, more like an adventure novel than a work of non-fiction. I was hooked in from almost the first moment, and I really came to appreciate this way of engaging with history.

Photo of author Ernle Bradford (left) and the cover of The Great Siege (right).
Ernle Bradford and the cover of a more modern printing of The Great Siege.

My copy of The Great Siege was gifted to me by a distant relative after a chance encounter. We got chatting after a family funeral and somehow the topic of history came up. He promised to send me a copy of the book, and after we parted ways I thought nothing of it. But low and behold, a few weeks later, The Great Siege arrived in the post! That’s always a fun little story to tell; something I’m reminded of every time I re-read The Great Siege. It’s also gotta be a fairly uncommon way of discovering one’s favourite book!

The Great Siege tells the story of the Ottoman siege of Malta in 1565 – arguably the Ottoman Empire’s first significant defeat. This period of Ottoman history – the final years of the reign of Suleiman the Magnificent – have come to be seen as the peak of the Empire’s expansionism and power. So it’s an interesting moment in history to revisit – and it’s told beautifully in this book. Track down a copy, if you can – it’s well worth a read.

Desert Island Game #4:
The Elder Scrolls III: Morrowind
PC/Xbox, 2002

Screenshot of The Elder Scrolls III: Morrowind showing the Census and Excise Office.
One of the first locations in the game.

Bethesda’s role-playing games offer a lot of replay value – but in my view, Morrowind is still the developer’s high-water mark. Because of the way Morrowind is structured, it’s impossible to join every faction and play every quest in a single playthrough; the game is practically begging to be replayed in a completely different way each time! There are Great Houses, guilds, vampire clans, and religious sects which are all mutually-exclusive, meaning every playthrough can feel unique.

In addition, Morrowind offers a huge amount of choice when it comes to classes and gameplay styles. There are weapons – like throwing knives and spears – that didn’t appear in Oblivion or Skyrim, and which offer completely different ways to play than the stereotypical “stealth archer” that so many Skyrim players love. And there’s a wide variety of magic, too, including spells like levitation which can be really useful for navigating the game world.

Screenshot of The Elder Scrolls III: Morrowind showing Ghostgate.
Ghostgate.

Morrowind packs a huge amount of content into its map, which is geographically diverse, too. There’s a frozen island to the north, volcanic wastes in the middle, swampy areas, grassland, cities that feel dense and lived-in, and so much more. It’s been more than two decades since I first booted up Morrowind, and there are still quests I haven’t completed and dungeons I haven’t fully explored – not because I didn’t want to, but because there’s just so much to do in this game.

When I think about fantasy role-playing games, Morrowind is still the title that leaps to mind first. I have so many fun memories of the game, from the time I became head of House Telvanni despite not knowing any magic spells to modding the PC version to give myself a cool sword and a house that could teleport me to every town on the map! Morrowind really is a fantastic game – and not one to sleep on if you missed it when it was new.

Desert Island Game #5:
Grand Theft Auto: The Trilogy
PC/PlayStation 2/ Xbox, 2005

Screenshot of Grand Theft Auto III showing the player character.
The player character firing a weapon in GTA III.

Not to be confused with the atrocious remaster from a couple of years ago, this box set includes Grand Theft Auto III, Vice City, and San Andreas – so that’s three games in one to bring to the desert island! Though they seem a bit janky compared to modern titles, the GTA III trilogy still gives you three of the best and most immersive open world games of their era. The Grand Theft Auto series’ switch from top-down to 3D was a masterstroke in 2001, and the game’s world felt incredible. Being able to go off the beaten path in between missions, causing chaos in the city, was a ton of fun.

Vice City’s setting – both in time and place – felt pitch-perfect; a true pastiche of the likes of Miami Vice and Scarface. Tommy Vercetti was a fun protagonist, and I had a whale of a time exploring Rockstar’s sun-drenched tropical paradise and building up my criminal empire! Vice City was a true ’80s crime fantasy come to life, and its city felt fantastic to navigate on foot or in a vehicle.

Screenshot of Grand Theft Auto: Vice City showing Tommy Vercetti.
Vice City.

Then we come to San Andreas – and what a leap forward that game was! Three cities instead of just one, and all of the countryside and small towns in between? It’s astounding how much Rockstar managed to cram onto a game of the Xbox/PS2 era, quite frankly. San Andreas also has a much more engaging and relatable story – at least in the beginning – with protagonist CJ heading home for the first time in years only to see how badly wrong things have gone for his family and friends.

I had so much fun with all three of these games on the Xbox. I have especially fun memories of using the Xbox’s music player to rip CDs and listen to them in-game. A friend of mine would often come over after work and we’d play Vice City while listening to some of our favourite ’80s hits, and nearer to Christmas we’d tear up San Andreas in two-player mode while blasting a festive playlist! It was a ton of fun. And for the purposes of our hypothetical desert island, there’s more than enough content here to keep me going for a good long while!

The Luxury Item:
My Star Trek Collection

Photo of three Star Trek TOS DVD box sets.
I still have my TOS DVD box set somewhere!

On Desert Island Discs, there have been some wild “luxuries” over the years – including the likes of a church window or an entire art museum. Then there are the folks who were more practical, opting for survival necessities like a bed or a fishing rod. But I’m choosing my Star Trek collection – I have every film and episode on a combination of VHS, DVD, and Blu-ray. Well, okay, I might be missing a couple of the most recent releases! But I’ve got most of Star Trek – including the older shows, which are the ones that still matter the most to me.

If you’re a regular reader (or you just read the name of my website), you’ll know I’m a bit of a Trekkie! If I was stuck on a desert island and I could only bring one thing to watch… it’s gonna be Star Trek. And with there being over 950 episodes and films at time of writing… I think that’s enough to keep me going for a while. I could go back to the start and watch The Cage, or leap forward to the most recent episodes of Discovery and Strange New Worlds. Or I could pick some of my favourites and watch them in a random order.

Promo photo for Strange New Worlds 3x07 What Is Starfleet? showing Capt. Pike.
Captain Pike.

Star Trek is a wonderfully diverse franchise, too. There’s comedy in shows like Lower Decks, war stories in Deep Space Nine and Enterprise, mysteries, exploration, noir, horror, drama, romance… the list could go on and on. I genuinely believe I could find at least one Star Trek story that would appeal regardless of what I might be in the mood for, because the franchise has pretty much done it all! Speaking as we were of the need to have variety in a situation like this, I think that’s a huge mark in Star Trek’s favour.

If we’re being strictly literal, and I can only bring the episodes and films that I already own on disc, then we’re going to be missing Section 31, Strange New Worlds’ third season, and Prodigy. But then again, if we’re being strictly literal, and I bring my “Star Trek collection,” could I also bring my Star Trek books and games, too? Maybe that’s a bridge too far – so let’s compromise and say I get to bring all of the Star Trek TV series and films!

Desert Island Game #6:
Disney Dreamlight Valley
PC/PS4/Xbox One/Switch, 2022

Promo screenshot of Disney Dreamlight Valley (2022) showing a selfie.
Taking a selfie with Merida and Flynn!

I haven’t been back to Dreamlight Valley in a while – but it was my pick for “game of the year” in 2022. I don’t like the way the game is currently being over-monetised, and that’s a black mark against it in my opinion. But despite that… it’s probably the best cozy life-sim that I’ve ever played. Though I don’t consider myself a “Disney adult,” I enjoy Disney’s animated films. And having this kind of game populated by a whole host of familiar characters adds a lot to the experience.

At least in part, I think I’m comparing Dreamlight Valley to Animal Crossing: New Horizons and appreciating the improvements it offers over Nintendo’s similarly-pitched title. There are so many quality-of-life things that Dreamlight Valley does better, like the simplicity of moving buildings around, the quests and activities villagers can offer, and the ease of crafting. The valley has a diverse array of biomes to explore, each with different plants and other features, and there’s plenty of crops to grow, recipes to create, and a main quest to boot.

Promo screenshot of Disney Dreamlight Valley (2022) showing furniture.
Furniture items in the game.

I’m dead certain that I’d want at least one cozy life-sim type game for my desert island, and honestly… I can’t think of a better one than Dreamlight Valley. I really don’t know at this stage if I’m ever going to pick it up again, or whether I’m gonna wait for the next Animal Crossing. But there’s a lot of relaxing fun to be had with a cozy game like this, and one populated by fun Disney characters just feels… right.

In 2022 and 2023, I sunk a lot of time into Dreamlight Valley. But it could be a lot of fun to start over, especially with new characters, quests, and other content having been added to the game since its launch. I could easily see Dreamlight Valley keeping me entertained for months or even years on end during my exile on a desert island – even if some days I just play for a few minutes to attend to some daily chores.

Desert Island Game #7:
Hoyle Puzzle & Board Games
(a.k.a. Encore Classic Puzzle & Board Games)
PC, 2008

Screenshot of Encore Classic Puzzle & Board Games showing a crossword.
1,000 games in one, you say?

Over 1,000 digital board games in one package? That seems like something to bring to our desert island, eh? I don’t know if this is *the* definitive largest collection of these kinds of games, but it has to be one of the biggest. There’s everything here from chess to mastermind, with word games, puzzles, and more. If we’re looking for a ton of content and plenty of variety, Puzzle & Board Games delivers on both counts!

I thought about puzzle games like Tetris and even Wordle – the kind of almost infinitely replayable titles that you might pick up and play for a few minutes or an hour at a time. I even considered things like Angry Birds and Words of Wonder, which are kind of in the same category. But then there are these big compilations, incorporating a ton of board games, tile games, word games, and so on – and the sheer amount of different games included made it seem like a worthwhile title to bring!

Screenshot of Encore Classic Puzzle & Board Games showing Chess.
Chess.

Some of the games included here – like chess – are basically infinitely replayable. And if you’re spending the rest of your life on a desert island, well… you’ve got time to learn to play! I haven’t actually played chess in years; I used to play with my grandfather when I was very young, and he always beat me! But these are the kinds of games that I think could fill a lot of downtime in this hypothetical situation, so bringing as many as possible in one package seems like a good idea to me.

Will I regret bringing a puzzle game compilation instead of a strategy game like Banished or a big-budget adventure like the Mass Effect trilogy? I mean, maybe. I guess it’s possible! But equally, if all I had to play were a selection of different third-person action/adventure games, I could see that getting boring, too. The point of bringing something like this is to get some variety – and with a whole bunch of different board games and puzzles to get stuck into, there’s plenty of that!

Desert Island Game #8:
American Truck Simulator
PC, 2016

Promo art for American Truck Simulator (2016).
Let’s go truckin’!

I’ve played a bit of American Truck Simulator, and its cousin, European Truck Simulator, but I never really got massively into either title. I adore the open road, though, and there are some absolutely stunning environments, particularly in American Truck Simulator’s recreations of the western United States. These kinds of simulator games can be a huge time-sink for a lot of people, and I’ve always wondered if I just need to spend a bit more time with a game like this and… well, see if I might be one of them!

American Truck Simulator also feels like a chill-out kind of game. Yes, you have to be aware of the road and pay attention, but just the act of driving from one place to another can be an incredibly enjoyable experience – that’s why, in days of yore when petrol didn’t cost its weight in gold, people would go cruising just for fun!

Promo still for American Truck Simulator (2016).
The game has some beautiful environments.

I also think our desert island scenario is perfect for an in-depth simulator like this. The game is basically open-ended and infinitely playable; you’re hauling all different kinds of cargo from one part of the country to another. There are tons of different trucks to drive, DLC has added a wide range of different cargoes, and over time, developer SCS Software has been adding more and more detail to the game’s map.

I spent a while trying to decide what I wanted for the final slot on this list! And as above, maybe this’ll end up being a regret; I can think of plenty of narrative adventure games that I’d probably enjoy more for the hours they’d last. But again, the point of the exercise isn’t to pick an all-time list of favourites, but rather games that I could see myself playing, or returning to, over the long term. American Truck Simulator fills several niches: it’s a potential time-sink if I was to really get invested in it, it’s got that relaxing chill-out vibe to parts of its driving, and it’s also the kind of thing I could pick up and play for an hour or so to decompress or unwind… after a long day of existing on my desert island!

Some Exclusions:

Promo art for Red Dead Redemption II showing a quote from Arthur Morgan.
I couldn’t pick every game…

Putting together this list was more time-consuming and thought-provoking than I originally intended or expected, to be honest with you! I ran through dozens of games, ruling out a ton of classic titles and personal favourites for a variety of reasons. I thought we could finish off the article by talking about eight of the titles I excluded – and why. These games could form their very own desert island list, or you could call this the “honourable mentions” section!

Cyberpunk 2077 (+ Phantom Liberty): After a very rocky launch, Cyberpunk eventually made it to a playable state. I wasn’t wild about the way some missions were designed, but the game’s open world is spectacular and incredibly immersive. Phantom Liberty adds a cool new questline, too. It was a toss-up in the end between Cyberpunk and the GTA III trilogy, and I came down on the side of the latter.

Screenshot of a modded Cyberpunk 2077 (2020) showing the interior of a megabuilding with a prominently displayed UK flag.
Cyberpunk 2077 is much better now.

Red Dead Redemption II: This is one of the best narrative experiences I’ve ever had in gaming, and it’s a title I point to whenever I want to make the point about gaming as an artistic medium comparable to film and television. But it’s also an intense and emotional experience. I will definitely play Red Dead Redemption II again… but I don’t think it’s the kind of game I’ll want to play very often. When I’m ready to get hurt again, sure! But if it’s one of only eight games I can play for the rest of my life… I just don’t see it getting dusted off all that often.

Super Mario 64: A 3D platformer would be great for a list like this, and Super Mario 64 is still one of the best of the bunch almost three decades later. It’s a blast, it’s easy to pick up and play for a few minutes at a time, and each of its fifteen stages feels unique. If I wanted a real challenge, I could try to finally get all 120 stars – something I never managed back in the N64 era! But I’ve already got a Mario game on the list, and I wasn’t willing to swap out Mario Kart 8 Deluxe.

Screenshot of Super Mario 64 (1996) showing Mario getting a power star in Dire Dire Docks.
It’s-a me, Mario!

Baldur’s Gate 3: This was my pick for “game of the year” back in 2023, and for good reason: it’s one of the best narrative adventures and role-playing games I’ve ever played. Being able to go back to the game and choose one of the pre-made heroes, or just making a new custom character from a different race and background adds to the replayability, too. I considered swapping Morrowind for Baldur’s Gate 3 as they’re both high fantasy RPGs – but for me, Morrowind edges it because of the game’s open-ended nature, optional faction quests, and more. Baldur’s Gate 3 has a focused main quest, and while it’s a blast, it’s not really something you get to deviate from. Morrowind lets you set up shop in its world and basically do whatever you want.

Animal Crossing: New Horizons: This was briefly my most-played Switch game in 2020 and into 2021, but I bounced off it more quickly than I expected. Repetitive villager dialogue and a lack of mini-games were the main culprits there. And with Disney Dreamlight Valley being a better game all-around, there was no way New Horizons was gonna make the cut. Plus, let’s be honest… playing a game about living on a deserted island while living on a deserted island is kinda on the nose!

Screenshot of Animal Crossing: New Horizons taken from the trailer.
New Horizons.

X4: Foundations: I don’t have a lot of experience with this game, but it feels like the kind of space-sim fantasy that I could really get stuck into. In the end, I opted for the more familiar American Truck Simulator, just because I’m not sure how I’d really feel about X4. If I ended up hating it, it would be a total waste of time! It’s definitely a game I wanna try out, though – it feels like it could scratch some of the itch that Starfield didn’t manage to.

Banished: I adore Banished. It’s one of the best town-builders around, and to think the entire thing was created by just one person is incredibly impressive. I’ve spend hundreds of hours in Banished and I’m sure I’m gonna pick it up again one of these days for dozens more. But Civ VI took the strategy game spot on this list, simply because it’s much bigger and more diverse. I can play dozens of Civ VI games and have a different experience every time – once I’ve got my Banished town started, I find things tend to slow down and become fairly similar.

Screenshot of Banished (2014) showing a town.
A town in Banished.

Mass Effect: Legendary Edition: Though I really didn’t appreciate the lack of polish and upgrades that Legendary Edition brought to the table, the Mass Effect games it contains are still three of the best sci-fi action/RPGs out there. The only drawback here, really, is that I’ve replayed the Mass Effect trilogy quite a few times at this point, and I’ve basically been every character class and seen all the games have to offer. Is it a fun narrative? You bet. Will I play it again? Yes – and probably soon! But having played it so many times already… did I want it as one of my eight? Apparently not.

So that’s it!

We’ve filled out our list with eight games to take to a desert island! As well as a book and a generous luxury item, too.

Stock photo of islands in the ocean from the air.
Ah, the perfect gaming location.

This has been a fun thought experiment, and I really tried to think hard about a list of games that would provide plenty of variety and different options. I’m not always in the mood for just one type of game – even if it’s a classic or a ten-out-of-ten masterpiece! My priorities were finding games in different genres and styles, games which were either open-ended or offered a lot of replayability, and I tried to be sneaky with multi-packs and games-within-games, too!

I hope this has been a bit of fun, at any rate. Since I have no plans to become the next Robinson Crusoe, it should all be a moot point, thankfully! But it was interesting to get stuck into this hypothetical question and wrangle with the idea of being stranded, and only having eight games to play for the rest of my life. At the very least, I tried to give myself options!

Stay tuned, because there’s more gaming content to come here on the website. In the last few weeks I’ve reviewed Indika and South of Midnight, both of which were fantastic. And hopefully I’ll get my hands on Mafia: The Old Country relatively soon. Until then, I guess I’ll see you on the nearest desert island.


All titles discussed above are the copyright of their respective developer, studio, and/or publisher. Some promo art and screenshots courtesy of IGDB. 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.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 6: The Sehlat Who Ate Its Tail

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Minor spoilers are also present for Star Trek: The Original Series.

When Strange New Worlds was first announced over five years ago, I wrote that, were I in charge, I’d plan ahead for the series finale. The final episode I envisioned would’ve seen Captain Pike handing over the Enterprise to someone we’re all familiar with: Captain James T. Kirk. Kirk’s arrival on the Enterprise’s transporter pad would’ve been his first on-screen appearance… and the final shot of the series. But ever since the end of Season 1, where a younger version of Kirk appeared, it’s been clear that Strange New Worlds’ writers want to bring in the character in a much larger way. We got to see that this week, in what was in large part a Kirk episode.

The Sehlat Who Ate Its Tail was interesting and, for the most part, an enjoyable romp. We got to see the first mission Kirk undertook with several members of his iconic crew – Spock, Uhura, Scotty, and Chapel. And it was set against the backdrop of a massive villainous starship that was simultaneously terrifying and ridiculous in its appearance. Most of this side of the episode stuck the landing, but it was also a busy story with a lot going on. That meant the villains weren’t as well-developed as I’d have liked, and a couple of characters aboard the Enterprise drew the short straw in terms of screen time.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Ortegas and Mitchell on the bridge.
Ortegas and Mitchell.

I think I’ll start with the negative points and criticisms before moving into the positives. The design of the scavenger ship was just plain silly. Its “face” with a gaping, monstrous maw was supposed to be intimidating or frightening – but it absolutely failed, and the visual impact of this floating mouth made the whole thing look ridiculous. At the beginning of the episode, when the scavenger ship went unseen, the reactions from Kirk and others definitely sold the illusion that they were seeing something terrifying. But when we saw the ship for ourselves… it just looked really bad.

The best way I could describe the design of the scavenger ship would be to say it’s the kind of thing a seven-year-old might draw if you told them to make you a picture of a “space monster.” It was equal parts cliché, over-the-top, childish, and silly – leading to one of the absolute worst starship reveals that I can remember in any Star Trek story. The design of the scavenger ship ended up detracting from some genuinely great performances; I could scarcely believe that the likes of Kirk, Scotty, and Uhura would be frightened of this ship because of how amateurish and silly it looked.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing the scavengers' ship.
I found the visual impact of the scavenger ship to be pretty weak and silly.

Star Trek stories often have a broader point they want to make, and aliens or villainous factions can be seen as metaphors for events, issues, and even people out here in the real world. For the most part, The Sehlat Who Ate Its Tail was a story about Kirk – about how he had to come to terms with firing the shot that killed thousands of people. And that part of it genuinely worked and stuck the landing; we’ll talk about it more in a moment. But I felt the episode’s writing was very muddled with the revelation that the scavengers were humans. What was the point the writers wanted to make – except that Kirk needed more of a reason to feel bad?

If we’re returning to the well of environmentalism, climate change, and the state of the world today… then I’m afraid this really didn’t work. The scavengers’ ancestors may have left Earth because the environment was suffering and they felt the need to lead humanity to the stars, but that doesn’t explain how, over the intervening centuries, they became twisted into genocidal murderers. Nothing in the story explained this transformation – and the episode didn’t really know what it wanted to say, either. Is the point that well-meaning people can end up doing awful things? Is it that we shouldn’t take the “Elon Musk” approach of fleeing Earth in a spaceship and instead try to fix the climate crisis? Is it that humans are, fundamentally, absolute trash without a strong government to guide us? I genuinely don’t get what – if anything – the scavengers are meant to represent, other than a reason for Kirk to sulk.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Kirk looking at the debris on the main viewscreen.
Who were the scavengers, and why are we supposed to care?

There are plenty of aliens or villains in Star Trek who only appear once, but still manage to feel believable, fleshed-out, and real within the confines of a single episode. Whether we’re talking about the First Federation, the Sheliak, or the Abronians, there are literally hundreds of one-off aliens or adversaries who still manage to feel real and well-rounded. Because The Sehlat Who Ate Its Tail didn’t have a lot of time to explore who the scavengers were or what their driving force might’ve been… the end result was that they feel pretty flat, one-dimensional, and just not very interesting.

I absolutely adore how Strange New Worlds has largely returned Star Trek to a more episodic format. But for me, these scavengers fall into a trap that can sometimes hamper episodic storytelling: we just don’t know enough about them to feel much of anything. The big reveal – that they were actually humans all along – didn’t land as hard as it should’ve because we just hadn’t spent enough time with them, heard any of them speak, or come to know them at all. They were your bog-standard aggressive monsters for basically the entire story, so the revelation at the end didn’t really feel as impactful as I think the writers wanted it to be.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing the Farragut and the scavengers' ship.
The Farragut and the scavenger ship.

Episodic storytelling is by far my favourite, not just in the Star Trek franchise but on TV in general. But not every episode ends up feeling as strong or as well put-together, and for me, the scavengers in The Sehlat Who Ate Its Tail just don’t really stand up to even other one-off villains in past iterations of Star Trek. And it’s such a shame, because I can see most of the pieces to build such a faction hiding just beneath the surface – and a more focused episode could have done a lot more with the scavengers, making the ending hit harder.

Some of the dialogue dedicated to setting up the scavengers felt like naked exposition, with characters claiming they’d heard rumours of something deadly and dangerous in this part of space. This setup felt pretty weak. It isn’t easy to establish a villain, show how dangerous they are, and come up with a plan to take them down all inside of forty-five minutes – and I get that. But that kind of storyline has been done before, and done way better, in other Star Trek shows.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Pike, La'an, and Una on the bridge.
This scene felt quite heavy-handed with its exposition.

There is something uniquely frightening about an incomprehensible enemy. This is what made the Borg so scary in their initial appearances in The Next Generation – they weren’t someone you could reason with or dissuade; they saw the Federation as a resource to be acquired, and nothing more. The scavengers, with their single-minded desire to harvest resources, could have leaned into that. But it would have required a different ending to the episode, and almost certainly a less-silly starship design, too.

In short, by trying to explain that the scavengers were human – but not having enough time to properly dissect the implications of that, nor really consider why the scavengers were acting in that way – The Sehlat Who Ate Its Tail gets the worst of both worlds. It removes any ambiguity or mystique from the scavengers, but what replaces it isn’t strong enough in the way it was handled – and didn’t get enough screen time – to balance that out. The ending of the episode, while really well-played from a character standpoint, ends up feeling pretty muddled as a result. And for us as the audience, the revelation that these nameless scavengers – not one of whom did we actually meet, let alone get to know – are humans… it just didn’t have much of an impact.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing a photo of the scavengers' ancestors.
The scavengers’ 21st Century ancestors.

Then there was Pike and La’an’s run-in with the scavenger boarding party. This part just felt under-developed, as Pike seemed to sense hesitation in the scavenger when he had the upper hand in their fight. So… why didn’t the scavenger fire? Is it because he recognised Pike as human? In a galaxy populated by humanoid aliens (some of whom, like Betazoids, are completely indistinguishable from humans) would they even make the connection? If this was supposed to set up the ending of the story, adding to Kirk’s feelings about what he did… then shouldn’t Kirk have found out about the scavenger’s hesitation to fire? Was that supposed to set up a storyline about a possible peaceful resolution?

A lot of Star Trek stories are about communication and connection – finding a non-violent solution, even when an enemy or alien seems to be impossibly aggressive. Perhaps The Sehlat Who Ate Its Tail wanted to make a comment on that – either that some enemies can’t be talked down or reasoned with… or that Kirk and Pike didn’t even try. But this idea wasn’t in focus for long enough to matter, and I can’t even tell what – if anything – the writers were going for here. The sequence at the end – where Kirk and Pike found out about the scavengers – was cleverly edited and put together, though, and I liked seeing them both come to the realisation at the exact same moment.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Pike reaching for the helmet of a dead scavenger.
Pike with the dead scavenger.

Earlier in the season, Strange New Worlds threatened to give Lieutenant Ortegas a significant storyline for the first time. After her injury in the season premiere, Ortegas seemed to be suffering from some kind of PTSD-like condition related to her Gorn captivity and near-death experience. That was a great setup, and I was keen to see it progress. But this is now Ortegas’ third appearance since being relieved of duty for misbehaving where none of that was even alluded to. It’s reaching a point where, if Ortegas’ mental health ever does come back into play, it’ll feel like a significantly weaker story.

Although we haven’t spent a ton of time with Ortegas in recent weeks, she’s been present – and most importantly, she seems to be doing okay. No one’s asked her how she is, the story hasn’t lingered on how she’s feeling or what she might be going through… she just gets on with the job. The danger here is that, if the writers remember their earlier setup in a future episode, it won’t land in the same way any more. There are definitely stories to tell about how people put on “the mask,” as I used to call it, and pretend to be okay while they’re suffering on the inside. But do we think that’s what Strange New Worlds’ writers are going for? Or is it just a case of Ortegas being put on the back burner so we can get stories featuring Kirk, Spock, and other TOS characters?

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Ortegas on the telephone.
Season 3 is running out of time to pick up the dangling threads of Ortegas’ story.

This is, I admit, less to do with this week’s episode. And it’s absolutely possible that Ortegas’ mental health/PTSD story will come back and absolutely nail it. I’m rooting for that to happen! But it’s at least notable that Strange New Worlds set up this storyline for Ortegas but hasn’t returned to it for several episodes in a row. And her appearance here – taking her job seriously, working well under immense pressure, and basically saving the day with her piloting skills – risks detracting from that kind of story if what the writers want to do is show Ortegas struggling with her mental health.

The Farragut’s captain (whose name I had to look up because of how generic and forgettable she was) didn’t wow me in this week’s episode. There are plenty of ways to create memorable secondary or one-off characters, but this Captain V’Rel didn’t leave much of an impression. As a minor character I guess you can say that’s okay, but her command style was supposed to be something Kirk was butting heads with, and it just didn’t really seem to matter all that much. Also, given the unimportance of this character (at least so far), was there a lot of point in making her a Vulcan? Part of the fun of Kirk and Spock’s friendship was that it transcended that particular cultural divide; seeing Kirk paired up with another Vulcan a few years prior risks detracting from that, I fear.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Captain V'Rel.
Captain… Whatshername.

Although I felt the exposition was handled pretty poorly, the scavengers and their ship were supposed to be a kind of “boogeyman,” prowling this region of space and frightening everyone from the Gorn to the Klingons. So… does it make sense that their extremely powerful ship could be blown up so easily right at the end? The badly-damaged Farrgut – with no warp drive, a skeleton crew, and an array of damaged systems – fired three torpedoes, and that was it.

This ship was supposed to have been haunting this part of space for centuries, preying on even strong and powerful vessels like Klingon battle-cruisers – and had the capability to devastate entire planets. I know that Scotty and Kirk came up with a great plan to lure the scavengers in and disable their defences… but even so. Three torpedoes was all it took to take down this supposedly legendary ship.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing the destruction of the scavengers' spaceship.
The scavengers meet their end…

Okay, I think that’s enough negativity.

When you boil it down, The Sehlat Who Ate Its Tail is an ensemble episode – which I love – and a character piece with a focus on Kirk. Both of those elements work well, and it was nice to see most of the main characters in action. At the climax we had three different storylines on the go at once: Pike and La’an on the Enterprise’s lower decks, Pelia and Ortegas coordinating the ship’s sensor-less escape, and Kirk and the away team attacking the scavenger ship. All three stories came together magnificently, and it took all three groups of characters to aid in the Enterprise’s escape and the scavengers’ ultimate defeat.

That isn’t an easy thing to pull off. The Sehlat Who Ate Its Tail was a busy episode, but its main story arcs all felt like they mattered. In order to escape, the Enterprise needed a distraction and damage to the scavengers’ ship, which the Farrgut and away team provided, it needed the fuel-siphoning pipe thing disabled, which La’an and Pike managed, it needed communication between the thruster control panels and the bridge, which Pelia set up with help from M’Bena and Una, and it needed someone on the bridge to fly out – which Pelia and Ortegas managed with help from Mitchell. Practically everyone got something significant to do at the episode’s climax, and it takes some skill to pull that off in a short runtime.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Dr M'Benga on the phone.
Dr M’Benga firing the thrusters.

Of these storylines, obviously we spent the longest with Kirk and the away team. Though this was clearly pitched as a Kirk-Spock story, I genuinely enjoyed the rapport Kirk built up with the others, too. This was his first canonical meeting with Scotty, and I liked how it wasn’t a smooth start for them. If Strange New Worlds plans to follow this up and develop Kirk more with the episodes remaining, there’s a foundation for the Kirk-Scotty relationship to build on.

They may not have gotten off to the best start, but Kirk genuinely tried to make up for it later on, and we got a storyline full of technobabble that felt like classic Star Trek in the best possible way! All that talk of anti-protons and making the Farragut a tempting target for the scavengers felt like something straight out of The Original Series, as did Scotty’s earlier line about pushing the wrecked ship too hard. These characters do genuinely feel like younger versions of the people we remember, and that’s not always an easy feeling to conjure up. I wouldn’t have suspected Kirk’s first mission with Scotty would’ve been so high-stakes – or would’ve gone so awry – but it was really fun to see them working together in this way. It expands our understanding of both men and the bond they had during the events of The Original Series.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Kirk speaking with Scotty, who is in an access hatch.
Kirk and Scotty didn’t exactly get the best start to their friendship.

Uhura also called back to the events of Lost in Translation, which saw her first encounter with Kirk. That was a good way to bring in Uhura’s empathy and sensitivity, setting the stage for Kirk’s rehabilitation after suffering a loss of confidence. The idea that his colleagues – who would later become his friends – were able to pull him out of that moment was impactful, and again, I think it sets the stage for how they relate to one another during The Original Series.

I’m glad that, on this side of the story, the writers chose to drop the whole “Spock love triangle” debacle. When La’an, Kirk, Spock, and Chapel were all together early in the story, I genuinely worried we were gonna get some kind of forced drama between them, like we’ve seen in prior entries this season. So I’m really glad that, for once, Strange New Worlds managed to step away from that and focus on something else. It was a blast to see this early mission of Kirk and some of the members of his crew; complicating it with that kind of romantic angle wouldn’t have added anything to what was already a busy episode.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Kirk, Spock, and La'an.
Kirk, Spock, and La’an.

Speaking of romance… are you familiar with the term “Spirk?” Also known as “Kirk/Spock,” this is the fan theory or head canon idea that Kirk and Spock were or are engaged in either a sexual or romantic relationship. Personally, I’ve never been interested in that idea. I felt TOS established quite early on that Kirk at least prefers heterosexual encounters, and Spock – aside from his pon farr – is basically asexual! But one of the nice things about Spirk as a theory was that it always seemed plausible for fans who wanted to believe it. Even if we never saw anything on screen… fans could, if they so chose, read between the lines.

With all of Spock’s romantic entanglements in Strange New Worlds, I can’t help but feel that the writers are almost deliberately trying to erase Spirk as a viable fan theory. They’re much more interested to give Spock female romantic or sexual partners, as if to say “no, you’re wrong, there’s nothing queer going on here!” And I just think that’s a bit sad. I’m not saying I wanted to see an 18+ sex scene with Kirk and Spock! And I really didn’t want or expect the series to lean into the romantic side of their relationship – if such a side even exists. But I think it’s a bit of a shame for fans who did like the Spirk theory that Strange New Worlds is so intent on taking steps away from it. I like a good bromance as much as anyone else, and for me, Kirk and Spock have always felt more like besties than lovers. But having that possibility there, existing just out of sight, for fans who wanted it has been a part of the Star Trek fan community since the ’60s, and I don’t think I’d have chosen to walk away from it like this if I’d been in the writers’ room.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Spock and Kirk (Spirk).
Spock and Kirk.

Am I right in saying that Strange New Worlds no longer has a main engineering set? I’ve wondered about its absence a few times this season, but The Sehlat Who Ate Its Tail had multiple stories that could’ve featured engineering – but didn’t. I felt this most with La’an; she was sent to retrieve some baryons from engineering, but did so entirely off-screen. Pelia seemed to very quickly wave away Pike’s efforts to reach engineering, with the room being flooded with dangerous gas. Combined, those two things felt like Strange New Worlds barricading main engineering and telling us to go away!

The science lab set, which was used in this episode and which we’ve seen a few times this season, seems to be replacing engineering. But with two engineers on the show, now – Scotty and Pelia – I can’t help but feel that might be an odd decision! How are we meant to see Scotty growing in his engineering prowess if we don’t have, y’know, main engineering? It doesn’t have to be the main setting for most episodes, but in some stories – like this one – a visit to engineering feels almost compulsory!

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Scotty on the bridge.
It might’ve been nice to see Scotty in engineering.

I felt this week’s take on Spock was much closer to the man we remember from The Original Series. Spock was much more straightforward and logical – stoic, even. There’s still wiggle-room in Strange New Worlds’ take on the character, and ways for him to grow and change. And I think next week or in a couple of weeks’ time we’ve got a Vulcan episode where “Spock comedy” could be back on the agenda! But speaking for myself, this version of the character – who we might call “classic Spock,” for want of a better term – is far and away what I prefer to see.

It was fascinating to see Spock’s first one-on-one with Kirk. Spock was the one to give him a much-needed pep talk after the Farragut’s engines gave out, and that entire sequence could’ve been lifted almost word-for-word from The Original Series. It really was a powerful, well-written storyline, and both Paul Wesley and Ethan Peck excelled at bringing these younger versions of the characters to life in a way that felt real, believable, and in keeping with past iterations of Star Trek.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Spock approaching Kirk in the ready room.
Spock approaches Kirk in the ready room.

Kirk’s story of struggling under pressure was well-written. We saw glimpses of a classic Captain Kirk: bold, adventurous, and willing to break the rules because he can get away with it. But we also saw the vulnerability that comes with youth and inexperience; Kirk broke the rules, as he’s done before, but hit the wall when his rule-breaking didn’t pan out the way he’d hoped.

I liked Kirk’s log, too; it makes perfect sense how an officer like Kirk would be phenomenally bored if all he could do was conduct survey after survey of dull planets from orbit. Someone like that needs adventure – but, as in many classic novels and stories, the adventure-seeker got much more than he bargained for! Catching this glimpse of Kirk’s early career, though, without time-travel, alternate realities, or contrived ways to bring him aboard the Enterprise… it was pretty special. We got to see Kirk as the Farragut’s first officer, serving on a bog-standard survey mission aboard a less-important ship. There have always been these kinds of vessels in Starfleet; not everyone can serve aboard the flagship on a mission of exploration! But putting Kirk in that position – and showing how much it grated on him – was a genuine change of pace.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing the USS Farragut.
It makes sense that someone like Kirk would be bored on a mission like this!

Despite my misgivings about the scavengers as an antagonist (and the design of their ship), the reveal at the end hit Kirk hard, and Paul Wesley did a great job conveying that. The scene between Pike and Kirk was touching, too, and it was a bit of fun to see Pike’s influence on the younger Kirk before he assumed command. I can see Kirk taking those words to heart, particularly about regretting a decision but making it anyway. Knowing what’s in store for Captain Pike, that line was pretty impactful – and carried extra weight.

This moment felt like it was consciously setting up Kirk for the captain’s chair. Though Kirk would famously claim that he doesn’t believe in no-win scenarios, there are going to be impossibly difficult decisions to make when in the captain’s chair, and this felt like a bit of a trial by fire for the future Enterprise captain. Coming to terms with what he did – and why he feels so bad about it – is an important stepping stone between the younger, less-experienced officer we’ve been spending time with and the character we’re familiar with from The Original Series.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Kirk in command.
Kirk in the captain’s chair.

This is the kind of story to tell if you’re gonna do a prequel featuring familiar characters. Spock, Uhura, and Chapel felt very similar to their TOS presentations in this story – but Kirk and Scotty didn’t. They butted heads over engineering issues, Kirk tried to push the ship too hard, and Scotty – the future miracle-worker – wasn’t able, in the end, to keep the ship flying. I think that shows how both men have room to grow – Kirk in terms of his leadership abilities, and Scotty with his engineering miracles!

A storyline like this makes way more sense to me than one showing Spock shacking up with different members of the Enterprise’s crew. What we got in The Sehlat Who Ate Its Tail was a genuinely interesting look at the younger days of some of our favourite characters. Most of the pieces are there – they’re a stone’s throw away from how they will be in The Original Series. But whether it’s youth, a lack of confidence, inexperience, or some combination thereof… they aren’t quite there yet. That’s genuinely fun and interesting to see, and it expands our understanding of these characters instead of just throwing them into random situations and hoping romance or drama will be enough.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing several characters on the bridge of the USS Farragut.
Spock, Scotty, Chapel, and Uhura… with an empty captain’s chair.

I really do like Pelia. She’s such a fun presence on the show, and she can be a complete change of pace from other, more straight-laced and stoic Starfleet officers. I think we got to learn Pelia’s age here – she’s over 5,000 years old. Her quarters are just pure hoarder-y chaos, and I love that! And her collection proved invaluable to the crew as they were able to wire up a handful of old telephones around the Enterprise – Battlestar Galactica-style – to coordinate the emergency thrusters during the escape sequence. The whole thing was a ton of fun.

Pelia was also, I guess, the ranking bridge officer during the escape sequence. That was kind of interesting for her, and a bit of a change of pace from her usual secondary or advisory role. We didn’t see her giving a lot of orders or anything like that, but she was a fun presence on the bridge with Ortegas and Mitchell during the escape.

Still frame from Star Trek: Strange New Worlds 3x06: The Sehlat Who Ate Its Tail showing Pelia in her quarters.
Pelia in her quarters.

The Sehlat Who Ate Its Tail was a solidly entertaining Star Trek episode. It was held back from reaching the top tier by a pretty flat antagonist with a silly spaceship design, and that did ultimately impact how I viewed parts of the story – the ending in particular. But as a character piece about Kirk, seeing him growing in confidence as he’s on the path to become the captain we know and love, it was genuinely well-written. Kirk’s first outing with some of the members of his iconic crew was, by and large, a lot of fun.

I also appreciated that The Sehlat Who Ate Its Tail gave the rest of the characters things to do at the climax of the story. It took everyone working together to save the Enterprise – and the inhabited planet – and that’s not an easy thing to pull off within the runtime of a single episode. It did come at the expense of a couple of characters who felt less-developed or who got a bit less attention than they otherwise might’ve, but that’s okay.

Next week we have the curiously-titled What Is Starfleet? I’m really not sure what to make of that one – but I guess time will tell.


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Skydance and/or Paramount. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

So, About That Star Trek Comedy Series…

We’ve had Comic-Con, where Star Trek made a splash with news about Starfleet Academy, Khan, and a pitch for a Strange New Worlds successor series. And now it’s Star Trek Las Vegas – a huge Star Trek convention with many of the franchise’s biggest stars in attendance. In between, there was a tiny little tidbit of news you may have missed – Paramount Global and Skydance Media finally completed their expensive and much-delayed corporate merger.

Last year, Tawny Newsome, Alex Kurtzman, and Paramount surprised a lot of us by announcing a brand-new Star Trek series – a “workplace comedy” which Newsome and Justin Simien were working on together. I noted at the time that the announcement seemed pretty threadbare, as if it had been thrown together at the last minute, and we didn’t really get a lot of details about it beyond who was writing it and that it might be set outside of Starfleet.

Justin Simien (left) and Tawny Newsome were working on this series.

Star Trek and comedy go well together, and they have done since the franchise’s inception. I made this argument when Lower Decks was in the offing and some fans were upset about it, because comedy has always been a part of Star Trek and will always have a place in Star Trek. Given the other options for new Star Trek shows and films, I don’t think I’d have necessarily chosen Newsome’s comedy pitch myself, but that’s beside the point. I’d have happily tuned in and I’d have wanted the new series to do well.

Note the past tense.

In the aftermath of Paramount’s merger, Newsome appeared at a panel at Star Trek Las Vegas. And she said something telling about her comedy series: “we’re waiting to hear” – i.e. from Skydance and Star Trek’s new corporate leadership about the show’s future – which she followed up with: “not to sound bleak, but nothing’s guaranteed.”

Star Trek’s new corporate overlords.

So… the comedy series ain’t happening, then. I mean, it’s not happening, is it? I would be astonished at this stage if it goes ahead; of all the proposals on the table for expanding the Star Trek franchise, it’s gotta be way down the list for the new team coming in. And I don’t think this is a huge shock – obviously Skydance plans to continue with Strange New Worlds’ final two seasons, and the two seasons of Starfleet Academy, one of which is complete and the other of which is already in production. But beyond that, there’s no new Star Trek being commissioned, and Skydance doesn’t seem to be obliged to fulfil Paramount’s past announcements – including Newsome’s comedy series.

Skydance CEO David Ellison seems much more interested in films than television shows. If Star Trek has a future in this new era, I would suggest at this early stage that it’ll be in feature films rather than made-for-streaming TV, based on what we can see from Skydance and Ellison at this early stage.

Skydance CEO David Ellison.

I don’t think it’s a coincidence that Discovery, Lower Decks, and Strange New Worlds all had their cancellations announced after Skydance and Paramount began working on their merger, with Strange New Worlds’ cancellation being announced years ahead of time while the merger was still being completed. It seems to me that Skydance wanted to come in with a clean slate, not having commitments to make any new Star Trek series whatsoever. And the comedy series? It may have been announced already, and at least some work has taken place on writing scripts, creating characters, and so on… but it was too late to the party.

If the comedy series had already entered full production, it would be safe for at least a season. But it hasn’t – and now the new team is taking over, they evidently have no obligation to pick it up. As far as we know, no casting decisions were taken, no contracts were signed, no sets have been constructed… the only thing we can be sure of is that a pitch and some scripts exist. And it’s very easy to put those in the old circular filing cabinet.

The announcement from last year’s Comic-Con.

What we heard from Tawny Newsome in Las Vegas feels more like Michael Dorn’s “Captain Worf” idea from a few years ago, or when Robert Duncan McNeill pitched a “Captain Proton” series to ViacomCBS. These are ideas that some fans might’ve liked, others might not have been into… but they never got off the ground despite clearly having a lot of thought and work put into them. I don’t believe that Goldsman and Meyers will succeed with their “Year One” pitch, and based on what we’ve just heard, I doubt that Newsome and Simien’s comedy series will go ahead, either.

And that’s a shame. As a Star Trek fan, I’d rather see the franchise in production than not – even if the kinds of shows being made wouldn’t have been my first choice. Obviously I’d be really keen on an idea like Legacy, or any kind of Strange New Worlds-inspired episodic series set somewhere after Picard. But if that’s not an option, I’d happily accept Year One or the comedy series. There’s potential in both, and I’m sure Skydance would make money on them.

Whether it’s a Strange New Worlds sequel, a comedy series, or something else… I just want more Star Trek!

But the direction of travel has changed. We’ve seen that with the cancellations. This current era of streaming Star Trek is, in my view, coming to an end in the next few years – possibly as early as 2028 or 2029 when the final episodes of Strange New Worlds and Starfleet Academy will air. Skydance’s new team might be interested in commissioning a feature film – and as luck would have it, there are several scripts being worked on – but I don’t think they’re interested in taking Star Trek forward on streaming at the moment. That might change, depending on all kinds of factors, and the more noise we can make as fans, and the more attention we can draw to Star Trek the better the franchise’s prospects will be! But for Ellison and Skydance, I just don’t believe they see much value in the Star Trek brand right now.

And that’s probably what’s done it for the comedy series. It’s a shame, because even though this wouldn’t have been my first choice for a new Star Trek production, there was still potential. And anything set after the Picard era is going to be of interest, even if it wasn’t the kind of exploration-focused episodic series that I’d have preferred. Maybe Skydance can be convinced to make a show like that… but I’m not holding my breath.

Tawny Newsome (c) with Paul Tompkins (l) and Wil Wheaton in 2022.

As we talked about when Strange New Worlds was cancelled… the blunt fact of the matter is that I don’t expect to see much more Star Trek beyond about 2028. When the shows that are currently in production make it to air and then conclude their runs, I really get the sense that that’ll be it – at least on the small screen. A fourth Kelvin film, or possibly some other cinematic adaptation, could still be possible in the years ahead, but for me, Star Trek has always been better-suited to television than the cinema.

I think in the weeks or months ahead we’ll have to lay out what’s gone wrong for Star Trek in this era of streaming television – and how Paramount’s outgoing executives took what could’ve been a golden opportunity and ended up pissing all over it. Star Trek could have been well-positioned as a big-budget, flagship franchise – but so many things went wrong, from the rollout of Paramount+ to Paramount’s inability to bring younger fans on board in significant numbers. But that’ll have to be the subject of a longer piece.

So long, Paramount. We won’t miss you.

For now, it seems to me as if Newsome’s comedy show is dead – albeit unofficially at this stage. And while you may not be terribly disappointed about that on an individual level (as I’m not, to be honest with you), I think it says a lot about the Skydance merger and Star Trek’s future under this new corporation. And that does genuinely have me worried, because it feels like we’ve only just got Star Trek back after more than a decade in the wilderness. To think it could be shutting down again so soon – and with so much potential left behind – is a bitter pill to swallow.

But hey, maybe I’m wrong. Maybe Skydance will announce their commitment to this project – and to many more Star Trek shows, films, and video games! We can cross our fingers and hope, right?


The Star Trek franchise – including all films and series discussed above – is the copyright of the new Paramount-Skydance Corporation. Credit to TrekMovie.com for the initial reporting on Tawny Newsome’s comments. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

South of Midnight: Video Game Review

The first part of this review is free from major spoilers. The end of the spoiler-free section is clearly marked.

I’m late to the party with yet another review! South of Midnight was released back in April, but it somehow eluded me for a while. I noticed it on Game Pass – I’m a subscriber to the PC version – and I thought I’d give it a try based on little more than its art style. And you know what? I’m so glad I did!

South of Midnight is a great advertisement for Game Pass as a concept. This is a game I wouldn’t have bought for myself – and I might never have come to hear about – were it not included as part of the subscription. It’s entirely because of Game Pass that I’ve gotten to enjoy one of the best gaming experiences of 2025 so far; a genuine contender for my highly-coveted “game of the year” award. I continue to believe that Game Pass is a fantastic idea, especially for folks like myself on lower incomes where budgets are tight. And South of Midnight is the latest – and one of the best – examples of a game I discovered thanks to the platform that I wouldn’t have come across otherwise.

But enough about that – this isn’t meant to be a review of Game Pass.

Promotional screenshot for South of Midnight (2025) showing Hazel in a field of flowers.
I really enjoyed South of Midnight.

South of Midnight is an absolute delight. Its unique art style – which draws inspiration from cartoons of yesteryear and stop-motion films from the likes of Tim Burton – belies a dark Southern Gothic narrative, full of twists, complex characters, and nightmarish monsters. An engaging, relatable protagonist keeps the entire experience grounded, with a simple, understandable quest – even as things get progressively weirder! There are some incredible voice acting performances bringing a wonderfully diverse cast of characters to life, and a beautiful soundtrack that really leans into the music of the Southern United States and New Orleans in particular.

I found the game’s combat to be tough but fair – even though I had to turn down the difficulty at one point – and there’s enough enemy variety to keep things interesting. Boss battles are outstanding, too, with each boss having something unique to pose a new challenge. And the game rewarded exploring its beautiful and haunting levels with collectibles, points for levelling-up, and things to read which expanded the story and the lore. I had an incredibly fun time with South of Midnight, and it’s a game I’m happy to recommend to any fan of single-player adventure titles, narrative adventures, and really just gaming in general! If you have Game Pass already it’s an absolute no-brainer.

I think I’ve said all I can without touching on the story, so if you haven’t played South of Midnight yet, be aware that there will be some narrative spoilers from here on out.

Box/cover art for South of Midnight (2025)

A spoiler warning graphic.

This is the end of the spoiler-free section. Expect narrative spoilers for South of Midnight from this point.

In 2021, I named Kena: Bridge of Spirits my “game of the year.” And South of Midnight is giving me major Kena vibes in terms of how it plays, how its story is structured, and even the whole “healing the world” or “helping lost spirits” ideas that both games use. I absolutely mean that as a compliment; Kena: Bridge of Spirits is one of the best games of the last few years for me, so any title that can tap into that style or feel in any way reminiscent of it is doing a lot of things right!

3D platforming is something we don’t see enough of nowadays – and I really appreciated this aspect of South of Midnight. It’s a ton of fun to run, jump, climb, and swing through some truly beautiful levels, and there was a distinctively “old-school” feel to some of the game’s 3D platforming. At the same time, protagonist Hazel’s magical powers gave her a variety of ways to navigate these environments. Things like gliding, “rope” swinging, and double-jumping aren’t new by any means, but the way Hazel acquired these abilities felt unique and in keeping with the game’s story.

Screenshot from South of Midnight (2025) showing Hazel jumping on a platform.
Hazel jumping onto a temporary platform.

As I indicated above, combat was challenging enough that I had to turn down the difficulty from normal to easy – but I’m usually an easy mode player, so that wasn’t a huge surprise. I liked how South of Midnight keeps combat encounters and exploration separate; combat arenas are pretty clearly marked, so you can’t just stumble into combat totally unprepared. One thing I thought was a bit silly, though, is that health never regenerated out of combat – if you were injured (or you had to respawn, losing a chunk of health in the process) there aren’t any healing potions or items. That meant the only way to heal was to locate a healing coil – which are only found in combat arenas.

The haints – South of Midnight’s enemies – were pretty varied and fun in terms of how they behaved. You got your usual ranged enemy, a couple of different brute variants, a healer, and a couple of others. With combat being quite fast-paced, and every enemy being a similar colour, maybe a little more visual variety wouldn’t have gone amiss! But that’s my only real criticism of the enemies; I liked the way they played.

Screenshot from South of Midnight (2025) showing a combat encounter.
A combat encounter.

Boss battles were fun – though a couple of them felt just a tad repetitive. This wasn’t because one boss felt the same as another, but rather within a couple of the boss battles – Two-Toed Tom the alligator and Kooshma, the final boss – the boss’ pattern would repeat. You’d be knocked down, you’d have to chase them or return to the arena, then after beating the next part of their health meter, you’d have to do it all over again. It wasn’t annoying per se, but it was a little repetitive to the point where I felt a couple of those boss battles were just a little padded. Either some changes could’ve been made to the way the bosses behaved, or maybe they could’ve been cut down from three rounds to two!

Each boss was, though, completely distinctive both visually and in terms of their battle arena, which was great. And mechanically, there were different ways to fight different bosses – like throwing bottles at Molly, or ringing the bell for Two-Toed Tom – rather than just repeating the same hit-hit-dodge pattern that some action games can fall into.

Screenshot from South of Midnight (2025) showing the boss fight against Two-Toed Tom.
One of the boss battles.

I felt echoes of Hurricane Katrina in South of Midnight’s opening act. A hurricane coming in, sweeping away homes, floodwaters rising… I know there have been other hurricanes to hit the region both before and since Katrina, but the game’s story, with its Deep South setting, some jazz in the soundtrack, and references to New Orleans, definitely made me think of Katrina before any other hurricanes.

Many of the monsters and creatures in the game are inspired by real-world legends from the Mississippi Delta, Louisiana and the surrounding Southern region. The game weaved these into its narrative, building a world and lore based on the Southern United States – but with a dark twist. Often called “Southern Gothic,” this style of storytelling blends Gothic horror with Southern ideas, characters, and themes – and it’s been a popular subgenre for a while. South of Midnight is the first video game I’ve played to lean into the genre in such an overt and profound way, though.

Screenshot from South of Midnight (2025) showing Hazel in the nightmare realm.
Hazel in a New Orleans-inspired town near the end of the game.

Hazel made for a great protagonist. With so many hares and rabbits running around, though, I can’t be the only one who thought of Watership Down… can I? Gosh, that film is burned into my mind! To get back on topic, Hazel was a wonderfully relatable protagonist, and her core storyline of wanting to find her mother – her sole surviving parent – after the hurricane was intense and emotional. Hazel could occasionally chatter too much, with a handful of lines of dialogue feeling out of place or just weirdly-timed, but for the most part, I really enjoyed her story.

Hazel’s journey saw her grow in power – as her quest to find her mother was repeatedly derailed by her grandmother, various monsters, and deep dives into her family history and the history of the area around her hometown! The way Hazel unlocked her powers and equipment felt natural, and South of Midnight did a great job of building this up and pairing newfound powers with levels and enemies that allowed me as the player to go to town with them. The powers were well-integrated with gameplay, providing a narrative reason for everything from combat to wall-running… and when Hazel was temporarily stripped of most of her powers late in the game, I felt a profound sense of vulnerability after having gotten used to having them!

Concept art for South of Midnight (2025) showing multiple renderings of Hazel.
Concept art/renders of Hazel.
Image: Xbox/Compulsion Games

I thought one of the themes of the story was going to be grief: that Hazel was, ultimately, going to have to come to terms with the loss of both of her parents. Having been in that position myself, I was curious to see how that theme might play out across the story. However, I was pleasantly surprised by a happy ending – with Hazel’s journey to reunite with her mother ending on a positive note. A post-credits scene even implied at Lacey and Laurent had rekindled their relationship, which was doubly sweet.

The narrative leaned on the history of the American South in a big way. Although I’m not from the United States, the American Civil War and its associated issues are an interest of mine, having read history at university. Seeing these very personal tales of how slavery in the antebellum South impacted individual people was gritty, emotional, and incredibly impactful. Hazel, her mother, and many of the people she met on her adventure were African Americans, and the game didn’t try to shy away from the history of slavery or the legacy it still carries on the descendants of enslaved people. Some players might find that uncomfortable – but that’s the point.

Screenshot from South of Midnight (2025) showing Hazel on the slave-ship looking at some photographs.
The game wrangles with slavery and its lasting legacy.

There were a couple of points, though, where I felt the narrative wasn’t perfect. This is a story about trauma, right? More specifically, how trauma lingers if we bottle it up, and how that only makes it worse. Compulsion Games specifically describes South of Midnight as a game about healing. So why, then, do we barely see any of the aftermath of Hazel’s healing? I felt this most significantly at two points: after the battle against Huggin’ Molly, when a brief storybook line said that Itchy would care for the lost children, and right at the end when Bunny realised that Hazel had interfered and helped Cherie.

Both of these moments were the culmination of a lifetime for their respective characters, but Itchy and the children weren’t even shown on screen, and Bunny was mildly angry for a moment, then disappeared. We could also say the same about Rhubarb and Jolene – after going through hell to help unweave or unravel their traumatic past, we didn’t see the results of that for either of them. Rhubarb – who murdered his own brother – didn’t get closure, comeuppance, or… anything. Hazel and South of Midnight just left him behind.

Screenshot from South of Midnight (2025) showing Itchy.
Itchy’s story didn’t get a proper ending, I felt.

Often when I’m playing a narrative adventure, I want to move the story along and see what’s going to come next. But South of Midnight’s beautiful levels rewarded exploration – and they were tight enough that going off the beaten path didn’t feel like a time-sink or too much of a detour. There were good reasons to explore: both to pad out the story, the world, and the lore by learning more about the history of the region, the characters, and the events, and to upgrade Hazel’s health and skills. I don’t think I found every health upgrade, but I acquired more than enough upgrade points to max out Hazel’s skill tree and upgrade all of her powers.

The readables and other bits of lore-building were great, too, and Hazel always had something to say when discovering a new note or inscription. These little things added a lot to the story in all of the levels. There were heartbreaking messages from kids who’d gone hungry, appealing to a spider-demon for sweets and food. There were gut-wrenching messages about escaping slavery. And there were mementos from Hazel and Lacey’s life, too. All of them were interesting, well-written, and helped build up the narrative experience.

Screenshot from South of Midnight (2025) showing a collectible.
One of the readable messages.

I wanted to say more about South of Midnight’s soundtrack in the spoiler-free section, but most of the songs – which are all original compositions for the game – reference events and characters! The soundtrack is an eclectic mix from across the Deep South: there’s New Orleans jazz on tracks like Rougarou and Roux, Americana or folk on Two-Toed Tom and Benjy, blues for Shakin’ Bones, Life is a Fight to be Won is an acoustic ballad… and throughout the game there are pieces inspired by a variety of genres, as well as a capella music common to enslaved peoples. Some of the tracks are truly haunting, others are upbeat and fun – and they all fit the game just right.

My golden rule for any video game soundtrack is “do no wrong;” i.e. the music shouldn’t clash with or get in the way of the adventure. But it’s rare for me to find a soundtrack quite so emotional and enjoyable as South of Midnight. I’d be happy to add several of these tracks to my playlist to listen to again – which, again, is something very rare for me.

Screenshot from South of Midnight (2025) showing Hazel in the forest.
The game has a wonderful soundtrack.

I loved South of Midnight’s art style. But I gotta be honest about something, given its prominence in the game’s marketing material: I didn’t really feel a lot of the “stop-motion” effect. The visuals were clearly drawing on designs and aesthetics from stop-motion films – like those by Tim Burton, for instance – as well as other animated works. But in terms of the way South of Midnight actually looked during gameplay sequences, I didn’t get a ton of “stop-motion” most of the time. Cut-scenes were a different story, with all of them going much more on the stop-motion effects. And there were some moments in the game where I felt the stop-motion effect a bit more strongly; some of Hazel’s idle animations, some of the animals in the environment, and the spiky bramble plants, for instance.

Occasionally, the stop-motion animation could feel a little jittery or jumpy, as if some frames were missing during some sequences. Because it wasn’t a particularly strong visual effect throughout the game, I didn’t mind it. But given how South of Midnight was basically billed as “the stop-motion game,” I must confess that I expected that style to shine through a bit more strongly. Maybe if it had I’d have hated it – and it was a wise decision to include an option to turn it off! But it’s equally plausible that I’d have actually enjoyed seeing South of Midnight really lean into that kind of animation style, and I’m a tad disappointed that there wasn’t a slider or some other option to really dial it up.

Screenshot from South of Midnight (2025) showing Hazel speaking to Catfish in a cut-scene.
The stop-motion effect was most noticeable in cut-scenes.

Hazel’s cuddly companion – Crouton – made for a fun additional gameplay element. Being able to seize control of an enemy made battles feel a bit more fun and tactical; having to choose when to use that power (which has a slow recharge rate) added a bit of strategic thinking. And it’s always fun to have a companion who can fight by your side!

Crouton also dived into burrows, often finding cute animals going about their business. This is another legend: many cultures have tales of “borrowers” living in the walls or underground, taking unwanted things. The burrows were usually fun little places to visit, and reminded me of a bunch of cartoons and kids books – like the aforementioned Watership Down – that featured animals or saw characters visiting these kinds of places. Some of Crouton’s burrows could feel a bit too straightforward – with one clearly-marked route from end to end. That would be my only real criticism.

Screenshot from South of Midnight (2025) showing Crouton and a hare in a burrow.
Crouton.

I’m not usually a fan of waypoints or quest markers in games; I like to explore at my own pace, and a giant arrow telling me where to go can get annoying! But I like the way South of Midnight uses directional indicators – they’re temporary and optional, meaning if you never want to see them you never have to, but they’re there if you need to be pointed in the right direction. And narratively, the way this fit with the game’s Weave and Grand Tapestry ideas made a lot of sense.

Some games just give you a waypoint, a quest marker, and so on without explaining how or why you’ve got this magical ability to see exactly where you need to go! But in South of Midnight it blended in perfectly with Hazel’s other magical abilities, which is something I really appreciated.

Screenshot from South of Midnight (2025) showing Hazel using a waypoint.
I liked the way the game handled waypoints.

So I think that’s it.

If it wasn’t clear already, I adored South of Midnight. It’s one of the best games I’ve played so far this year, and it’s absolutely a contender for one of my end-of-year gaming awards – possibly even the “game of the year” title. But you’ll have to swing by in late December to see if it makes the cut; there are still a few months to go!

Sometimes when you put the control pad down after an intense or emotional game, you can feel a little hollow. South of Midnight was one of those games that I didn’t want to end… but at the same time I was keen to follow the story to its conclusion and see what was going to happen to Hazel and the rest of the characters. It was well-written, generally well-paced, beautifully designed, and just a fantastic all-around experience.

Screenshot from South of Midnight (2025) showing Hazel reuniting with Lacey in the nightmare town.
A happy ending.

If you liked Kena: Bridge of Spirits, or similar titles, I really think you’ll enjoy South of Midnight. And if you have Game Pass either on PC or Xbox, it’s almost a no-brainer to fire it up and at least give it a try. I really had a wonderful time going on this adventure with Hazel.

So what game might I try next? There are still a few interesting titles to come later this year – I’ve got my eye on Mafia: The Old Country and Terminator 2D: No Fate. And I should really try Indiana Jones and the Great Circle, which I’ve installed but haven’t started yet. And now that Firaxis has had a chance to patch and update Civilization VII, maybe I should jump back in and see what’s new! There’s a lot of gaming content still to come here on the website, though, so I hope you’ll stick around.


South of Midnight is out now for PC and Xbox Series S/X. The game is also available via Xbox Game Pass and PC Game Pass. South of Midnight is the copyright of Compulsion Games, Xbox Game Studios, and/or Microsoft. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 5: Through the Lens of Time

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Spoilers are also present for the following Star Trek productions: The Original Series Season 1, The Next Generation Seasons 5 and 6, and Discovery.

When Star Trek uses an episode title like “Through the Lens of Time,” it certainly makes it sound like time travel is gonna be on the agenda! Since time travel stories are usually not my favourites in the franchise (or in sci-fi in general, really), I went into the episode with a little trepidation. But Through the Lens of Time was absolutely not what I was expecting – and I really do mean that in the best way possible.

There were some weaker parts of the story this week, sure. And we’ll get into them in a moment, don’t worry! But despite that, I honestly found Through the Lens of Time to be incredibly creative and just a ton of fun. In fact, I’d go so far as to say that it’s the highlight of Season 3 so far, eclipsing both the zombie episode a couple of weeks ago and the cliffhanger-resolving premiere. I was on the edge of my seat practically the entire time, and I genuinely did not know what was going to happen next every step of the way. After more than 950 Star Trek stories across almost six decades… the fact that the franchise can still feel fresh, creative, and new is nothing short of astonishing. Episodes like Through the Lens of Time are why I love modern Star Trek so much – and I’d challenge any “nu-Trek” avoider to give it a try.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing the away team outside the alien ruin.
The away team.

So with all of that said… where to begin?

I guess we’ll get the negative or less-positive points out of the way first, then we can spend the rest of the review gushing about just how awesome Through the Lens of Time was!

I’ve said this before in both my pre-season commentary and other episode reviews, but I’m not keen on the whole “Spock relationship drama” stuff. When it was just Spock and Chapel it was more tolerable, but this whole love triangle/love quadrangle that he’s tangled up in with Korby and La’an too… it’s too much. It’s too soap opera-y, too similar to what Discovery tried to do (with very limited success) and I’m just not into it at all.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Nurse Chapel and Spock in the turbolift.
I’ve had enough of this.

Furthermore, I think this “Spock in love” idea has well and truly run its course. Between episodes involving T’Pring, Chapel, and now Korby and La’an, Strange New Worlds has dedicated a significant amount of its runtime across three seasons to Spock and his love life. It’s come to the end of the road as an interesting or funny story idea, and I really hope that the writers will drop it – soon.

Past iterations of Star Trek could be static in the way Vulcans were depicted, showing them as rigid, emotionless, and some might say stuck-up! But even with that underlying concept of the Vulcans, we got episodes like The Next Generation’s Sarek, or The Andorian Incident in Enterprise, showing off different sides of the Vulcans and how they could be more complex. In short: we don’t need episode upon episode showing Spock getting jealous, grumpy, or pissed off to understand that there’s more to Vulcans than just a lack of emotion. And for Spock’s own character journey – an arc which should be bringing him closer to his Original Series persona as the series has now passed the halfway point – what do we gain by a second “Spock love triangle” or “Spock’s jealous of Korby” storyline? At some point, enough is enough. Right?

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Spock and Dr Korby on the away mission.
We did a Spock-versus-Korby episode just a couple of weeks ago.

I don’t think any of this fundamentally damages Spock’s character or makes him harder to root for as a protagonist. But we’ve tried out these same story outlines too much at this point, and I’d like to see Strange New Worlds do something different with Spock now; something besides “Spock comedy” or “Spock in love.” And if the writers can’t think of a better use for Spock… give him a scientific puzzle. Or sideline him for an episode or two and let other characters share the spotlight. This isn’t the Spock show.

The sequences with Chapel speaking to La’an and later to Spock were just unnecessarily cringeworthy; the kind of thing we’d have expected to see in Discovery with Burnham. And unfortunately I don’t mean that as a compliment. There’s room in Star Trek for these kinds of storylines, don’t get me wrong – I don’t think Star Trek should be just action and science with no love or relationships. But when one character seems to get 90% of these kinds of storylines – especially when that character is not naturally well-suited to them – it starts to wear thin. And for me, storylines about Spock’s love life ran out of steam somewhere near the beginning of Season 2.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing La'an and Chapel talking.
La’an and Chapel chatted about Spock.

A couple of weeks ago, I said that I felt Ensign Gamble might not be long for this world – and that prediction was born out this time. This isn’t a criticism exactly, because I liked what earlier episodes did to build up Gamble to be more than just a typical Star Trek redshirt. But that being said, from the moment he was assigned to the away team… it seemed pretty obvious that his fate was sealed! Or at least it did to me. The manner of his death was still awfully shocking, though.

Despite making a reasonable guess at Gamble’s fate, I think Strange New Worlds did better with him than Discovery did with the likes of Airiam – or than Picard did with basically all of its non-legacy characters! We got to know just enough about Gamble over the span of several episodes that his death really did hit hard. Perhaps not quite as hard as it might’ve if he’d been part of the show for an entire season, or he’d gotten a few more scenes, but hard nevertheless. And even though I felt it was predictable from the moment he joined the away team… the manner of his death, and how gruesome it was by Star Trek standards, was still a genuine shock.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Gamble holding a glowing orb.
First rule of away missions: don’t touch the glowing orbs.

One aspect of Through the Lens of Time reminded me of Power Play – a fifth-season episode of The Next Generation. That story also involved an alien prison where inmates were kept in non-corporeal form, and also saw some of them escape by taking over the bodies of some of our heroes. This wasn’t meant as a callback, obviously, but sometimes Star Trek episodes just… rhyme! There are huge differences in who the prisoners are, the kinds of powers they possess, how they were imprisoned, how many of them were able to escape, and so on. But there were echoes of that older story, and when I realised we were looking at a prison, that was the first comparison that sprang to mind!

At this stage, I can’t tell if the Vezda alien prisoners will be revisited. I have to assume that the captive aboard the Enterprise will be at some point – I mean, they have to be, surely. The flickering screen at the end of the episode, and the fact that we got no real closure on who they are or what they might want, definitely hang over the ending of Through the Lens of Time. But the rest of them? Unless Strange New Worlds plans to make these aliens some kind of ongoing antagonist, I think we probably won’t be back to this planet or the interdimensional prison.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing the alien text on the flickering screen.
Surely we haven’t seen the last of this alien visitor…

Speaking of the Vezda alien held captive aboard the Enterprise: modern Star Trek loves its transporter pattern buffers, doesn’t it? Discovery has used the pattern buffers to store people, Strange New Worlds did it with Dr M’Benga’s daughter – who was name-checked in this week’s episode – and then we saw Scotty do it with the malevolent alien right at the end. When this idea of using a transporter for storage was first broached – in Relics during the sixth season of The Next Generation – it was presented as a kind of janky, improvised solution when Scotty had run out of options. In Strange New Worlds, it basically seems like the transporter has a separate compartment just for storing all of the missing children and random aliens that the crew want to bring along for the ride!

Jokes aside, I don’t think this is some kind of henious “violation of canon,” or anything like that. And it was a somewhat creative way to trap this mysterious and powerful alien. One thing I think this moment missed, though, was showing the broken orb-like container before Scotty swooped in. When Gamble was injured, it looked like a glass container which had shattered. When Scotty grabbed it and trapped the Vezda alien, it looked like it had broken neatly into two pieces. If we could’ve gotten just one close-up shot of the broken container, this moment might’ve felt a tiny bit better. And yes, I know that’s a bit of a nitpick.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing the Vezda alien leaving Gamble's body.
The Vezda alien leaving Gamble’s body.

After being absent since the season premiere, it was lovely to welcome Pelia back to Strange New Worlds. Through the Lens of Time is a great example of how a story can use both Scotty and Pelia, even when engineering isn’t the main focus of the episode. There is room for both characters to coexist, and I hope we can spend more time with Pelia across the next few episodes. Scotty is great, don’t get me wrong, and Martin Quinn is doing a fantastic job bringing this younger version of the character to life. But Pelia is still the ship’s chief engineer – and what’s more, she’s a quirky and incredibly entertaining presence, as we saw in the briefing room this time. I said last week that her absence was noticeable, so I’m glad she’s back.

Pelia got some fun banter with Pike and Beto this time, particularly surrounding Beto’s camera and documentary work. I’m glad that Strange New Worlds brought back Ortegas’ brother for another outing – he has great chemistry with Uhura, and I think we saw this time that there’s potential as he mixes with other characters, too. I don’t know if he’s going to be a recurring character going forward… but why not? Pike seemed to suggest that Beto might be sticking around for more than just one mission, and if he does, I hope he gets another encounter with Pelia!

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Pelia in the briefing room.
Pelia.

Dr Korby’s second outing felt a lot stronger than his first. I liked that Through the Lens of Time really leaned into his work, showing how he operates just outside of the Starfleet chain of command. Because he was the co-lead on this away mission, and because this was his area of expertise, we got a much more rounded and interesting portrayal. I could see Strange New Worlds’ writers had watched and understood Korby’s Original Series appearance, and there seemed to be a conscious effort to lean into that, using the events of What Are Little Girls Made Of? to inform his research and his enthusiasm.

This was something I argued we didn’t get very much of in Wedding Bell Blues – and I’m glad to see we got more of it this week. Cillian O’Sullivan, who plays Korby, did a fantastic job presenting a multi-faceted character – someone driven and passionate about his work, but who also has time to build a genuine relationship. I would’ve preferred, perhaps, not to pair him up with Spock for such a long time, as I felt we got enough of that in Wedding Bell Blues, but Korby was a much more engaging and interesting character than he had been in that earlier episode.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Dr Korby and Nurse Chapel.
Dr Korby looks back at the artefacts he had to leave behind.

Gamble’s injury was horrifying, and the prosthetic makeup used to bring it to life was very creative. It was a huge shock to see Gamble not instantly killed (in the style of past redshirts), but rather maimed in this way. It really was a stunning and quite horrifying visual effect, and the execution of this moment was pitch-perfect. As I said earlier, I felt Strange New Worlds had been rather “fattening up” Gamble for the slaughter earlier in the season, so I definitely viewed his assignment to the away team with that in mind! But even so, I wasn’t expecting something quite so horrific.

I wondered at first if Gamble’s blinding was going to lead to some kind of Geordi-like visor being created for him. That could’ve been a fun connection to The Next Generation era, even if it had only been mentioned instead of being depicted on screen. The device Dr M’Benga placed over his eyes didn’t really look like a visor, but it wasn’t a million miles away, either. Given that Gamble isn’t going to stick around, maybe it could’ve been a fun little easter egg if, instead of talking about re-growing bio-engineered eyes, Dr M’Benga had said something about a new wearable visor that could help him see. It would’ve been a tiny reference, sure, but a fun one.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Gamble in sickbay with a visor.
Gamble with the eye-growing machine.

The episode seems to have implied that Gamble died instantly, and that the entity that took control of him was using his residual thoughts and memories to inhabit his body and pretend to be him. That’s how I interpreted Dr M’Benga’s comments on Gamble’s brain death, and Pelia saying that he “isn’t in there.” There’s obviously more going on here with the malevolent alien entities – but I don’t think they can be from a familiar Star Trek race.

The Vezda aliens obviously aren’t Gorn – otherwise Captain Batel’s Gorn DNA wouldn’t have kicked in in the way that it did. Yes, we seemed to see a Gorn-like figure when we saw Spock’s point-of-view, but I don’t think that explains it. Other noncorporeal aliens come to mind: the Prophets, the Organians, various nebula-dwelling life-forms, like those seen in Voyager, and even the Q… but I don’t think any are the right fit. So these are, in my view, gonna be a new species… unless they’re connected, somehow, to something like the Mirror Universe (yes, all that talk of other dimensions made me go there!)

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Spock's vision of the Vezda alien.
Who are these Vezda aliens?

Pelia described these as very ancient, and the Vezda alien possessing Gamble referred to Pelia – the oldest Enterprise crew member at several hundred years old – as a “child.” But these Vezda aliens clearly have some kind of connection to the Gorn, too, as we saw with Captain Batel. Maybe Pike will have to ask the Gorn for help! Who knows? But I like that we’ve got a genuinely engaging mystery out of this episode, and with the life-form stored aboard the Enterprise… I think we’re prepped to find out a bit more about who these Vezda aliens are.

Captain Batel’s arc moved along. I think all the talk of “re-absorbing” the Gorn DNA and “hybridising” it definitely left room for this kind of story, where the Gorn DNA could somehow take over. There wasn’t a ton of time dedicated to this idea here, but it’s obviously going to be picked up in the next episode (or later in the season), so we definitely haven’t seen the last of Batel’s Gorn woes.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Captain Batel.
What do the Gorn know about the Vezda aliens?

As an aside: there’s a theory doing the rounds that Captain Batel’s infection is going to lead to her being transformed into a Gorn-human hybrid… a creature which will look and behave just like the Gorn in Arena. Some have even suggested that Batel could be the Gorn captain from Arena. I… I cannot express how profoundly I hate this idea. Strange New Worlds has reimagined or reinterpreted the Gorn. Great. That’s fine. Now have the balls to stick with it! We don’t need another “Klingon-augment virus” storyline to explain why the Strange New Worlds Gorn and the Arena Gorn look different. Maybe some fans feel that the differences demand an on-screen explanation, but I really don’t. I noted when I re-watched Arena that the building-blocks of Strange New Worlds’ Gorn are all present; the only real difference is that the Gorn captain in Arena spoke to Kirk.

When Enterprise introduced the Klingon-augment virus in its fourth season, I felt it was silly, convoluted, and unnecessary. And if this is the route Strange New Worlds intends to take, I’ll feel the same way. This just isn’t something that needs an on-screen explanation, and I’m quite happy to watch both versions of the Gorn in their respective stories. I love that fans speculate and theorise – and I’ve done more than my fair share of that over the past few years here on the website! But I really hope this is one theory which doesn’t pan out.

Still frame from Star Trek: The Original Series S1 "Arena" showing the Gorn captain.
This better not be Captain Batel…

To get back on topic: the alien prison was incredibly creative, and it showed off how much Star Trek can do with a fairly straightforward set – and the AR wall! It felt almost like a level from a video game in some respects; an ancient tomb with puzzles to solve just gives me like Tomb Raider or Uncharted vibes – though Jedi: Fallen Order might be a better point of comparison. Having to think in a totally non-linear way – because the same room existed in different states in different dimensions all at the same time – was exceptionally fun and different. Separating the characters (albeit in pairings I wouldn’t have chosen) also made for a very tense away mission.

I’m still struggling to wrap my mind around the whole “time can be non-linear” thing, and using a paradox as a way out when the story has been written into a corner is often something that irks me. But in this case, having to cross an apparently empty space to activate the bridge was played just right. Spock’s explanation about effect coming before cause was pure technobabble, and I could absolutely feel the emotions of Chapel, La’an, and Dr Korby as they prepared to take a leap of faith. It was a well-constructed moment, and the temporal paradox was actually the hook for some genuinely great and emotional storytelling.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing the away team preparing to escape.
The away team prepares to take a (scientific) leap of faith.

It was interesting to get a look at an away mission with diplomatic hurdles, and I felt it was set up quite well at the beginning of the story. Obviously this was done to explain why the away team couldn’t have been larger, and to manoeuvre characters into position! But because it was established at the beginning that Vadia IX and the M’Kroon were not Federation members, when that issue reoccurred later in the script, it made perfect sense. It was kind of neat to see Pike and the crew having to navigate that kind of issue when the stakes were so high.

This is the kind of thing I like to see in Star Trek. Moments like this flesh out the world and make it feel more lived-in and real. Having to deal with ambassadors and governments while trying to resolve a dangerous situation is a complication, but it’s an understandable one given the setting. It just helps the Star Trek galaxy feel like a real and complex place.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing a close-up of Pike.
Pike had to jump through diplomatic hoops.

Uhura and Beto continue to make a fun pair. Mynor Lüken and Celia Rose Gooding have great on-screen chemistry together, and giving Uhura this kind of cute “crush” works well for a younger version of the character. There’s absolutely room for this to grow in future episodes, and I hope we haven’t seen the last of Beto. But at the same time, I don’t think Strange New Worlds desperately needs to take this relationship a lot further. It can be fine as a cute “crush” and a bit of flirting. It was a bit of a shame that Erica Ortegas couldn’t be present anywhere on this side of the story, though, as her reaction to Uhura and Beto was part of what worked so well last time.

One thing that was great about Uhura’s storyline was it showed how much she’s grown. Uhura came aboard the Enterprise in Season 1 as a cadet, and it took her a little while to find her feet and grow in confidence. One of the highlights of Subspace Rhapsody last season was that story’s demonstration of how far Uhura has come – and Through the Lens of Time doubled-down on that with Uhura’s scenes with Beto. It fell to her, as the experienced Starfleet officer, to remain calm, offer comfort, and work to find a solution. Beto wasn’t a complete damsel in distress, but pairing him up with Uhura for this portion of the away mission was a great narrative choice.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing Beto and Uhura in the alien prison.
Uhura and Beto.

Captain Pike hasn’t been as present in Strange New Worlds really since the end of Season 1. There have been quite a few moments in a bunch of episodes where I felt this absence. While Pike wasn’t all over Through the Lens of Time by any means, I wanted to highlight a couple of appearances where he made a big difference. Obviously, we have his moments with Captain Batel. Batel does a lot to bring Pike down to earth and really humanise him, giving him an emotional anchor. Her condition is also a massive problem that Pike can’t just instantly solve, so seeing how he deals with that has been interesting.

Then we have Pike’s one-on-one with Dr M’Benga. I could’ve spent a bit longer on this chat, and seeing Pike do more to comfort Ensign Gamble, but I really liked seeing the moment he and Dr M’Benga shared while discussing Gamble’s condition. It’s a reminder that Pike has friends among the crew – not just underlings or coworkers. We got a lot more of that in Shuttle to Kenfori, but this week we definitely built up more of the M’Benga-Pike relationship, which was great to see.

Still frame from Star Trek: Strange New Worlds 3x05 "Through the Lens of Time" showing M'Benga and Pike in sickbay.
Dr M’Benga and Captain Pike.

Through the Lens of Time was fantastic. It’s the best episode of the season so far, and one of the highlights of the entire series. We got a very creative adventure in an ancient ruin, some advancement of Captain Batel’s mysterious condition, and plenty of fun moments with most of the main characters. Ensign Gamble’s demise – while arguably signalled ahead of time – was incredibly shocking thanks to its gruesome nature. And maybe we’ve picked up an interesting new alien faction to explore in the future. Set aside the “Spock love quadrangle” stuff, and there’s really not much to complain about!

So I had a great time with this week’s outing. What started as an interesting jaunt to an alien ruin quickly turned into something a lot darker, and arguably teed up Dr Korby’s Original Series role, too. There was some great set design and clever use of the AR wall, some shocking special effects, and even a couple of jump-scares and startling moments. Through the Lens of Time is definitely going to be seen as one of the highlights of the entire show, I have little doubt about that.

Next week, we’ll have The Sehlat Who Ate Its Tail. A Sehlat is a Vulcan animal, so could this be a Vulcan story? Or is the title referring to a fable or parable that will be referenced in a different kind of story? The latter is my guess – but you never know.


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Paramount Global. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

KPop Demon Hunters: Film Review

A spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for KPop Demon Hunters.

I know absolutely nothing about K-pop. The last (and probably only) K-pop song I listened to was Psy’s Gangnam Style when that was all over the airwaves – which is more than a decade ago at this point! Gosh, I’m old. In fact, is Gangnam Style even K-pop? I think we’re off-topic already! The point is: I know nothing about this style of music, I don’t follow K-pop, I don’t listen to it, and while I’ve been dimly aware of Korean music’s popularity in the west… it’s just never been something I felt the need to look into.

So… why watch KPop Demon Hunters, then? It’s a film that uses the world of K-pop as its foundation, blending that in with Korean legends and some of the trappings of anime – another entertainment genre I have absolutely no experience with! It’s simple, really: I love a good animated film, and Netflix has been a fantastic destination for animation in recent years. KPop Demon Hunters has quickly acquired a great reputation, so I thought I’d give it a watch during one of the months where I’m paying for Netflix. And you know what? I had a whale of a time.

Concept art for KPop Demon Hunters; Huntr/x on the left, demons on the right.
Concept art of Huntr/x (left) and a selection of demons.

KPop Demon Hunters took what could’ve been a basic black-and-white, good-versus-evil story and shook it up, weaving a much more complex and nuanced tale than similar kids’ films. The unexpected connection between the main protagonist and the demon world, and the complex relationship she built with one of the primary antagonists, were a big part of what made the story work. There was genuine depth to these two characters, and that kept what could’ve otherwise been a silly and outlandish film feeling genuinely grounded. It wasn’t perfect, and there were some weaknesses with the way the other characters were set up, but when the film found its feet, it did a fantastic job getting me invested in its world.

The story was epic in scope, but also small and personal – and it’s the latter side that really made the film so enjoyable to watch. Anyone can write a story about the end of the world, but if there’s no one in that world to care about… it kind of doesn’t matter. KPop Demon Hunters gave me characters to feel for when they were in danger, when their secrets were about to be exposed, and that really elevated the film to be something a lot more special.

Still frame from KPop Demon Hunters (2025) showing Jinu and Rumi.
Jinu and Rumi.

The story also had important messages, at least some of which I hope will resonate with its younger intended audience. Not judging people because of where they come from, and not falling back on hatred, are timeless – but unfortunately also very timely – things that we all need to be reminded of, sometimes. It can be fun to go on the attack and to try to tear someone down, but at the same time, that isn’t always the right answer.

Then there’s the idea of shame and covering up some part of oneself. We got this through the visual effect of Rumi’s demonic skin patterns, which I think you can read as an analogy for scars, skin conditions, and so on, but also in a more metaphorical sense for the concept of shame in general. Shame leads people to make poor choices, lying to loved ones, and retreating inwards… those are just part of what the film wanted to say.

Still frame from KPop Demon Hunters (2025) showing Rumi with her demonic patterns.
Rumi with her patterns.

I felt KPop Demon Hunters had some wonderful animation and creative designs. The demons – which I assume are inspired by depictions of demonic entities in Korean culture – looked great; obviously otherworldly and spooky without being out-and-out frightening for the film’s younger viewers. And the designs of the characters in the two bands were great, too, drawing on both real-world K-pop bands and anime for inspiration. Some of the overly exaggerated anime-inspired facial expressions weren’t exactly “my thing,” but in the context of the film I think they worked well enough.

I loved the cute tiger and bird pair. Their designs were weird in one way, and certainly not of this world, but at the same time, I felt they were adorable! The multi-eyed bird with its cute little hat, and the chubby blue tiger just made for such a fun duo. The scene of Rumi riding the tiger was sweet, too. Again, I assume these entities are inspired by Korean folklore, and I think they were a lot of fun. If there’s not merchandise of both already, well… Netflix better get on top of that!

Still frame from KPop Demon Hunters (2025) showing Rumi riding on the tiger.
I need a tiger teddy!

I spent a little while looking into this, because I would’ve sworn that KPop Demon Hunters was deliberately using a “stop-motion” effect with its animation. But it seems as if that wasn’t a deliberate choice; rather the film is animated at a relatively slow 12 frames-per-second, resulting in what felt like a bit of a choppy effect – at least on my screen. I didn’t hate it; I actually quite like stop-motion films, and it gave KPop Demon Hunters its own kind of charm. But some of the ultra-fast dance and fight sequences definitely had that choppy look as a result. I’ve seen people online claim this was a “stylistic choice,” but there’s nothing official on that as far as I can tell. I haven’t seen Sony’s SpiderMan: Into The Spider-Verse, but apparently the same kind of visual style is on display in that film, too.

The film makes wonderful use of colour. Gold and blue were framed as the positive, earthly, or “good” colours, where pink – in various shades – seemed to be more connected with Gwi-Ma and the demons. The climax of the story showed many characters bathed in a deep pink glow, and it was genuinely unsettling. At various stages in KPop Demon Hunters, colours really popped, and the film has an overall bright and fun look.

Still frame from KPop Demon Hunters (2025) showing the demonic boyband.
The colour pink was used for the demonic entities.

If the central pair of Rumi and Jinu felt well-developed and real, some of the other main characters… didn’t quite reach the same level. Both Mira and Zoey got a few seconds’ of “backstory,” which was explained incredibly quickly by random characters right at the start of the film. At first I felt sure that this would be fine, but when their personal histories and issues actually mattered at the climax of the story… I felt we could’ve got a bit more than just a couple of hand-wavy lines of dialogue and half a line each in song form to explain who they were, why they might’ve felt they way they did, and where their exploitable vulnerabilities came from.

The same was true of the band’s leader, Celine – though we did get a bit more from her later on in the film. And the rest of the demons, aside from Jinu, didn’t really get much screen time. The demons’ king – Gwi-Ma – got plenty of time on screen, but his plan seemed to be “I’m evil and I want to eat everyone’s souls, mwahahaha,” without really much else going on. There’s absolutely a role in fiction for pure baddies, and Gwi-Ma made for a fine antagonist here. But I would’ve liked to have seen more from some of the other demons; was Jinu really the only one with a history?

Still frame from KPop Demon Hunters (2025) showing a crowd of demons in the underworld.
A gaggle of demons. Was Jinu really the only one who’d been manipulated?

Jinu’s story at least implies that some other demons in Gwi-Ma’s domain are similarly victims of exploitation, doesn’t it? Maybe his fellow demon boy-band popstars were 100% committed to the evil team… but were all of the other demons? Some of them, in their brief moments on screen in Gwi-Ma’s realm, felt almost human-like with their emotions and reactions to what was going on… and if there was some way to free them from their suffering instead of trapping them with it forever… well, wasn’t that part of what Rumi learned over the course of her interactions with Jinu?

I guess that raises implications for the film’s final act! If the story wanted to say something like “some of these demons are victims of Gwi-Ma’s manipulation, which you’ve just seen first-hand,” then is trapping all of them in the underworld the right thing to do? Jinu’s soul may have been saved by his interactions with Rumi, but what about the rest of them? I’m not trying to come across as “pro-demon” here, and I could be getting the wrong end of the stick. But it felt to me as if the film kind of tripped over the corner of its own story just a little.

Still frame from KPop Demon Hunters (2025) showing Huntr/x floating in the air.
Huntr/x at the climax of the film.

Let’s talk songs!

I really enjoyed Golden; that track has been playing on repeat since I watched KPop Demon Hunters. Soda Pop was a perfectly catchy pop song that worked really well given its prominent role in the story. Takedown came with an important message about judgement – but it’s also a badass song in its own right. How It’s Done was also a fantastically upbeat track. And I liked Your Idol, too. Does that mean I’m a K-pop fan now? Well… who can say! But I know that KPop Demon Hunters had a really fun, up-tempo, and enjoyable soundtrack, perfect for this kind of musical.

It was inevitable that a film about battling bands was gonna have some good songs, but I admit I was surprised at just how powerful and emotional tracks like Free and Golden actually were. There’s some great songwriting and composition on display here.

Still frame from KPop Demon Hunters (2025) showing Rumi singing.
I’ve been listening to Golden on repeat!

So I think that about wraps things up. KPop Demon Hunters hadn’t been on my radar at all, but it was a surprisingly fun film that will absolutely be in contention for my “animated film of the year” award come December! Netflix scooped the prize last year with Spellbound, so it’s definitely possible that KPop Demon Hunters can keep the streak going! Netflix is definitely becoming a go-to place for animated films like this, which is wonderful to see.

I thoroughly recommend KPop Demon Hunters. It was a fun introduction to the world of K-pop, a world I’m totally unfamiliar with. It had a strong story centred around two engaging characters, plenty of laugh-out-loud moments, and a fantastic soundtrack to boot. It’s also a bit of a change in tone from the last film I reviewed (28 Years Later)! There’s talk of a sequel, and while I wouldn’t necessarily say it’s a story that’s desperately asking for a follow-up, in 2025 almost every successful film ends up being spun off into a franchise, so I wouldn’t be surprised if there’s more to come from Zoey, Mira, and Rumi. Watch this space, I guess!


KPop Demon Hunters is available to stream now on Netflix. KPop Demon Hunters is the copyright of Netflix and/or Sony Pictures Animation. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Khan – Thoughts on the Trailer

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware potential spoilers for the upcoming Star Trek: Khan audio drama. Spoilers are also present for Space Seed, The Wrath of Khan, Into Darkness, Lower Decks, and Picard.

For a franchise which could be just a couple of years away from total cancellation, Star Trek had a lot to say at this year’s Comic-Con event! We’ve already covered the big Starfleet Academy news, which included a trailer and introductions to the main cast, as well as Year One – a pitch for a Strange New Worlds successor series. This time, we’re finally getting around to talking about Star Trek: Khan – an audio drama which will be released next month.

This is Star Trek’s first ever official audio drama – billed, for some reason, as a “scripted podcast.” I’m calling it an audio drama (because that’s what seems to be the best fit) but you might also consider it akin to a radio play or even an audiobook. In any case, it’s audio only – which is something new for Star Trek. Obviously there have been Star Trek audiobooks before, and there are fan-made audio dramas, too. But this is the first time Paramount has really pushed a brand-new Star Trek story in this format, and it’s an interesting choice.

Still frame from the Star Trek: Khan trailer showing the audio drama's title.
Khan is coming soon!

Obviously the main factor here is money. Nicholas Meyer – who originally pitched this idea a few years ago – envisioned it as a miniseries, which is also a format Star Trek doesn’t have much experience with. Even if you aren’t sold on Star Trek: Khan as a concept, I still think there’s merit in the miniseries approach, and I’d hope it’s something Skydance/Paramount might consider in the future if and when a suitable story comes along. If Khan is a success, perhaps more audio dramas will be in the offing, too.

It’s been a while since we talked about this project, so let me bring you up to speed. Khan is set on the planet Ceti Alpha V in between the events of Space Seed – in which Khan awoke in the 23rd Century after years in suspended animation – and The Wrath of Khan. When the project was still little more than a rumour, I discussed it here on the website. This was in early 2021, and I said then that I felt this project – which was going by the working title Ceti Alpha V – looked set to tell the least-interesting chapter of Khan’s life. What could we learn from this story that we didn’t already know or couldn’t reasonably infer from Space Seed, The Wrath of Khan, and even Khan’s appearance in Into Darkness?

Still frame from Star Trek II: The Wrath of Khan showing Khan and his crew on the bridge of the USS Reliant.
Khan with his crew in The Wrath of Khan.

When Khan switched from being a televised miniseries to an audio drama… I felt that was probably for the best. At Paramount’s “Star Trek Day” event in 2022, Nicholas Meyer took to the stage to announce that his project had been reworked into an audio drama. And I noted at the time that he didn’t exactly seem thrilled about that! Maybe I’m reading too much into this, but I noted in the Khan trailer that Meyer is no longer credited as one of the podcast’s writers, instead simply getting a “based on a story by” credit. Maybe Meyer was disappointed that his Ceti Alpha V idea didn’t proceed on television as he’d hoped. Or maybe changes were made to his original idea – which I doubt would’ve included Sulu and Tuvok!

In any case, Nicholas Meyer’s core idea is going ahead, but not in the format he intended and not with a script he penned. Personally, I think that’s worth being aware of; Meyer is a Star Trek legend. He wrote The Wrath of Khan, The Undiscovered Country, and also worked on The Voyage Home – three of the films fans rate most highly. It’s quite possible that, without Meyer’s work on The Wrath of Khan in particular, Star Trek would have struggled in the 1980s – and the franchise as we know it could very well not exist today. So to know that he had a script written, but his work has been changed substantially enough that he’s no longer credited as a writer… it gives me pause, at least.

Still frame from Paramount's Star Trek Day 2022 broadcast showing Nicholas Meyer announcing Star Trek: Khan.
Nicholas Meyer in 2022.

Let’s be positive, though, and talk about some of the things from the Khan trailer that I actually found interesting!

Firstly, the idea of a frame narrative is a fun one – and it’s also something that, because of the characters involved, could really only work in this audio format. Well alright, I guess it would’ve worked in animation, too! But bringing back George Takei to voice Sulu and Tim Russ to play Spock, with the frame narrative presumably set aboard the Excelsior… that’s a really fun idea. Both Takei and Russ have been back in modern Star Trek; Takei reprised his role of Sulu in Lower Decks, and Russ played a significant role in Season 3 of Picard.

I often see fans lamenting that we don’t know much about Star Trek’s “lost era;” i.e. the years in between The Undiscovered Country and The Next Generation. While probably right at the beginning of that time period, it seems as if Khan’s frame narrative will be set in the “lost era,” which is something kind of neat. I doubt we’ll get much of an exploration of the wider state of the galaxy! But it’s still nice to see a project being potentially set after The Undiscovered Country.

A graphic of the USS Excelsior's MSD.
Parts of Khan will be set aboard the Excelsior during Sulu’s time in the captain’s chair.

Tuvok’s inclusion is also a pretty deep cut to a single Star Trek episode! In 1996, Flashback was one of two stories created to celebrate Star Trek’s thirtieth anniversary. It delved into Tuvok’s backstory, depicting his time serving under Captain Sulu’s command aboard the USS Excelsior, and it was a pretty fun crossover. We got to see an expanded role for Janice Rand, picking up her story aboard the Excelsior, too, and another character from The Undiscovered Country – Dimitri Valtane. Though its “memory virus” storyline wasn’t the strongest, it’s still a fun episode, and we got to see some interaction between Tuvok and Sulu, as well as a brief moment with Janeway and Sulu, too.

It makes me feel so incredibly old to think that the 30th anniversary celebrations were almost 30 years ago! But I’m glad that Star Trek’s writers and creatives haven’t forgotten about Flashback; it’s a fun way to return to this era, an unexpected pair of legacy characters to include in a story like this one, and it might just give us a bit more information about Sulu’s time in the captain’s chair. I really like this part of Khan, even though it likely won’t be in focus all that much.

Promotional photo for Star Trek: Voyager Season 3, showing Rand, Sulu, Janeway, and Tuvok.
Promo photo released for Flashback in 1996.

Sulu was present, of course, during the events of Space Seed and The Wrath of Khan, which makes his inclusion here a neat little thread of continuity. Takei first played Sulu all the way back in 1966; to think he’s still involved with the character – and the Star Trek franchise – all these years later… it’s fun and also exceptionally sweet. Fans have been asking to see more of Captain Sulu for a long time; I remember on message boards and forums in the 1990s, a “Captain Sulu show” was often brought up as fans discussed fantasy Star Trek projects. Obviously Khan isn’t the same, but it’s not a million miles away, either, thanks to Takei’s involvement.

This is also potentially one of the last Star Trek projects to include a significant role for a performer from The Original Series, and I think we should acknowledge that. We’ve had Walter Koenig’s voice in Picard, archival recordings of a few characters in Short Treks and Prodigy, and Takei in Lower Decks as previously noted. But time moves ever onwards, and these opportunities are becoming scarce. Whether we ultimately like or dislike Khan, I think we can at least appreciate George Takei’s involvement and that we got one more adventure with Hikaru Sulu.

Still frame from the Star Trek: Khan trailer showing Sulu.
We’re getting one more adventure with Captain Sulu.

Naveen Andrews, best-known for his role on the TV series Lost, will take on the role of Khan. And this could be one of the best casting decisions in a long time! Andrews is a fantastic actor, and while we didn’t hear that much from him in the trailer, what little there was sounded fantastic. This feels like a truly inspired casting decision, and whatever the story may ultimately be, I’m certain that Naveen Andrews’ portrayal is going to be one of the highlights.

So there are positives as we look ahead to Khan’s release next month. Revisiting Sulu, entering the “lost era,” Tuvok’s return, and getting a new take on an iconic character by a fantastic actor… those are all points in the production’s favour. I also like the idea of Star Trek leaning into audio dramas and different kinds of projects as a way to potentially keep the franchise alive in the years ahead. If there isn’t the budget to commit to a full TV show or film, a radio play like this could be a great option to preserve Star Trek and ensure new stories are still able to be produced.

Still frame from the Star Trek: Khan trailer showing Khan holding a Ceti eel.
Khan with a Ceti Eel.

The main image shown off in the trailer – which looks like it could also be the “cover art” for the podcast – shows Khan holding a small vial. Inside that container is what looks like a small Ceti eel – the mind-controlling earwig-like creatures that Khan used on Chekov and Captain Terrell in The Wrath of Khan. The film made it clear that Khan already knew all about these creatures, so perhaps part of the audio drama will depict Khan and his crew studying them.

Not every alien in Star Trek requires a deep dive, and as with Khan himself, I think we know enough about the Ceti eels from the film to understand what they are, how they operate, and why Khan would be so fascinated by them! But I’m always up for an exploration of Star Trek’s alien life, and perhaps there could be a way to connect Khan’s time on Ceti Alpha V and/or the Ceti eels to other parts of Star Trek. Making those kinds of connections could be fun, and just exploring the anatomy of the Ceti eels could also be interesting if it’s handled well.

Still frame from Star Trek II: The Wrath of Khan showing a Ceti eel.
A Ceti eel as seen in The Wrath of Khan.

With all of that being said, nothing in the Khan trailer really convinced me that I was wrong in my earlier assessment: that this audio drama won’t be telling the least-interesting chapter of a story where we’ve already seen the beginning, the end, a prequel, a reimagining, and basically all of the good parts. There’s a real danger that what we’ll get will be akin to the Obi-Wan Kenobi miniseries over in the Star Wars franchise: the absolute worst kind of tacked-on story that feels like cheap fan-fiction. Khan could, perhaps, even prove harmful to Space Seed and The Wrath of Khan if – just as an example – we get some kind of storyline that sees Khan leave the planet, track down Kirk, and battle him in a one-on-one duel.

Furthermore, the trailer added another element which I hadn’t previously considered could be part of a Khan story, and it’s really making me concerned. In the trailer, the new character of Dr Lear says that “the logs I retrieved on Ceti Alpha V only confirm my belief that Khan was much more than a mad tyrant.” But… Khan *is* a mad tyrant; that’s who he is. He’s a narrative warning against eugenics and genetic engineering by showing how badly wrong it could go. And in 2025, when we’re seriously considering the possibilities of artificial intelligence and inventing a sentient life-form that could be intellectually superior to humanity… there’s a message in Khan’s story that’s still incredibly relevant.

Still frame from the Star Trek: Khan trailer showing a quote from Dr Lear.
This statement from Dr Lear has me concerned…

I’m worried that Khan will go out of its way to humanise this villainous character – and in doing so, rob him of what made him so powerful, so intimidating, and such a good character in the first place. We don’t need a story about how Khan was actually a misunderstood “nice guy” who just wanted what’s best for his friends. Maybe that’s how Khan saw himself, in part, but it isn’t how we as the audience need to see him. And we don’t need a story told partly from his perspective to understand who he is, how he thinks, or why he behaved the way he did. All of the necessary pieces to understand Khan were present in Space Seed and The Wrath of Khan, and were added to on somewhat in Into Darkness.

It can be fun, sometimes, to flip the script and look at things from the villain’s point-of-view. And some Star Trek stories are all about that – presenting the Federation as being in the wrong, showing why hostile aliens act the way they do, and so on. That’s been present going all the way back to The Original Series. But some villains are just villains – and trying to soften them, present their side of the story, or show them as being “in the right” ruins not only the character, but the story, too. And I am genuinely worried that this attempt to present Khan as a more complex, nuanced, and dare I suggest human individual won’t actually add much to Star Trek – and risks seriously undermining one of its best stories.

Still frame from Star Trek II: The Wrath of Khan showing the Enterprise during the battle in the nebula.
The Enterprise in The Wrath of Khan.

This was always going to be a potential pitfall – and it’s one of the reasons why I was never keen on the Khan idea when it was first pitched. But hearing this new character in the trailer talking about there being “more to the story,” and how Khan was “so much more” than what we’ve seen… it’s really making me nervous about the direction the audio drama is going to take. If Dr Lear ends up as a kind of villain – perhaps someone who’s fallen for Khan’s posthumous propaganda – then maybe we can look on this narrative thread more kindly. But if the story’s going to try to present Khan sympathetically, and Dr Lear as being right about him all along… where does that leave Tuvok and Sulu?

I doubt a lot of Trekkies would be thrilled if Sulu’s return is turned into some kind of story about how *he’s* the one in the wrong, how he and Tuvok unfairly judged Khan, and how Khan was really just a big misunderstood cuddle-buddy. That… that wouldn’t be great. And while I could be completely wrong, the tone of the trailer – and Dr Lear’s comments in particular – seem to be hinting at a story which could go in that kind of direction.

Still frame from the Star Trek: Khan trailer showing Dr Lear.
Dr Lear is a new character created for Khan.

What I will say on that side of things, though, is that Starfleet does bear some responsibility for what happened to Khan and the Botany Bay survivors. After marooning them on Ceti Alpha V, it seems as if Starfleet just abandoned them to their fate. Worse, Starfleet doesn’t even seem to have kept proper records of the Ceti Alpha system, despite the dangers Khan and his augments were known to pose. How else do we explain the crew of the USS Reliant being totally unaware of the Botany Bay until after beaming down to Ceti Alpha V? In the eighteen years Khan and his people were stranded, not one Starfleet vessel visited to check up on them.

If there’s any room for nuance in Khan’s story, it’s here. Starfleet was either incompetent or downright malicious in its treatment of Khan and his people, stranding them on a hostile planet – uninhabited by sentient life, yes, but with a complete ecological system of its own – and then abandoning them. No one cared enough to check in on them, even though surely the Ceti Alpha system was close enough to Federation space that something as major as the destruction of an entire planet would have been noticed.

(Speaking of which, why could no one aboard the USS Reliant count to six?)

Still frame from Star Trek II: The Wrath of Khan showing two Starfleet officers on the bridge of their ship.
Captain Terrell with the USS Reliant’s science officer.

Then there’s Kirk’s role. The trailer mentioned Kirk by name – though he better not actually appear in the production; god help us if he does – and I guess we’re going to see more of Khan’s revenge obsession in the years before The Wrath of Khan. If we take our criticism of Starfleet and pin it on one person, could this audio drama focus in on Kirk’s role? Maybe Kirk neglected to tell Starfleet about Khan and what happened during Space Seed. Maybe no one except for the Enterprise crew ever knew that the augments were marooned there. If that’s the case, maybe Khan’s desire for revenge takes on a slightly different feel. If Kirk had logged what happened correctly, maybe someone would have swung by the Ceti Alpha system to check on Khan.

That’s just a theory, though I think it shows how difficult it may prove to thread the needle on this kind of “mid-quel” story. Anything we learn about Khan, Kirk, or anyone else has to fit with Space Seed and The Wrath of Khan, and mustn’t tread on their toes. That’s not an easy thing to do… and there are examples from other franchises – and from within Star Trek – showing just how badly things can go wrong when attempting this kind of story.

Still frame from the Star Trek: Khan trailer showing a quote from Khan and a raised fist.
Khan wants revenge on Captain Kirk. Who would’ve guessed?

Returning to Dr Lear, her statement that “monsters are made, not born” is another line I’m concerned about. This ties into what we were talking about; how the story could be an attempt to show Khan’s perspective and how Starfleet and Kirk were the ones in the wrong. Obviously Khan believes that – we knew that during The Wrath of Khan. But do we actually need a full audio drama dedicated to explaining that idea in more detail? And can it be done without detracting from Khan’s characterisation in those earlier stories? I’m afraid I’m still not convinced.

So let’s wrap things up.

Star Trek: Khan will premiere on the 8th of September – Star Trek Day. It’ll run for nine episodes, with the finale airing in early November. I plan to tune in, even though I’m not really sold on the premise, nor on some of what we saw in the trailer. At this stage, I don’t intend to review individual episodes, but I’ll hopefully be able to write up a review of the full audio drama once it’s aired. Check back in November for that!

Still frame from Star Trek: TOS 1x22: Space Seed showing Khan in engineering.
Khan in Space Seed.

I wouldn’t have given the green light to this project, either in this audio form or as its original miniseries pitch. But I’m not writing it off just yet, and there are reasons to be hopeful… or at least a bit less pessimistic! I often say that “no one asked for this” is a terrible argument, and often the best productions are those that “no one” seemed to be interested in at first. It’s with that attitude that I plan to approach Star Trek: Khan, and I’ll do my best to give it a fair shake despite my misgivings.

I hope this has been interesting! I think we’ve finally covered all of the big Comic-Con news, now. If you haven’t checked in for a while, I’m back to writing weekly Strange New Worlds episode reviews – we’re almost halfway through Season 3 already, if you can believe that! And there’s more Star Trek content to come here on the website in the weeks ahead.

See you on Ceti Alpha V!


Star Trek: Khan will premiere as a scripted podcast/audio drama on multiple podcast platforms on the 8th of September 2025, with further episodes to follow weekly. Star Trek: Khan, and all other properties discussed above, are the copyright of CBS Studios, Paramount Global, and/or Skydance. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 4: A Space Adventure Hour

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Spoilers are also present for: The Original Series Season 1, The Next Generation Season 2, and The Undiscovered Country.

After last week’s horrifying zombie story, Strange New Worlds completely changed direction in A Space Adventure Hour. There were elements of comedy and drama, as well as a light-hearted pastiche of Star Trek: The Original Series which, I suspect, will have worked better for some fans than others. Star Trek legend Jonathan Frakes returned to the director’s chair for the first time this season, and while I wasn’t wild about the story at first… it grew on me over its runtime.

A Space Adventure Hour deliberately ignored almost all of the season’s ongoing storylines: Captain Batel and her illness weren’t mentioned, Ortegas was reinstated with a hand-wavy line of dialogue, and the story really zoomed in on two characters: Scotty and La’an. I generally enjoy Strange New Worlds’ episodic nature, so I don’t mind when an episode does something like that. But at the same time, I hope we’ll return to the aftermath of the Enterprise’s run-in with the Gorn before too long. Setting it aside was fine on this occasion, though.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing one of the fictional aliens.
A horrifying monster from outer space!

Before we go any further, let’s just say this: I fucking loathe Paramount’s ridiculous “America First” attitude. It’s self-defeating and stupid. A Space Adventure Hour was made available for free on YouTube and Pluto TV – but only in the United States. We can debate whether this was the right episode to try to use to entice new viewers (I don’t think it was, by the way) but why – why?! – does Paramount insist on this pathetic “America First” fetish? It isn’t the 1960s any more – Star Trek, and really all of Paramount’s shows – have a worldwide audience. That’s why Paramount+ exists in other countries. Why offer something like this to a tiny fraction of that audience but nobody else?

We’ve seen this time and again with Paramount and the Star Trek franchise, and it’s got to stop. In this case it was a “freebie,” but it’s not just that – it’s marketing. Offering a free episode on YouTube is a marketing stunt to try to draw attention to Strange New Worlds and the broader franchise. But why only do that in the United States when the internet is one massive, global, interconnected space? Strange New Worlds is only available on Paramount+ in countries and regions where Paramount has actually bothered to launch the service, so there’s no argument about who has the rights to broadcast new episodes. It’s just so stupid to have these big marketing stunts only to ruin them by cutting off fans from the rest of the world. As it happens, it wouldn’t have made much difference to me as I have a Paramount+ subscription. But the whole point of doing something like this is to attract new eyes to the show. So why only offer that to folks in America when there’s an entire world watching and waiting? Star Trek might be owned by an American corporation, but the fanbase is global and the franchise’s name is known all over the world. A Space Adventure Hour streaming for free could’ve sold new Paramount+ subscriptions from Tierra del Fuego to New Delhi. If only Paramount’s executives weren’t “America First” morons.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing a blooper from the credits sequence.
A “blooper.”

Alright, rant over.

A Space Adventure Hour looks like it would’ve been a ton of fun to work on for the cast and crew. Getting to step out of character and try something new is always going to be enjoyable for folks working on long-running productions. But at only twenty-four episodes in (i.e. the equivalent of one season of Star Trek a few years ago) I’m… I’m not quite sure that Strange New Worlds has earned an episode like this just yet. Especially when we consider episodes like The Elysian Kingdom already did something very similar in Season 1… to say nothing of last season’s Subspace Rhapsody. There’s absolutely room for episodes like A Space Adventure Hour… if we were talking about a series that was gonna run to 170+ episodes over seven seasons. But with the recent cancellation news, I’m acutely aware of Strange New Worlds having a time limit. While there absolutely were interesting ideas and elements in the mix here, I just don’t think this is the kind of story I’d have personally chosen to greenlight if I was in charge!

That being said, I didn’t have the almost visceral, bowel-churning hatred of this episode as I did for last season’s musical outing. There were fun elements in the narrative, and on the “real world” side of things – outside of the story taking place on the holodeck – we got some interesting tidbits of lore.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing the main holo-characters.
The holograms in La’an’s murder mystery.

I’m a little disappointed that Strange New Worlds seems to be shoving Pelia aside in favour of Scotty. I feared this would happen when Scotty emerged at the end of Season 2, and while it’s interesting to catch a glimpse of Scotty’s younger days… I’m just concerned that it’s coming at the expense of first Hemmer, and now Pelia.

However! I’m glad that A Space Adventure Hour continued the theme of Scotty having room to grow. In this case, he wanted to solve everything completely by himself, to such an extent that he didn’t even tell the Enterprise’s senior staff about the problems he was having. We saw glimpses of the more familiar Scotty – the self-reliant, confident miracle-worker from The Original Series. But mixed in was an intensely vulnerable man, someone struggling with the loss of his previous ship. I don’t think his comments about the Stardiver somehow explain everything about Scotty, but it was interesting to learn a bit more about why he feels so hesitant to ask for help and why he tries to shoulder all of the burden himself.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing Scotty at work.
Scotty working on the holodeck.

It was genuinely fun to see Scotty in the science lab, trying to desperately balance the needs of the holodeck with the rest of the ship. We got a real mix of both TOS Scotty – with his incredible engineering prowess – and a younger, less confident version of the character, who was clearly feeling overwhelmed. It made for an interesting presentation, and Martin Quinn managed to walk the line exceptionally well.

What we’re really seeing is how Scotty’s raw, unrefined talent is being honed. And that’s where I felt Pelia’s absence. Instead of saying “oh, she’s on shore leave,” why not have Pelia be the one to set up the holodeck, but then get called away for some other emergency, leaving Scotty to pick up the pieces? At the very least, Pelia could’ve come in at the end of the story to coach Scotty on what he did right and where he went wrong. Those roles ultimately fell to Una and Uhura, which was fine in theory – and getting some interaction between Scotty and Uhura was definitely fun to see. But if the idea behind bringing Scotty into Strange New Worlds is to show how he has room to grow, and how he can take his undeniable talent and hone it into something more practical… we need his mentor to be present for at least part of that.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing Scotty with Una.
Scotty with Una – but where’s Pelia?

So… Spock’s just gonna romance his way through the Enterprise’s female crew members, I guess. First it was Chapel, now it’s La’an… who’s next? Una? Uhura? Pelia?

To me, it feels like Strange New Worlds’ writers have latched onto two story outlines with Spock, and don’t really know what else to do with him. We have the “Vulcans are stuck-up and rigid, so let’s use that for laughs” that we’ve seen in basically every Vulcan episode so far, and now we have the “Spock has no emotions, but what if he fell in love?” that we’ve seen with Chapel and now apparently with La’an too.

Spock can be a fun character, and putting him in situations that aren’t identical to what he went through in The Original Series is absolutely worthwhile. But… I can’t help but feel we’ve taken the “Spock in love” story outline as far as it can reasonably stretch. With T’Pring and Chapel, we’ve already explored this side of Spock. And with Strange New Worlds on the clock, if the aim is to bring Spock closer in line with his TOS version ahead of the show’s finale, we need to see more movement in that direction. A new relationship won’t help.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing La'an and Spock kissing.
La’an and Spock.

Spock and Chapel’s relationship evolved kind of naturally from TOS foundations – particularly Chapel’s apparent “crush” on Spock. While I felt we caught a glimpse of… something, between La’an and Spock in Wedding Bell Blues, where they danced together, I’m just not sure that this is the right way to go for either of them. I guess you could frame it as a “rebound;” for La’an after getting her heart broken by Kirk, and for Spock after his relationship with Chapel fell apart. And there could be something to gain from a “Spock on the rebound” story, I guess. I just don’t think this has the legs to go much further, and I don’t think it’s a storyline I’d have chosen to include.

Maybe this is because I’m asexual, but I don’t really think a show like Strange New Worlds needs this kind of relationship drama to be entertaining or engaging. There have been relationships between characters in past iterations of Star Trek – Troi and Riker, Worf and Dax, Trip and T’Pol – but again, those shows were longer, and the relationship stuff took up comparatively less time. Of the twenty-four Strange New Worlds episodes so far, three have included T’Pring, and four have included Spock’s relationship with Chapel in some way. Now we have another episode – and presumably at least one or two more to come – that will feature Spock and La’an. It’s just kind of a lot, especially for a character who had previously been so famously unattached – aside from his brief Pon Farr infatuation!

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing La'an and Spock dancing.
How many romances is Spock gonna have?

Here’s a question: did you guess A Space Adventure Hour’s big twist? I half-guessed it! It seemed pretty clear to me that the “Spock” La’an was talking to on the holodeck was, in fact, a hologram – but I didn’t go quite so far as to pin him as the murderer. In that sense, I think this side of A Space Adventure Hour was pretty creative, and it used the holodeck exceptionally well. We’ve had plenty of “the holodeck done goofed” stories in Star Trek before, but none quite like A Space Adventure Hour in terms of its twist. The story took the same core premise as the one from Elementary, Dear Data – but did something quite different with it. It was creative, and a great way to include this staple Star Trek technology in a new and fun way.

Speaking of the holodeck, it was a lot of fun to see the technology’s origins. It’s a bit of a timeline stretch, perhaps, to say that the holodeck was developed in the 23rd Century but wasn’t widely used nor installed aboard starships for basically another 100 years, but it’s still really interesting to delve into the history of how holodecks developed. Seeing Scotty as one of the early holodeck pioneers is a fun little tidbit, too. I don’t think it really clashes with Relics, where Scotty encounters a 24th Century holodeck, either – though I can see that being a bone of contention for some Trekkies, I guess!

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing La'an entering the holodeck.
La’an on the holodeck.

I don’t know about you, but I really enjoy when Star Trek takes the time to explore its technologies in a bit more detail – and I think we got an interesting exploration of the holodeck here. Seeing how the holodeck was wired into the rest of the ship could explain how some stories in The Next Generation era unfolded, particularly ones where a malfunction occurred! After the holodeck debuted in The Next Generation, we just kind of accepted that it’s something starships have – even though it could go wrong, sometimes.

Seeing the early development of this technology was fun. But it also presented an opportunity for Strange New Worlds to talk a little about renegade computer programmes – something that’s definitely relevant in 2025 as artificial intelligence software and large language models continue to improve and grow. I don’t think the episode kept this side of things in focus for very long, but the idea of a computer programme being smarter than the people who think they’re in charge of it, and using its generative technology for the purposes of deception? Those are very real and very valid points to touch on!

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing La'an about to exit the holodeck, with holo-Spock disappearing.
La’an with holo-Spock.

Where do we draw the line between a funny, self-referential parody or pastiche and something mocking and mean-spirited? I don’t believe that the writers intended for their “Last Frontier” segments to come across as rude, offensive, or mocking The Original Series, William Shatner, or Star Trek fans… but I’m not gonna lie, part of me feels like that’s exactly how it landed. Paul Wesley channelled his inner Shatner to deliver a very on-the-nose impersonation, and other parts of those segments included exaggerated set design, cinematography, and even writing. It felt like something you’d get on a comedy sketch show. And… I don’t think that’s a compliment.

Self-parody is already a difficult thing to pull off. Make one wrong move and it comes across as either masturbatory self-congratulation or a very niche in-joke that only hard-core fans are likely to understand. Both of those problems are present in parts of A Space Adventure Hour, but also… some of those sequences didn’t feel respectful. The tone felt almost aggressive or mocking, as if the writers were saying “look at how silly your stupid little space show is,” and by extension, “you’re idiots for enjoying this crap.” It’s almost like Shatner’s infamous “get a life” skit back in the 1980s – but worse, somehow, because it’s so earnest.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing the fictional USS Adventure.
The “USS Adventure.”

There is room in Star Trek for this kind of light-hearted take, and for episodes or storylines that call attention to some of the franchise’s weirder or less serious elements. That’s a big part of what Lower Decks did, if you think about it. But they have to be handled with at least some degree of sensitivity so they don’t come across as mean-spirited or looking down at Trekkies. For me, parts of A Space Adventure Hour strayed uncomfortably close to that line – and I already know some fellow Star Trek fans are gonna absolutely despise what this episode did with this parody.

As I said, I don’t think this was intentional. At least, I certainly hope it wasn’t! But it’s surprising to me that nobody involved in the production of the episode suggested… I dunno. Toning it down a notch or two? I can take a joke; I’m not some kind of stuck-up old fusspot who insists that “Star Trek should be 100% serious all the time!” Just look at my coverage of other episodes with comedic premises; I like comedy in Star Trek and there’s definitely a place for it. And I can see a version of A Space Adventure Hour where this kind of idea worked better. But the way it came across in the finished product… I think it was too much. It was too harsh, too aggressive, and where it could’ve been a funny little nod and wink to fans, it came across as laughing at us rather than laughing with us.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing a blooper of Kirk breaking his chair.
What did you make of the parody?

There were things to appreciate with the “Last Frontier” parody, though. Parts of the sets felt silly and exaggerated – the levers on the bridge in particular. But in other ways the sets were reminiscent of that kind of mid-century sci-fi series; the coloured lights reminded me very much of The Original Series, as did Kirk’s chair and the other console to one side on the bridge.

Though I didn’t really like Paul Wesley’s Shatner impression, it took a lot of skill to pull it off, and I can respect that. The soft filter on the camera, the way lighting changed, and the use of dramatic close-up shots were also all drawn from The Original Series, and added something to this pastiche. Holo-Kirk’s comment about a “female first officer” harkened back to The Cage, “Number One” being a woman, and Pike’s comment about women on the bridge of his ship. Or at least, I felt that it did.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing the Kirk/Shatner parody from the opening sequence.
There were some creative ideas here, but the tone let it down.

The rest of the holodeck adventure was a ton of fun. I think there were some pretty tropey over-acted performances from, well, pretty much all of the main cast as they took on these new roles, but that’s not necessarily a negative in this instance. It’s basically what the script called for – and these kinds of mid-century murder mystery stories (I’m loathe to call it “noir”) were populated by wildly exaggerated characters. For the kind of story A Space Adventure Hour wanted to be, the tone was pretty good.

It was also neat to see La’an in this kind of informal environment, as well as learning a bit more about her. La’an can be rigid and formal, though Kirk certainly helped break down her emotional walls! But until now, we hadn’t really gotten to know much about La’an as an individual, and some of the things she likes outside of her work in Starfleet. Season 3 already introduced us to dancing, which is apparently a hobby of hers, and now we’ve gotten to see these “Amelia Moon” detective stories. It was a nice inclusion, and a way to expand her character with something a bit less formal – and dare I say even a little childish – while still being in keeping with what we know about her role as a security officer.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing La'an on the holodeck.
This was a good episode for La’an.

The conversation between La’an and holo-Uhura about fandom was also not lost on me. If the earlier “Last Frontier” parody had been a bit too much, this conversation did succeed at bringing things back, and I appreciated what the writers wanted to say about Star Trek inspiring generations of viewers. I know Star Trek has inspired me – and if you’re reading this, I assume you’re also a fan and that Star Trek means something to you, too. I’m glad that the writers didn’t just leave the parody to speak for itself, but also included this conversation about how this fictionalised version of The Original Series could inspire people in the future.

For La’an, this hit especially close to home because of her connection to the Amelia Moon stories. I interpreted that as kind of a Nancy Drew or Famous Five type of children’s book, not necessarily something as grown-up as Sherlock Holmes! Speak of Holmes, did you notice Spock’s claim to be a descendant of Arthur Conan Doyle? I think the writers thought they were resolving a decades-old “plot hole” with that one! If you don’t recall, in The Undiscovered Country, Spock quoted Holmes and referred to the character as “an ancestor of mine,” which led to discussions in the fan community about what he meant, whether Sherlock Holmes was a real person in this setting, and so on. Strange New Worlds seems to have clarified that Spock was referring to Conan Doyle – and perhaps claiming that he’s an ancestor of Spock’s mother, Amanda? I don’t think it’s the kind of thing which needed clarification, but it’s interesting to note that Spock’s Sherlock Holmes connection goes back a long way!

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing a close-up of La'an.
La’an on the holodeck.

After the opening parody sequence was over, and we settled into the story with La’an, holo-Spock, and Scotty, I felt things improved a lot. The murder mystery looked tropey and silly at first, but then it kind of clicked for me and I found myself getting more invested in it. And on Scotty’s side, while I missed Pelia and felt she could’ve added a lot, it was undeniably a lot of fun to see the origins of the holodeck. Scotty played a big role in the development of that technology, which is certainly interesting!

Strange New Worlds is an episodic show. It remains a lot of fun to shake things up, try new things, and really push the boat out, sometimes. For me, parts of A Space Adventure Hour stuck the landing and showed why episodic Star Trek is still the best kind of Star Trek! Others… didn’t land quite as well as I’d have hoped. Overall, the episode was a bit of a mixed bag, then, but because the least-enjoyable parts were mostly out of the way within the first few minutes, I’d say the episode picked up as it went on, and by the time it ended, I was feeling a lot happier.

Still frame from Star Trek: Strange New Worlds 3x04 "A Space Adventure Hour," showing Scotty having a conversation with Uhura.
Uhura and Scotty.

I would say, though, that this was a truly stupid choice of episode to offer for free if the goal was to bring in new viewers on YouTube and Pluto TV. It’s a very self-referential, navel-gazing, “meta” episode of Star Trek, and it wouldn’t make for a good first contact either for Trekkies who want to get started with Strange New Worlds or for a more casual viewer looking to try Star Trek for the first time. In that sense, I don’t understand why Paramount would choose this story – of all the Strange New Worlds episodes we’ve seen so far – for this kind of marketing stunt. But then again, I don’t understand why the morons in Paramount’s marketing department make basically any of the decisions they make. The sooner the Skydance team takes over, the better!

So that was A Space Adventure Hour. I didn’t hate it. Well… most of it. And there were some interesting ideas and character moments in the mix. I continue to appreciate that Strange New Worlds is an episodic project, even when some of the episodes veer into narrative or thematic territory that doesn’t do much for me personally!

Next week, we have Through the Lens of Time, which I hope is gonna be a ton of fun. Time travel stories (which I’m assuming this one will be) aren’t always my favourites in Star Trek, but I’m keeping my fingers crossed. Oh, and let’s hope Pelia can make a return to the show soon, too!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Paramount Global. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

28 Years Later: Film Review

The first part of this review is free from major story spoilers. The end of the spoiler-free section is clearly marked.

I know what you’re thinking: Trekking with Dennis reviewing a horror film?! And it isn’t even October! What’s going on?

Well, I’ll let you in on a secret: 28 Days Later is one of my favourite horror films of all-time, and I enjoyed 28 Weeks Later, too. So when Danny Boyle announced there’d finally be a sequel to this genre-redefining zombie story a few years ago, I was immediately interested. Horror may not be my thing a lot of the time, but every now and then I don’t mind a good scare.

This is also my second zombie story in the span of a week! A few days ago, I watched Star Trek: Strange New Worlds’ zombie episode, so after this I think I’m gonna need a bit of a break from zombies for a while.

Three promo posters for 28 Years Later.
A trio of posters for the film.

28 Years Later was… interesting. But I’ll be honest: it wasn’t really what I expected. Less a horror film than a coming-of-age family drama with a zombie backdrop, 28 Years Later leaned on its post-apocalyptic setting to tell a story focused on a handful of characters. Spike, the main protagonist, got most of the film’s attention, and that was certainly an interesting – and potentially controversial – choice.

There was some fantastically creative cinematography in 28 Years Later. The film cut sequences from its post-apocalyptic present-day with imagery from war films and historical re-enactments, drawing parallels between those situations. The “Boots” refrain, heard in the trailer, surprised me by being an integral part of the film, not just a marketing stunt, and it was suitably haunting to hear that recitation atop imagery of zombies going feral. 28 Years Later was also creative with its use of colour; blood-red scenes were used for emphasis at key points in the story.

Still frame from 28 Years Later (2025) showing Spike.
An example of a blood-red sequence.

If you know me, you’ll know I’m a scaredy-cat. And 28 Days Later is up there as one of the most frightening films I’ve seen; its depiction of sprinting infected redefined what zombies could be and made them genuinely terrifying. For me, 28 Years Later just… wasn’t all that scary. It was gruesome when it wanted to be, sure; blood, guts, and other viscera are almost omnipresent in its world. But its jump-scares felt rather predictable – I could sense that something was coming, even when the film wasn’t trying to signal it. And while these sprinting zombies retain some of their fear factor, I suspect that two-plus decades of other horror films – many of which were inspired, directly or indirectly, by Danny Boyle’s work – have kind of… lessened that, a little.

I put off watching 28 Years Later until I felt I was in a good frame of mind for horror… but I really didn’t need to. There were tense moments, without a doubt. And the film is not bereft of new ideas; special categories of infected, who are bigger and stronger than your “standard” sprinting zombies added a new danger. But when I think back to that first viewing of 28 Days Later, and how I could scarcely bring myself to walk into the kitchen the next morning when it was still dark… nothing in this film really came close to recapturing that level of horror.

Behind-the-scenes photo from the set of 28 Years Later.
Director Danny Boyle (right) with Edvin Ryding and Alfie Williams on the set of 28 Years Later.
Photo Credit: IMDB

I don’t mind that, by the way. In fact, after the intervening years have not been too kind to my own mental health, I think I prefer a film like this! But I do think it’s worth noting that the belated follow-up to one of the most horrifying depictions of zombies ever brought to screen – and a film that had a massive impact on the zombie genre – wasn’t actually as scary as I expected. And if a big old scaredy-cat like me can make it all the way to the end without wetting their pants, then maybe some folks with a greater appetite for horror than I might even find 28 Years Later to be… tame.

All that being said, this is still a film I’d happily recommend. If you enjoyed 28 Days Later and want to know what happened next, or if you just enjoy a good zombie flick, there’s a lot to appreciate and enjoy. Some of it is a bit more artsy and a bit less gory than some of the more mindless films in the zombie genre, but whether that’s offputting or something to celebrate just boils down to personal taste! Speaking for myself, I think 28 Years Later was about right. It struck a good balance without leaning too much into gory horror, and even though some of its character moments could feel a bit clichéd, I still rooted for young Spike and wanted to see him succeed on his adventure.

Still frame from 28 Years Later (2025) showing the infected on a hill beside a tree.
The infected are coming!

It was also interesting to catch a glimpse of post-apocalyptic life many years into the rage virus outbreak. Seeing how new communities formed, how people have to find new roles, and how some people just… seem to lose themselves. That was all interesting stuff.

So even if 28 Years Later wasn’t the scare-fest I’d been expecting, I generally enjoyed it for what it was. Up next, we’ll get into the narrative in a bit more detail – so if you don’t want to see spoilers for the film’s plot, this is your opportunity to jump ship! But I hope you’ll come back after you’ve seen 28 Years Later to get my take on the film’s story.

A spoiler warning graphic (from SpongeBob)

This is the end of the spoiler-free section. There are story spoilers for 28 Years Later (as well as 28 Days Later and 28 Weeks Later) from here on out.

I really did not expect 28 Years Later to be a coming-of-age story mixed in with family drama. Spike’s quest to help his mother was relatable and sweet, and all credit to young Alfie Williams, who took on a challenging role and rose to the occasion.

What I’d say, though, is that there were some pretty big clichés on this side of the story. Spike catching his dad cheating on his mum, and their subsequent confrontation… it played out like something from a low-budget soap, not the highly-anticipated sequel to a film that redefined a genre. It wasn’t poor, but it wasn’t great… and I don’t even think it was wholly necessary to jump-start Spike’s quest. His mother’s illness, and the knowledge of a doctor on the mainland, was enough.

Still frame from 28 Years Later (2025) showing the confrontation between Spike and Jamie.
There was a fair amount of personal drama on this side of the story.

I also struggled to buy Spike’s rapid acceptance of his mother’s death. We got a bit of protest as Dr Kelson explained that her condition was terminal, but the film went pretty quickly from that moment to Kelson giving Isla her coup de grace, and Spike just kind of… went with it. Yes, he was drugged in the beginning, but after she died – at Dr Kelson’s hand – he didn’t really react. He placed her bleached skull atop the pile and that was that. On to the next quest – to bring the baby back to the village.

This had been Spike’s driving force for basically the entire film – his mum’s ill, he wants to help. He undertakes a very dangerous and deadly quest to help her, and when she can’t be helped he goes from grief and devastation to acceptance in basically an afternoon. Maybe you could read into that, something about the harsh realities of post-apocalyptic life making people more hardy… but it didn’t come across that way for me. It just felt either rushed or underdeveloped.

Still frame from 28 Years Later (2025) showing Spike and Isla with Dr Kelson.
Isla’s death was handled pretty quickly, especially for Spike.

Many great horror films use their supernatural settings to take their characters on this kind of journey of growth, and I don’t think 28 Years Later was wrong to want to tell that kind of story. The apocalypse – zombie-related or otherwise – can make a great backdrop for character arcs, personal conflicts, and drama of all kinds. Spike had an understandable motivation, and Dr Kelson also felt like a real person – someone who’s been living in this world, figuring out how to survive for such a long time that he seems “crazy” to outsiders.

But that’s where the real characterisation seemed to stop. Erik, Jamie, the other villagers, and even Isla all felt pretty flat; less fleshed-out people than archetypes or caricatures, serving a narrative function, yes, but often in a shallow or obvious way. If you know me, you’ll know I’m always an advocate for stories that delve into themes of mental health, and Isla’s story in 28 Years Later definitely touched on that. But how she presented during her “episodes” was pretty tropey, and the way she’d snap out of it when the story demanded it – showing lucidity at key moments to have conversations or advance storylines – was pretty basic.

Still frame from 28 Years Later (2025) showing Isla.
Isla.

Can we nitpick? I like to nitpick. How did Dr Kelson – some 28 years after the collapse of civilisation in the UK – manage to maintain a stockpile of medications like morphine and iodine? I mean, he was practically bathing in the stuff, and he’d need to re-apply his iodine defence any time he ventured beyond his skull island home, so… how much iodine must that be after almost thirty years? I think Kelson was probably the film’s second-most-interesting character after Spike… but as I say, I like to nitpick!

Those questions aside, I really liked 28 Years Later’s take on a post-apocalyptic world. The abandoned train was probably one of my favourite settings – not least because I’m a bit of a train fanatic! But catching glimpses of overgrown towns, the gas-filled petrol station, and decaying buildings and infrastructure was all interesting stuff. It really felt like a world that had been left to decay and collapse for 28 years.

Still frame from 28 Years Later (2025) showing the abandoned train.
The train.

28 Years Later raised several questions that I hope next year’s sequel, The Bone Temple, can answer. How are the infected – which the first two films depicted as dying off en masse after a month or so – still alive in such great numbers this long after the virus broke out? The first two films made it pretty clear that the infected didn’t eat and would just die out, but 28 Years Later establishes that tribes of infected roam around, feeding on wildlife, and apparently breeding with one another, too. It’s a big change from the depiction of the infected in those first films, and it warrants an explanation.

There were echoes of I Am Legend in this presentation of “alpha” infected. The idea that some infected could display greater intelligence, assuming some kind of leadership role in their group, reminded me of that film. It also reminded me of the Resident Evil video games, and how there could be “special” categories of zombies – usually serving as bosses! In that sense, I didn’t feel that the alpha was a particularly original creation, but still – it’s something that should be explained. Assuming, of course, that an explanation has been written.

Still frame from 28 Years Later (2025) showing "Samson," one of the alphas.
“Samson,” one of the alpha infected.

What do we make of the “Jimmy Savile” gang? I can’t help but feel that was done purely for shock value; Jimmy Savile being such a thoroughly vile person whose high-profile crimes shocked the entire country. In the film’s universe I guess it makes sense: Savile’s crimes weren’t uncovered until 2011, whereas in the universe of 28 Years Later, society collapsed in 2002. I remember watching Jim’ll Fix It as a kid in the ’80s, and the scale of what went on at the BBC with Savile is… even all these years later, words fail me.

But in the context of 28 Years Later, I hope – truly hope – that there’ll be more to this than just a cheap stunt to end this half of the story. Jimmy – the child from the beginning of the film – seems to have grown up to lead this gang of Savile impersonators… but why? Is it some attempt to cling to part of the world that they lost? Is it just a cult? Whatever it is, I hope there’s more to it than just an attempt to shock and offend, because otherwise it’s in pretty poor taste. I will reserve judgement, though, until I’ve seen The Bone Temple.

Still frame from 28 Years Later (2025) showing the character Jimmy.
Jimmy.

So I think I’m all zombie-ed out for a while!

I hope this has been interesting. I can’t shake the feeling that a film I’d waited more than twenty years to see wasn’t as impactful as I’d expected, even though it was solid and entertaining in its own way. But I don’t dislike 28 Years Later, and I’d certainly recommend it to fans of the original films, horror fans, and even to folks like myself who aren’t horror aficionados but just want to check out some of 2025’s big releases.

I will await The Bone Temple and the continuation of this story with some trepidation. A good ending could reframe parts of 28 Years Later, making them feel better in hindsight. But equally, a poor ending or a lack of a suitable explanation for some of the film’s narrative beats could make both pictures feel… underwhelming. I guess we’ll see next year.


28 Years Later is available to stream now on Amazon Prime Video, and will be released on DVD, Blu-Ray, and other streaming platforms in the months ahead. 28 Years Later is the copyright of Columbia Pictures and/or Sony Pictures. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Year One – Thoughts on the Pitch

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for the following Star Trek productions: The Original Series, Discovery, Picard, Strange New Worlds, and Starfleet Academy.

You might’ve missed it in the din of other Comic-Con news, but we’ve recently learned that a pitch for a new Star Trek series is in the offing. Spearheaded by Strange New Worlds showrunners Akiva Goldsman and Henry Alonso Myers, the project would be a continuation of sorts – picking up after the end of Pike’s tenure in the captain’s chair of the Enterprise and showing the first missions under Kirk’s command. I wanted to get into the pitch today and share my thoughts.

Akiva Goldsman is all over modern Star Trek – he’s worked on Discovery, Short Treks, and Picard, as well as serving as showrunner for Strange New Worlds. And Henry Alonso Myers has been Strange New Worlds’ executive producer and showrunner since Season 1. The duo are currently preparing a formal pitch for their successor series, presumably to the newly-merged Skydance/Paramount corporate entity. At Comic-Con, Goldsman encouraged fans to get in touch with Star Trek’s corporate overlords to support the pitch.

Promo photo of showrunner Akiva Goldsman from StarTrek.com.
Akiva Goldsman (pictured) and Henry Alonso Myers have teased this Year One pitch.
Photo Credit: StarTrek.com

So… is this a good idea?

If you’re a regular reader, you’ll have heard me say this a thousand times: more Star Trek on our screens is always going to be a good thing, and it’s always going to be something I’ll do my best to support. Then there’s the whole “no one’s asking for this” argument. Many shows that “no one” asked for turned out to be fantastic, and in today’s insular fan communities, often the kinds of things people are asking for would either be flat-out terrible or would be so niche that they’d never attract a mainstream audience. I often point to Star Trek: Enterprise as an example of a series that “no one” was asking for around the turn of the millennium, but it actually ended up telling some wonderful Star Trek stories.

Those are my caveats! And I mention them before we go any further because, to be blunt about it, I’m not sold on this Year One pitch.

Still frame from Star Trek: Strange New Worlds Season 3 showing Spock.
You heard me, Spock.

There are several factors to consider, and we’ll run through them in turn.

First of all, let’s think about what appealed to fans about Strange New Worlds in the first place – why was this show even made? The short answer is Anson Mount and his portrayal of Captain Pike. During Discovery’s second season, Mount joined the series alongside Ethan Peck as Spock and with a smaller role for Rebecca Romijn as Una. Mount’s commanding portrayal of Pike led to calls for a “Captain Pike show,” with the fan campaign seeming to catch ViacomCBS off-guard.

Ethan Peck’s take on a younger version of Spock was interesting, and Rebecca Romijn was fantastic in her scenes as Number One, too, but when we step back in time to early 2019 and Discovery’s second season… it was Captain Pike that really appealed to fans. Anson Mount showed us a wonderfully complex man; an upstanding Starfleet officer willing to make whatever sacrifices were necessary to save the galaxy and complete his mission. And we lapped it up.

Still frame from Star Trek: Discovery Season 2 showing Pike's first appearance.
Captain Pike boards the USS Discovery for the first time.

What is the “Captain Pike show” without Captain Pike? Because, if you boil it down, that’s what this Year One idea sounds like. Replace Pike with Kirk, but keep the sets and some of the other cast. Presumably they’d also shuffle off characters like Ortegas, Pelia, and La’an, too – replacing them with familiar faces from The Original Series. In an interview shortly after the Comic-Con panel, Myers mentioned Sulu, Dr McCoy, and even potentially bringing Chekov into the Year One show.

But without Captain Pike… would the show still work? I mean, on a basic level I suppose it would; sticking with the same semi-episodic formula would at least keep the same fundamental tone. Pike, though, has been such an important factor in Strange New Worlds’ success that I really don’t think it would be a good idea to ditch him, of all people, and try to carry on. In fact, I’d go so far as to say the inverse of this pitch would be a better idea – Fleet Captain Pike’s adventures in the year or two before his accident, with Anson Mount carrying on and potentially bringing some of his Enterprise colleagues with him, would be the show I’d rather see!

Still frame from Star Trek: Strange New Worlds Season 2 showing Pike singing a song.
What is “the Captain Pike show” without Captain Pike?

There’s a problem of repetitiveness, too. In short, we’ve seen Kirk’s five-year mission already. Not only that, but we’ve seen it twice thanks to the Kelvin timeline films. Star Trek ’09 and Into Darkness both looked at how Kirk came to sit in the captain’s chair, as well as his early adventures as captain of the Enterprise. And, of course, we have The Original Series. While we didn’t see Kirk’s first day on the job in The Original Series… did we need to?

The Original Series took us through eighty adventures with Kirk and co. aboard the Enterprise. And while it’s been interesting to see Kirk meeting people like Uhura and Spock for the first time in Strange New Worlds, setting the stage for some of those future storylines, I don’t think it’s something we need an entire new series to do. What could we learn about Kirk, and his relationships with other members of the crew, that Strange New Worlds and the Kelvin films haven’t already shown us?

Concept art for Star Trek: Phase II showing the Enterprise.
Concept art of the USS Enterprise produced for Phase II in the 1970s.

To me, this Year One idea feels like the least-interesting chapter of a story where we’ve already seen the beginning and the end. We’ve seen two different versions of Kirk meeting Spock, Kirk meeting Uhura, and Kirk coming aboard Pike’s Enterprise. We’ve seen where Kirk and his crew would end up decades later – and plenty of adventures in between. What do we gain from Year One that we haven’t already seen from Strange New Worlds, the Kelvin films, and The Original Series? Where’s the hook – what’s different about these stories?

If Strange New Worlds’ writers and producers had kept Kirk – and other TOS characters – away from the show, maybe there’d be more of a compelling argument. I suggested way back when Strange New Worlds was first announced that the show could end with Kirk boarding the Enterprise for the first time, meeting Spock, and setting the stage for The Original Series – but that would’ve been the series finale. Instead, they wanted to bring in Kirk, Uhura, Scotty, and other familiar characters from the beginning – which has been fun to see, don’t get me wrong, but it also works against this new pitch. It’s kind of a “pick one or the other” type of situation, and with Strange New Worlds having included these characters, introduced them to one another, and shown the beginnings of those relationships, it’s kind of stolen the thunder of this Year One pitch before it was even made.

Still frame from Star Trek: Strange New Worlds Season 2 showing an alternate timeline Kirk.
Jim Kirk has already been a part of Strange New Worlds.

Since Nemesis was in cinemas all the way back in 2002, Star Trek has spent a lot of time on prequels. Enterprise, the Kelvin films, Discovery’s first two seasons, and Strange New Worlds have all been set in the years before The Original Series – meaning there have been fewer opportunities to advance the overall timeline of the franchise. I don’t think I’m the only Trekkie to say that maybe it’s time to give the prequel idea a break for a while, and if there is to be more Star Trek in the years ahead, to focus instead on moving the timeline forwards.

Starfleet Academy will do that, and that’s a positive thing. But look at the reaction to Picard’s third season – fans have been clamouring for some kind of successor show set in that same time period. Even though the original Legacy idea didn’t get off the ground, there’s still a ton of support within the fan community for a new show set after Picard, one which could potentially connect with characters, factions, and storylines of The Next Generation era – Star Trek’s real “golden age.”

Still frame from Star Trek: Picard Season 3 showing the Enterprise-G.
What about a sequel instead of a prequel?

I don’t want to come across as mean or nasty, but I think there’s a bit of a generational disconnect here. Akiva Goldsman is in his 60s, and Henry Alonso Myers is in his 50s. When people say “Star Trek” to folks of that age, their thoughts turn first and foremost to The Original Series – Captain Kirk, the rubber-suited Gorn, papier-mâché boulders, and wacky adventures that took the Enterprise to a planet where everyone dressed like 1920s Chicago. I’m not insulting anyone’s age – I’m the wrong side of forty myself! But if you ask fans of my age or younger what Star Trek looks like… you get more answers about The Next Generation and shows of that era than you do The Original Series.

My point? That’s where at least a plurality of the fan community is at right now. Yes, Starfleet Academy has potential as a young adult show in the far future setting. And yes, Strange New Worlds has been absolutely fantastic as a prequel. But if we’re talking about commissioning a new series… please, please pick the 24th or 25th Century! That’s the message you’re gonna hear from many fans my age, at least.

Promo photo from Star Trek: The Original Series Season 1 showing Kirk wielding a phaser rifle.
A lot of older folks still think Star Trek begins and ends with The Original Series.

If there was infinite money for Star Trek, and the franchise was riding high, bringing in millions upon millions of dollars and turning Paramount+ into a must-have subscription, then I’d say go for it. But we don’t live in that world. I seriously doubt whether there will be any more Star Trek seasons commissioned after Starfleet Academy unless something almost miraculous were to happen, but if there’s room to add another series to the lineup… I just don’t want it to be another prequel.

Star Trek should have almost limitless room to grow – there’s an entire galaxy of alien races, subspace phenomena, and strange new worlds to explore. But returning to the same handful of characters over and over again is incredibly narrow-minded and narratively limited. We’ve seen the adventures of Captain Kirk already, and thanks to his inclusion in Strange New Worlds, we’ve also seen the very prologue to those stories that this Year One pitch seems to be focused on. If Kirk and The Original Series characters had been kept out of Strange New Worlds, maybe this idea would feel a bit stronger. But as it is… I’m not convinced at this stage that Year One would be the Star Trek project I’d give the green light to if I were in the Skydance boardroom.

Promo still from Star Trek: Strange New Worlds Season 3 showing Spock and Kirk.
Spock and Kirk in a promotional still for an upcoming Strange New Worlds episode.

I suspect, though, that all of this will be a moot point. Skydance may be interested in Star Trek as a cinematic franchise, but I’m not so sure they’re going to commit to any new television or streaming projects. With talk of merging Paramount+ with another streaming platform to try to revive its fortunes, and the current deal with Secret Hideout and Alex Kurtzman due to expire next year, Skydance will almost certainly want to bring new folks on board. Maybe someone will see the potential in a new Star Trek series in the second half of the 2020s after the merger is complete… but will it be Goldsman and Myers’ Year One pitch? I’m sceptical.

That was a lot of negativity and dumping on Year One. So let’s flip the script and try to look at things from the other side. What are the points in favour of this idea?

Concept art for Star Trek: Strange New Worlds showing the Enterprise in orbit of a planet.
The USS Enterprise.

Firstly: continuity. Continuing Strange New Worlds, in some form, with at least half of its characters sticking around represents a thread of continuity between Star Trek projects. You could look at it in the same way as the expansion of Star Trek in the 1990s, with Deep Space Nine and Voyager following on from The Next Generation. There’d be at least one character – Spock – who appeared in Discovery, stuck with Strange New Worlds, and then joined Year One. This ties together the modern Star Trek franchise and gives more casual viewers a reason to stick with Paramount+ and check out some of the other shows. This is how you convert sometime viewers into fully-fledged Trekkies!

I know there are a lot of folks who enjoyed Picard – especially Season 3. And Lower Decks has its fans, too. But for me – and plenty of other Trekkies – Strange New Worlds has been the highlight of modern Star Trek. It’s taken the franchise back to its roots with its episodic tone, focus on exploration, and willingness to dip its toes in different genres. There have been some outlandish storylines, too – just like we got in The Original Series and other classic shows. So if any part of modern Star Trek has earned the right to a successor series… shouldn’t it be Strange New Worlds?

Still frame from Star Trek: Strange New Worlds Season 3 showing Pike, Sam Kirk, M'Benga, and Scotty.
If any modern Star Trek show deserves a sequel, surely it’s gotta be Strange New Worlds.

The counter-argument I’d make to that last point, though, is that if the producers and executives want more Strange New Worlds… then just commission a sixth season. Instead of cancelling the project (with truly awful timing, right as the marketing push for Season 3 was starting), why not just keep it going? Practically any storyline you could think of for Year One aboard Kirk’s Enterprise could work more or less the same as a Strange New Worlds episode. If Kirk is integral to the story, well… would you look at that? We’ve already got Kirk in Strange New Worlds!

But Kirk is actually the next point in favour of this successor show. Paul Wesley has been great in the role since he first appeared at the end of Season 1, and I can absolutely see him carrying a new series as this younger version of the character. Wesley has embodied the role, showing us a nuanced performance that fits somewhere in between Chris Pine’s rough-and-ready action hero and William Shatner’s classic portrayal. We’ve seen a softer side to Kirk, particularly in some of his storylines involving La’an, but also the captain we remember from The Original Series in the fantastic Season 1 finale.

Promo photo from Star Trek: Strange New Worlds Season 1 showing Kirk.
Paul Wesley has been fantastic to watch.

And there is scope to tell stories with this version of Captain Kirk. One thing I’ve hoped to see in Strange New Worlds is the burgeoning friendship between Kirk and Spock – something we got a tantalising glimpse of in Season 2. Year One could certainly explore that – and explain, perhaps, why science officer Spock became Kirk’s second-in-command. Then there’s another Kirk that Strange New Worlds included: Sam. We could get a deeper exploration of the Kirk brothers’ relationship in the years before Sam’s untimely death. How would Kirk react to his brother serving under his command, or having to order his brother to undertake dangerous missions? That could be an interesting idea.

I think we saw in the disappointed reaction to Strange New Worlds’ cancellation that there are passionate fans of this series, its characters, and its episodic style. It’s the only live-action series of this new era that has really tried to lean into what Star Trek used to be; the esoteric and outlandish sci-fi ideas, an aesthetic that borrows a lot from The Original Series’ mid-century designs, and a spirit of exploration that other shows with serialised stories, existential threats, and scenery-chewing villains just didn’t have. Strange New Worlds has appealed to a lot of Star Trek fans in a way that Picard and Discovery didn’t, and with Starfleet Academy apparently borrowing some of those serialised ideas with its young adult cast, there’s definitely room for a show like Year One to pick up the “classic Trek” baton.

Still frame from Star Trek: The Original Series showing McCoy, Scotty, Spock, and Uhura.
There’s still room on television for a “classic” Star Trek series.

Without that kind of show, leaning on the legacy of past iterations of Star Trek, Trekkies like myself don’t really have a home any more. Discovery and Picard had their moments, but for me, Strange New Worlds has been the best of the bunch by far. If that kind of episodic, exploration-focused Star Trek were to just shut down… even if Starfleet Academy continues and a new Kelvin film enters production, there’ll be a hole in the franchise for myself and a lot of other fans.

Then there are practical matters. Starting production on a new series is an expensive business – but Year One would be comparatively cheap. Most of the main characters are already in place, so there’d be less of a need for a prolonged casting process. And – as Goldsman pointed out at Comic-Con – the sets for Pike’s Enterprise still exist right now. With the new series being set on the same ship, there’d be no need to build anything new; production could end on Strange New Worlds one day and begin on Year One the next.

Behind-the-scenes photo from the set of Star Trek: Strange New Worlds Season 2 showing a scene being filmed on the bridge.
Year One could make use of existing sets.

That might seem trivial compared with everything else we’ve been discussing – but to a newly-established corporation which is looking to finally turn a profit on a loss-making streaming service? Keeping costs down is a good thing, and certainly a point that the higher-ups would take into consideration. There’d still be contracts to address, but if production could transition from one series to the other with the same cast and the same behind-the-scenes team in place… that could save a lot of money in contrast to commissioning something brand new.

A “young Kirk and Spock” idea was considered by Gene Roddenberry in the late 1960s, when The Original Series was struggling. So in that sense, this kind of idea has pedigree and has been looked at before. Trekkies had plenty of conversations about that in the run-up to Star Trek ’09, when Kirk and Spock would finally be shown meeting for the first time at Starfleet Academy! But the same principle applies here: it’s not a million miles away from spin-off ideas that have been kicking around for decades.

Two cropped still frames from Star Trek 2009 showing Cadet Kirk and Spock at the Academy.
Kirk and Spock’s first encounter was also shown in Star Trek ’09.

With all that being said… this would not be my first choice for a new Star Trek series. The biggest point in its favour is arguably how easy it would be to set up. But if Skydance and Paramount are so financially messed up that saving money on building sets is a major consideration, then to be blunt about it, Star Trek has already failed and would only be living on borrowed time.

I have thoroughly enjoyed Strange New Worlds. But if Year One’s pitch is basically “let’s do more Strange New Worlds!” then… why not just go for Season 6? Why risk ditching Captain Pike from “the Captain Pike show” that Trekkies were so passionate about asking for in 2019 and 2020? If I felt like Pike had worn out his welcome or that we were coming to the end of the line somehow… then sure, I guess it would make sense. But Pike is still one of the best things about Strange New Worlds, and if there was one character to preserve for a successor show… it’s gotta be him.

Still frame from Star Trek: Strange New Worlds Season 2 showing Pelia and Una in a shuttlecraft.
Why not just commission a sixth season if we want more Strange New Worlds?

I like Paul Wesley’s take on Kirk, and I’ve enjoyed having him in Strange New Worlds as a recurring character. I think there’s scope to do more with this incarnation of Kirk, too – and I hope we’ll see that in Seasons 3, 4, and 5. And I don’t doubt Wesley’s ability to carry a spin-off, either. I just question how necessary Year One would be in light of Kirk’s role in Strange New Worlds. Given that he’s going to appear a few more times before the end of the series, and we’ve already seen him with Spock, Uhura, and others… what could Year One realistically do with him and his relationships with his crew that we haven’t already seen or can’t reasonably infer?

More Star Trek on our screens is great – and I welcome any pitch from creative folks who have already worked with Paramount and thus have the necessary connections to get the ball rolling. If Year One were to get the green light – which is at least possible, surely – then I would watch it, I’d do my best to support it, and I’d be rooting for its success.

Paul Wesley as Kirk on the bridge of the Enterprise in a promotional photo.
Kirk in a promotional photo released ahead of Strange New Worlds Season 2.

If it was up to me, though… I don’t think this is the pitch I’d give the green light to.

What I want more than anything is a Strange New Worlds-style episodic adventure series set somewhere beyond the Picard era. Such a show could pick up dangling narrative threads left over from The Next Generation and the other 1990s shows, potentially visiting the Gamma and Delta Quadrants, and just pushing the timeline forwards again. Starfleet Academy’s 32nd Century can do some of that – at least in theory – but because it’s that much further forwards in time, its opportunities to make those connections are more limited.

However, I can see why this pitch would hold some appeal, both to fans and to the executives that Goldsman and Myers will need to win over! A successor to what is arguably the best and most successful live-action Star Trek show of this modern era is not, in theory, a bad idea by any means. And with the cast largely in place, sets already built, and apparently some stories already being considered… maybe the time is right. Maybe this Strange New Worlds sequel/Original Series prequel is what Star Trek needs at the current moment. There’s something to be said for going back to the franchise’s roots to shore things up, and with major corporate changes inbound, keeping some threads of continuity is also a point in the pitch’s favour.

Concept art: The refit USS Enterprise.
Concept art of the USS Enterprise produced for Phase II or The Motion Picture.

So that’s my take. I wouldn’t necessarily choose Year One if I had something like Legacy on the table… but I don’t loathe the concept and I could see it being enjoyable. I have my suspicions at this stage, though, that Skydance’s new leadership may not be interested in the idea. After all, is it just a coincidence that Strange New Worlds was cancelled right as the corporate merger was happening? If Skydance’s folks were interested in the show, they could’ve said so during the process and kept it on the air in its current form.

If Year One goes ahead, though, I’m sure I’ll have more to say. Coming out of this year’s Comic-Con we also got news about the audio drama/scripted podcast Star Trek: Khan, which I’ll be taking a look at in the days ahead. And if you missed it, I’ve recently taken a look at the first trailer, photos, and details released about the upcoming Starfleet Academy series. Click or tap here to take a look at that.

Later this week we’ve got A Space Adventure Hour as Strange New Worlds’ third season rolls along. We’re past the show’s halfway point now, which is a bit of a sad thought. But who knows? Maybe Year One will pick up the story in the years ahead.


The Star Trek franchise – including all shows and properties discussed above – is the copyright of Paramount Global (soon to be Skydance). Some images courtesy of Forgotten Trek and/or the Frogland Set Blueprint Archive. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfleet Academy: The First Trailer (And More!)

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of spoilers for Season 1 of Star Trek: Starfleet Academy. We will be discussing casting, photos, posters, the trailer, and comments from the team behind the series. Spoilers are also present for the following Star Trek productions: Section 31, Picard, Discovery, and Voyager.

It’s Comic-Con season, which means Paramount has rented some very expensive auditoriums to preview some of its upcoming projects! Among those are several new seasons of Star Trek. This time, we’re going to take a look at some of the photos, news, and of course, the first trailer released for Starfleet Academy.

Star Trek needs to demonstrate that it can grow; it needs to be more than just the preserve of people my age, reminiscing about the shows we enjoyed in the 1990s. If there’s going to be a future for Star Trek beyond the second half of the 2020s – which, with all of these cancellations, and a corporate merger to boot, is categorically not guaranteed – new fans and especially younger fans need to get on board. Star Trek needs these people to show up in droves, and ideally stick around and watch other shows, too. We can’t afford to be gatekeepers or try to push people out – it’s up to us to ensure that the Star Trek fan community is a welcoming place for newcomers.

Still frame from the Star Trek: Starfleet Academy trailer showing a large group of cadets listening to a speech.
Here’s hoping Starfleet Academy will bring in new viewers and new fans!

Paramount has made attempts to do this already. We saw it with Prodigy and we saw it with Section 31. Prodigy didn’t succeed because of corporate decisions on the Paramount side – absolutely moronic decisions, to be blunt about it. And Section 31 was a perfectly adequate action-heavy B-movie, but probably not the kind of film that could bring in legions of new fans. Again, corporate idiocy is partially to blame; forcing the Section 31 folks to condense a story written for a full TV series into the runtime of a single film instead of commissioning an all-new script being the most obvious example.

After these failures to grow the Star Trek brand and fan community, Paramount’s hopes now lie with Starfleet Academy. And while the Skydance merger could present a new opportunity for Star Trek on the cinematic side of things, on television/streaming… this feels like the last chance saloon for the franchise, I’ll be honest with you. If Starfleet Academy doesn’t prove that Star Trek still has room to grow and can appeal to a younger generation of television viewers, I don’t see how Skymount or Paradance (or whatever the new corporate entity will be called) could reasonably justify spending more money on the franchise. As we’ve discussed before, the next few years could bring the final seasons and episodes – certainly the last ones I’ll get to see.

Sorry if that’s a bit of a depressing note to start on, but I wanted to be up-front about the challenges Star Trek is facing right now – and the hopes riding on Starfleet Academy to potentially turn things around.

Still frame from the Star Trek: Starfleet Academy trailer showing Captain Ake in the captain's chair.
Captain Nahla Ake.

With all of that out of the way… what did I think of the trailer? And of the other announcements and comments? Well… it’s early days, but I’d say it looks reasonably good at this stage. The visual language of Star Trek is present – even though, in this 32nd Century setting, some of that is diminished or just a bit different. But Starfleet Academy feels closer to past iterations of the franchise than the Section 31 movie did earlier this year. I noted with some disappointment that Section 31 basically erased all of the aesthetic features and common design elements of Star Trek in what was apparently a mad rush to tell a generic, comic book-style action flick. Starfleet Academy isn’t doing that – which is something I can appreciate.

There need to be these threads of commonality in a long-running franchise – particularly if your objective is to convert sometime viewers of a single series into fully-fledged fans. It’s difficult to go from Section 31 to even some of the episodes in DS9 or Discovery which prominently featured the organisation, simply because of how little those stories have in common visually – never mind in terms of narrative or tone. Visual language sets the scene; it’s the first thing a viewer encounters. And there’s enough in what I saw of Starfleet Academy to firmly place the series in the Star Trek universe. That’s a positive thing in my book.

Promo photo for Star Trek: Starfleet Academy showing a Klingon cadet.
Jay-Den Kraag, one of the new cadets.

We can also see this in the new choice of font. The new typeface was shown off on the promotional posters released for the series as well as at the end of the trailer. I don’t know if this is going to be the show’s new logo, but it’s basically using the same font as the one used in The Motion Picture, several subsequent films, and two of the shows from Star Trek’s ’90s heyday. This is an interesting choice – not least because Starfleet Academy already had a logo that used a kind of rounded version of the typeface used on starship hulls! I happened to like that one, but I was impressed to see this older font brought back.

Starfleet Academy’s uniforms are, naturally, based on those seen in Discovery. We get a mix of colourful uniforms on some of the senior officers, which seem pretty close to those seen in Discovery’s fourth and fifth seasons, with a toned-down grey look for the cadets, which is similar to what we saw in Discovery’s third season. While I think I might’ve liked to see a bit more colour on the cadets, there’s also gotta be a way to distinguish, at a glance, between the cadets and other Starfleet personnel – so this feels like a pretty good compromise.

Promo photo for Star Trek: Starfleet Academy showing cadets in the cafeteria.
The cadets in the cafeteria.

Then we have combadges! The oval design from Discovery seems to have been changed – at least for the cadets and Academy personnel. The familiar Starfleet delta is still present, of course, but it’s surrounded by a circle with two extended “wings” at the bottom. I’d like to see the badges up close – I assume they’ll be similar in function to Discovery’s tri-com badges, which incorporated transporters, tricorders, padds, and communicators all in one.

The design is creative, though, and I assume at this stage that the new combadges are primarily going to be used by Academy cadets and instructors. The cadet badges seem to look a little different to those on other Starfleet officers, too, which is interesting – and another way to help tell people apart! I think I saw Admiral Vance – who’s returning from Discovery – wearing the more familiar oval tri-com badge, which is why I think these ones could be exclusive to the Academy. Still, the “wings” give the badges a unique design, and I’m glad the familiar Starfleet delta is still prominently featured.

Compilation of four combadges seen in the promo photos and trailer for Star Trek: Starfleet Academy.
Close-ups of several combadges.

Though it may not be the main focus – and we only caught a couple of glimpses in the trailer – the USS Athena is described by Paramount’s official blurb as “an integral part of the Starfleet Academy campus.” If we assume that the ship we saw in the trailer is the Athena, then the design deviates a little from the usual saucer-neck-body-nacelles of past hero ships. The ship we glimpsed in the trailer seemed to have a movable C-shaped section, with a circular saucer above it. I’d like to get a better look at the ship from all angles before rendering judgement – and this might not even be the USS Athena.

First impressions, though, are positive. I think I’d have preferred something with a bit more of that visual language we were talking about – a ship with a saucer and two nacelles. But this is the 32nd Century, and Starfleet is doing things differently! We’ve already seen several very different Starfleet vessels of this era in Discovery, and the ship from the trailer is at least closer to previous Federation craft than some of those! It’s also possible that this ship, in fact, doesn’t belong to Starfleet at all, but to the season’s villain.

Still frame from the Star Trek: Starfleet Academy trailer showing the USS Athena (or another ship) hovering over the Academy.
The spaceship from the trailer.

Inside, I felt that the bridge of the USS Athena looked awfully similar to Discovery’s bridge – so much so that I’d call it a redress of the same set rather than an all-new creation. If you think about it from the in-universe side, this doesn’t make a ton of sense. The USS Discovery is a retrofitted 900-year-old ship by this point in the timeline, and we shouldn’t really be seeing much of its design, lighting, and overall aesthetic being repeated. I don’t think it looks “bad,” but rather that some aspects of the design just feel a little too familiar. And while we’ve admittedly only seen the bridge while apparently at red alert, it’s awfully dimly lit. This was a criticism some folks had of Discovery’s sets, too.

On the more positive side, I liked that the bridge was wide and expansive, and seemingly has room for multiple different cadets – and possibly teachers, too – at every post. The chairs having Starfleet delta-shaped bases was cute, too. The design also incorporates a large ramp, and several different levels radiating out from the elevated captain’s chair in the middle. Those are all fun features, too, and I daresay I’ll get used to this design in time – just as I did with the USS Discovery and Strange New Worlds’ redesigned Enterprise.

Promo photo for Star Trek: Starfleet Academy showing the bridge.
The new bridge.

We saw small teases of the Academy itself, and the sets which have been constructed to depict it. There’s some kind of assembly area, a cafeteria that reminded me of one I used to have lunch at when I was at university, an observation deck or a room with a view over San Francisco, and a bench in an outdoor space. I don’t know how much time we’ll spend at any of these locations, but they all looked solid.

The CGI used to depict the Academy was on form. I liked seeing the opening shot of the Golden Gate Bridge, the wider shot of a futuristic San Francisco, and obviously the Academy buildings themselves. Paramount’s VFX has improved a lot in recent years, and Starfleet Academy is reaping the rewards. There’s enough continuity with previous iterations of Star Trek for long-time viewers to feel that the Academy is in the same place – and especially if you compare some of the shots in the trailer with the Academy’s most recent appearance in Star Trek: Picard, I think you can see the similarities.

Still frame from the Star Trek: Starfleet Academy trailer showing the USS Athena and Starfleet Academy.
The USS Athena approaching Starfleet Academy.

Alright, let’s talk about the characters!

The trailer seems to have shown clips of most of the main and secondary cast, and in addition we got photos for each of them – which you can see below. There are five main cadets, who will presumably be the show’s protagonists across Season 1, three returning characters – two from Discovery and one from Voyager – the Chancellor of Starfleet Academy, and the season’s main villain. If you’ve followed my coverage of Starfleet Academy since the series was announced back in 2023, you might remember me saying that I’m a tad sceptical about a serialised story with a villain; Star Trek has done the whole “existential threat to the galaxy” thing over and over again in recent years, and not always successfully!

Compilation of the five cadet photos and the first promotional poster for Star Trek: Starfleet Academy.
The main cadets (and the poster).

I’m still hopeful, though, that Starfleet Academy will be closer in structure, tone, and style to Strange New Worlds than to the likes of Picard and Discovery – more episodic in nature, retaining character arcs and some serialised trappings, but throwing the cadets into a variety of different situations. Such a story could work with a main villain; the villain’s plan could run parallel to the cadets’ adventures, or he could only appear to bookend the story, for instance.

I’m still not convinced that a series like this needs to have one overarching villain, especially not one with a connection to a main character and who apparently poses a threat to the entire galaxy, as has been previously teased. That basic story outline has, for me, worn out its welcome after being recycled in every season of Discovery and Picard.

Promo photo for Star Trek: Starfleet Academy showing Nus Braka, the main villain of the story.
Nus Braka: the season’s main villain.

One thing you can’t criticise Starfleet Academy for is its casting. Paul Giamatti will play the aforementioned villain – described as a half-Tellarite, half-Klingon who has a connection to one of the cadets. Given that we have a Klingon cadet… that seems like a possible point of connection! Holly Hunter, who won the Academy Award for Best Actress for her role in 1993’s The Piano, is playing the Academy Chancellor/Captain of the USS Athena. So we have an Oscar winner and an Oscar-nominated star occupying those two roles!

Additionally, I’d suggest that Starfleet Academy was clever in its choices of who to include from past iterations of Star Trek. Oded Fehr has been brilliant as Admiral Vance; one of the highlights of Discovery’s later seasons for sure. Tig Notaro has been a blast as Reno, too. And Robert Picardo… coming back as the Doctor in live-action after his role in Prodigy! That’s fantastic, absolutely fantastic! I half-theorised, half-hoped that we might’ve seen the Doctor in Discovery after the series shot forwards in time, so having him here is going to be wonderful.

Still frame from the Star Trek: Starfleet Academy trailer showing Captain Ake, Admiral Vance, the Doctor, an an unnamed character.
Captain Ake flanked by the Doctor and Admiral Vance.

My only teeny tiny concern at this stage with the returning characters is this: will the series strike the right balance between the young cadets, the new Academy personnel, the villain and his crew, and the returning characters? The Doctor has been billed as a recurring character, so I’m expecting we won’t just get a series premiere cameo, like we did with Dr McCoy in Encounter at Farpoint. But if it was me in the writers’ room, I’d be sorely tempted to spend a lot of time catching up with the Doctor, and I think there has to be a balance there!

Firstly, we should establish whether this is the original Doctor or his Living Witness backup copy! But then, will the Doctor just be a kind of advisor or even just an instructor for some of the cadets, or will he play a larger role in their mission? I know the Doctor has been featured in Prodigy, but this is going to be his first live-action appearance since Voyager, and catching up with even a tiny fraction of the things he’s been up to in the hundreds of years since we last saw him would be a priority for me. But… this is a new series, and with presumably ten episodes in Season 1 and an unknown number in Season 2, we really have to give the new characters a chance to shine on their own.

Still frame from the Star Trek: Starfleet Academy trailer showing the Doctor emerging from a turbolift.
The Doctor.

One other interesting-looking character is the half-Jem’Hadar, half-Klingon first officer of the USS Athena. I hope we get to learn a bit more about the Dominion in this era through her eyes, and that she isn’t just present as an “easter egg” for fans. Discovery dropped the barest of mentions of the Dominion War in either Season 3 or 4 (I forgot which; oops) but we didn’t really get an exploration of what the road to peace looked like. Given the actions of the renegade changeling faction in Picard’s third season, there were clearly complications after the war. But how was peace ultimately achieved, and did it last? Those are still open questions.

Also… aren’t Jem’Hadar artificially created? I always imaged that the Dominion churned them out fully-formed as adults, so how does one get a Jem’Hadar hybrid of any kind? Do… do Jem’Hadar have genitals? I never thought about that before, but now… this character’s inclusion seems to raise some questions. Joking aside, I hope this character won’t just be present in a background role, and that we’ll get to spend a bit of time with them, considering the implications of a half-Jem’Hadar Starfleet officer, and what that could mean for diplomatic relations between the Federation and Dominion in this era. For all we know, a renegade band of Jem’Hadar defected centuries ago, and she’s one of their descendants. But in any case, I’ll be very interested to find out.

Still frame from the Star Trek: Starfleet Academy trailer showing the first officer.
Lura Thok: the half-Klingon, half-Jem’Hadar first officer.

Four of the five cadets have a speciality, and one was listed as “undeclared.” Within those specialities, we have two commanders, one science – who Paramount later clarified wants to be a medical officer – and one operations. If you think of the typical Starfleet crew from past shows, we’e missing a couple of key positions! Most notably an engineer, though that could cross over with operations, I guess. And the two command cadets could both be competing for the same spot, or one could be aiming for a role like helm officer, where personnel typically wear the command colours.

As for our “undeclared” cadet… that’s an interesting word choice, isn’t it? This character was described as an “orphan with a troubled past,” potentially teeing up a connection with the season’s villain, and also as an “unlikely” Starfleet cadet. But that word – “undeclared” – keeps coming back for me. It’s not a synonym for “don’t know” or “hasn’t chosen yet;” instead it’s a word that could mean “I know but I haven’t told you.” So… could this be some kind of Starfleet Intelligence career path, or maybe even something connected with Section 31? The other cadets have red, gold, or blue trim on their uniforms; this character’s is dark grey or black. That could suggest some kind of Section 31 connection… couldn’t it?

Still frame from the Star Trek: Starfleet Academy trailer showing a close-up of one of the cadets.
Is this cadet possibly in Section 31?

There were several interesting name-drops, references, and “easter eggs” in the trailer, with a “James T. Kirk Pavilion” and a wall of names which included not only several familiar characters but a handful of producers and writers, too! But the one I want to focus in on the most is something the trailer lingered on for only a couple of seconds: Benjamin Sisko, Emissary of the Prophets. Was this just another callback, like Kirk’s pavilion? Or… might we finally get to learn what became of Sisko after he disappeared in the Fire Caves?

To be clear: I’m pretty confident that Avery Brooks won’t be reprising his role. As much as I’d love nothing more than to see Sisko return, I just don’t think it’s gonna happen. Brooks has been quoted as saying he didn’t want to return to the character, and as fans we have to respect and accept that. But with this moment in the trailer… I can’t help but wonder. Is it just a reference? Or are we going to get a storyline which might finally answer the question of what happened to Sisko? Sisko did promise to return one day, and it makes sense that he’d have done so while his friends and family were still alive, right? So maybe – maybe – we’ll get some kind of confirmation that Sisko did return from the realm of the Prophets sometime in the late 24th or early 25th Centuries.

Still frame from the Star Trek: Starfleet Academy trailer showing a cadet with a poster of Captain Sisko.
Captain Sisko’s appearance…

So I think that’s all of the specific points I wanted to delve into. The trailer overall was solid. I liked the soundtrack, I liked Captain Ake’s inspirational speech, and I think we got a glimpse of the series without really spoiling any key story points – which is important! I am getting a teenagery/young adult vibe from some of the clips featuring the cadets; there could be at least one blossoming romance, they seem to visit a club of some kind, and the way they interact together just feels like a secondary school or university group of friends – which is what they are, at the end of the day.

Does that mean that Starfleet Academy won’t be “my thing,” though? I suppose it could, if the show really leans into teenage storylines about fitting in, first loves, and rebelliously sneaking off-campus to visit a bar! But I’m okay with that – even if it means I don’t personally vibe with everything the series has to offer. In my opinion, its most important objective is to win over younger viewers, appealing to a new audience and turning some of those folks into Trekkies for the first time. I hope that Starfleet Academy can be the “first contact” for a legion of new fans, in the same way as The Next Generation was for me in 1991. Realistically… this could be Star Trek’s last chance to do that.

Still frame from the Star Trek: Starfleet Academy trailer showing the main cadets laughing together.
I hope a new generation of fans will fall in love with Starfleet Academy – and Star Trek.

That’s all for now. I think there are some really interesting ideas, characters, and designs in the Starfleet Academy trailer and photos, and I’m glad to see Paramount making a start with the show’s advertising push. We won’t be seeing Starfleet Academy until 2026 – as I think most of us were expecting. So there’s plenty of time over the next six-plus months for Paramount to tease us with a few more clips, trailers, and details! If that happens, be sure to check back here on Trekking with Dennis – because I’ll be doing my best to cover all of it.

Comic-Con also included a tease of a very unusual Strange New Worlds episode from Season 4, as well as our first look (or should that be “first listen?”) at Star Trek: Khan – the scripted podcast/radio play set on Ceti Alpha V. I’ll be taking a look at that in the days ahead, if you’re interested. And later this week we’ve got A Space Adventure Hour – the next instalment of Strange New Worlds’ third season.

Until then… Live Long and Prosper!


Star Trek: Starfleet Academy will premiere on Paramount+ in countries and territories where the platform is available in 2026. The Star Trek franchise – including Starfleet Academy and all other properties discussed above – is the copyright of Paramount Global. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Indika: Video Game Review

A spoiler warning graphic.

Spoiler Warning: Beware minor spoilers for Indika’s story – and major spoilers for the game’s world and mechanics.

I love seeking out games that feel unique – and if there’s one word I’d use to describe Indika, that would be it. This game is a mix of third-person puzzling, some platforming elements, a “walking simulator,” and some fun 2D platforming levels inspired by titles from years gone by. It’s a short but eclectic experience; a memorable game that I thoroughly enjoyed.

I beat Indika in a single play session – something I don’t think I’ve done with a game for quite a long time! So this is not an epic experience that’s going to last dozens upon dozens of hours… and that’s something to be aware of heading into it. However, unlike some recent titles, Indika is priced fairly. At £20 here in the UK (though I got it at a slight discount via the Epic Games Store) its price feels more than fair for the runtime it provides, and I will always credit publishers for recognising this!

Screenshot of Indika (2024) showing Indika.
The title character.

During my playthrough I did encounter a bug – just one, though. At one point, Indika got stuck in the environment partway through climbing onto a platform, and the only way around it was to restart the level. This highlighted something I don’t really appreciate: the lack of a free save system. Indika is generous with its checkpoints, sure, and the only other time I died I didn’t have to go all the way back to the beginning or anything. But… being able to freely save is a pretty basic feature, and even in a game as short as Indika there’s really no reason not to incorporate it.

But that’s basically all of the negatives out of the way!

Indika is a narrative experience as much as a “game” – there are entire sections where the only thing you’re required to do is walk from point to point. There are side-rooms to explore and a few collectables to pick up – which are worth finding, if for no other reason than to appreciate the design work that went into making them – but much of the game unfolds like this. I can see some people finding that “boring,” and while such things are subjective, for me I enjoyed this slower pace.

Promotional screenshot of Indika (2024) showing Indika walking on a snowy path.
There’s quite a bit of walking in this game.

Despite the way the game seems to present itself at first, this isn’t a “horror” title – not by my definition, at any rate. There are some creepy and unsettling elements for sure; a game where the player character speaks to a demonic entity is gonna have that! But in terms of frightening moments or jump-scares… there really weren’t any. And that’s coming from a total scaredy-cat who’s easily frightened!

What you get with Indika’s narrative is a lot of philosophy – the age-old debate about God’s existence. And maybe you’ll say I’m projecting my own biases here, but I felt Indika came down firmly on the side of atheism. Despite being a nun, the protagonist is clearly struggling with questions of faith, and her mental illness – which is how I’d interpret her hallucinations – is preventing her from fitting in with her fellow nuns at the convent. Having encountered a runaway convict, Indika bounces her ideas about God and the problems of omnipotence and evil off of him. These conversations were genuinely interesting.

Promotional screenshot of Indika (2024) showing Ilya and Indika.
Ilya and Indika had some interesting philosophical conversations.

Both of the main characters – and Indika’s companion, too – felt fleshed-out, and they seemed to fit the world they inhabited. We got to see really interesting glimpses of pre-First World War Russia, a country struggling with industrialisation and the challenges that it brought. Indika’s convent felt like a place unchanged by the passage of time, but the world she stepped into was one of steam trains, factories, and industrial danger. The world could feel bleak – its wintery setting definitely adding to that tone – but never empty. I loved crunching through the snow during the outdoor sections!

There’s something about snow in video games that I just really enjoy. Seeing Indika and Ilya leave footprints was a nice touch, too. While the snow isn’t at the same level as a title like Red Dead Redemption II, it isn’t a million miles away. And considering this game was made by a much smaller team with a lower budget… I think it’s pretty fantastic the way it’s turned out. In the west, we tend to associate Russia with freezing winter conditions – even though, of course, the country has three other seasons – so in that sense, the snow also felt on theme!

Screenshot of Indika (2024) showing the title character.
Indika outside of the convent.

One of the projects I chose when I was studying history at university was the history of colour photography. Among the earliest surviving colour photographs were taken in the late 1900s and 1910s by Sergey Prokudin-Gorskii – a Russian photographer who was commissioned by the Tsar to take colour photographs across Russia. I immersed myself in Prokudin-Gorskii’s photographs while working on my project, and I was fascinated by this glimpse into pre-Communist Russia. I know folks say black-and-white photographs feel atmospheric, but there’s something about colour that’s just so much more real!

I bring this up because I felt echoes of Prokudin-Gorskii’s photographs in Indika. The convent, some of the wooden houses and buildings, the dirt roads… I remember seeing all of those things in those photographs. The juxtaposition between massive imposing religious buildings made of stone and adorned with gold and bright colours with small, wooden houses in which everyone else lived… it’s striking. And you can see why, in years gone by, people would be drawn to churches and cathedrals. For my money, developers Odd-Meter did a great job recreating this bygone era in video game form, and it brought back memories for me of working on that university project and exploring the forgotten world depicted in those photographs.

Collage of ten Prokudin-Gorskii colour photographs, depicting a variety of scenes in Russia in the 1910s.
A selection of Prokudin-Gorskii’s photographs of Russia, circa 1909-1915.

For a game that was – mostly – an intense, philosophical narrative experience set in a realistic historical setting… Indika blended in some very “video-gamey” elements! Its pixel art font – used in menus and the levelling screen – was a real throwback, as were the way points were collected in-game. Points appear in front of Indika when collecting items in the game world or lighting candles – but they appear as big, glowing, pixellated blocks. They reminded me of something out of the 8-bit era, and that was clearly a deliberate choice. It added to the surreal nature of the game, and I think it worked exceptionally well.

Then there’s the game’s soundtrack and… well, sound-scape might be a better term. There were some beautiful and haunting melodies created for Indika, but there were also some retro throwbacks that felt like something you’d have heard on an arcade machine in the ’80s! Again, it’s the surreal blending of the game’s detailed world with these modern/retro game elements that just… worked. It shouldn’t, and I think in a worse game it wouldn’t have worked. But here, the total clash between the world around Indika and these retro gaming visuals and sounds actually felt great. If the story is partially about Indika’s mental health, I kind of read the gaming elements as part of that. Part of her hallucinations – both visual and auditory.

Screenshot of Indika (2024) showing Indika recieving points.
Receiving points.

These tied in with some wonderful 2D platforming sections. Indika presented its flashback sequences in this retro pixel art style, which is something I found incredibly creative. It felt kind of like if a film or TV show depicted its flashbacks in black-and-white or sepia. It’s the game saying “these events happened in the past.” And what better way for a video game to depict the past than with older visual and gameplay styles?

These sections also provided a clear boundary between the present and the flashbacks, making them feel completely distinct. Although I described them as “2D platformers,” there was more to it than that. We got a Pac-Man-inspired section, running around a maze-like level, a multi-lap bike race, and two very different platforming sections. These all felt unique, with no single play style being repeated throughout the flashbacks. They were also some of the most technically challenging parts of the game – or perhaps my 2D gaming skills are just rusty! My arthritic hands don’t help, either, with sections requiring near-perfect timing of jumps! But I struggled through and got there in the end.

Screenshot of Indika (2024) showing the flashback bike race.
One of Indika’s 2D levels.

Depicting such intense sequences in this way was kind of an odd choice. Indika’s flashbacks tell a tale of the protagonist’s first romantic encounter – with a boy from a different culture, and it doesn’t end well. There were some light-hearted moments in these 2D levels, particularly near the beginning, but the story took a dark turn later on. And the pixel art, upbeat 8-bit music, and fun retro level design… it clashed with that. But as above, I think the clash is the point.

The 2D levels weren’t the only creative ones, though. Indika did some clever things with some of its 3D environments, too – including a series of rooms which rotated, having you walking on walls and having to move objects ways that don’t conform to the laws of physics! Some games have tried to show mental illness and fractured minds before, but there’s something so unsettling about walking into a room with absolutely no explanation, and no expectation that it’s going to be something different… only to realise it’s upside down, walking on walls… and with some kind of strange multi-limbed demon just out of sight.

Screenshot of Indika (2024) showing a 3D level.
This level felt especially creative.

Other 3D puzzles were more basic, akin to something you’d see in games like Uncharted. “Basic” is not a synonym for “bad,” and these puzzles – involving things like moving objects on a crane or using a ladder to bypass a locked door – were entertaining enough. None of them were especially difficult to solve, though I would point out that the game doesn’t hold your hand and just kind of drops you in the puzzles, leaving you to figure it out. As another hallmark of what we might call “old-school” game design – in a modern gaming landscape dominated by in-depth tutorials and the dreaded quest marker – I think I like this even more!

Then there were sections of levels that used different or interesting mechanics. Repeatedly rotating the control stick to wind a winch was interesting – and reminded me of some Nintendo 64 titles from back when the analogue stick was a brand-new invention! Then there was a moment where Indika had to balance on a narrow beam that gave me flashbacks to Shenmue II! If you remember that level… does it haunt you, too? Indika also gives you control over a couple of different vehicles, as well as some pieces of machinery, and there’s a couple of tense chase sequences, too. There’s a surprising diversity of gameplay styles on show given the game’s runtime.

Screenshot of Indika (2024) showing Indika balancing on a board.
Reminds me of Shenmue II

I’d also be remiss not to mention Indika’s incredibly creative use of the protagonist’s hallucinations. Without giving too much away, at a couple of points in the game, Indika experiences a vivid hallucination, but can keep it at bay through prayer. Alternating between the hallucination and the “real” state of the world changes the level, and opens up different pathways to get from one end to the other. It’s a really creative mechanic that wasn’t over-used, and it worked exceptionally well.

So Indika was not the kind of game I would’ve ordinarily chosen. It’s a short experience (my playthrough clocked in at just under four-and-a-half hours, including the credits, a couple of deaths, and one 2D level that took a few attempts). But it was really interesting – a philosophical video game with a message about faith, God, and the way the world works. It was wrapped up in an interesting narrative about a renegade nun with a mental illness, and touched on how mentally ill folks can be treated and shunned by society. As someone with a mental health condition myself, I appreciated the message, the depiction, and how the game handled that side of things.

Screenshot of Indika (2024) showing one of Indika's hallucinations.
One of Indika’s hallucinations.

Russian developers Odd-Meter actually left the country during work on Indika due to the political situation there. But almost the whole team is Russian – there are Russian-language voice options available if you want to get more of an immersive experience.

I would absolutely recommend Indika. I had a blast with it, and I really can’t think of another game quite like it. As I said at the beginning, this was a completely unique experience, both narratively and mechanically. Maybe you think four-plus hours is “too short,” but again I would point to the game being – in my view, at least – fairly-priced for its runtime. We aren’t talking about a £75 title, here.

Promotional screenshot of Indika (2024) showing Indika in a factory.
Indika is a game I’ll happily recommend.

So I hope this has been interesting! I thought Indika had only just been released, but it actually came out over a year ago. I guess I’m a bit late to the party, but never mind! The game was on sale recently, at least on PC if you use the Epic Games Store. It could also be one to wishlist ahead of the big Christmas sales, because it might drop in price again.

This could’ve absolutely not been my cup of tea! The idea of a mentally ill protagonist with a horrifying demon whispering in their ear, a clash of visual and musical styles, the philosophical conversations, lack of combat, and short runtime… they could all be offputting, I guess. But I really liked this game. It’s the kind of title I think we can point to when highlighting the work of smaller, independent development teams, and it’s also a fine example of video games as a narrative art form.


Indika is out now for PC, PlayStation 5, and Xbox Series S/X. Indika is the copyright of Odd-Meter and/or 11 Bit Studios. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 3: Shuttle To Kenfori

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3.

By my reckoning, Shuttle to Kenfori marks the halfway point of Strange New Worlds’ run. We learned ahead of Season 3’s premiere that the series will be cancelled after a cut-down fifth season, clocking in at forty-six episodes in total. With this being the show’s twenty-third outing… that’s it. The halfway point. Does that change how we approach Shuttle to Kenfori? It shouldn’t… but it seemed like something that was worth mentioning before we get started.

Going into Season 3, the “Klingon zombie episode,” which had been teased in one of the trailers, was definitely one of the stories I was most curious about! I’m not the world’s biggest fan of horror, but there have been some fun zombie flicks over the years, and after more than 950 episodes and films… I like that Star Trek can still try new things and surprise me! We’ve had horror-themed episodes before, from Empok Nor to Strange New Worlds’ own All Those Who Wander, but this is Star Trek’s first fully-fledged zombie episode. And while I don’t think it was perfect, Shuttle to Kenfori showed why it was worth trying out this kind of story.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing a zombie attacking a Klingon.
Zombies! Aaahhhh!

Let’s get a couple of negative points out of the way first, then we can gush about how great other parts of Shuttle to Kenfori were!

Firstly, the episode’s opening act was too short and too abrupt. We went from “everything’s fine, Captain Batel is getting her own command” to “she has days to live” in a heartbeat. Compounding that was how curtailed the scene in sickbay felt with Pike, Spock, Chapel, and M’Benga. We would later learn that Captain Batel, Spock, and the medical duo had discussed her condition off-screen, but that didn’t make the scene feel much better. In the moment, watching the episode unfold, this foundational sequence needed much longer to play out.

In a matter of seconds, Dr M’Benga and Spock laid out that Captain Batel’s infection was back and that they happened to know of the only plant in the galaxy capable of curing her. Then we got a very short discussion of where the plant might be found… and that was it. It kick-started the story, sure, and the subsequent revelation that the rest of the characters had discussed it off-screen kind of helps, but it still felt very rushed. Going from “the infection’s back” to “but we already have a cure in mind” to “let’s undertake a dangerous off-the-books mission” in less than two minutes just… it’s poor pacing.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Spock, M'Benga, Chapel, Batel, and Pike in sickbay.
This sequence needed to be longer.

I get that this moment isn’t what Shuttle to Kenfori is all about. But we’ve gone from Captain Batel being cured and ready to take command of a new ship to being days or even hours away from a Gorn-induced death in practically no time at all. All of Shuttle to Kenfori’s story arcs hung off this moment in the opening act… and it was just way too short. Past Star Trek stories would’ve lingered here for several minutes, scanning Captain Batel, realising her infection has returned, throwing out half a dozen technobabble cures then shooting them down… heck, we could’ve gotten an entire montage of Chapel, Spock, and M’Benga running through different possible ideas before settling on the flower. It wouldn’t have needed to last more than, say, five minutes… but it would’ve given the rest of the story a much stronger foundation.

While I wouldn’t say that the rushed opening act soured me on Shuttle to Kenfori from the beginning, I was definitely left with a sense of “wait, was that it?” as the episode’s main storylines got underway. I also felt that these problems of pacing and perhaps a slightly too-short episode were present in Hegemony, Part II last week – so I hope this isn’t going to be a running theme throughout the season. I’m all for stories that are bold and try to do a lot with their runtime, don’t get me wrong! But when the opening act is blitzed through too fast, there can be implications for the rest of the story, no matter how strong it might be.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing the LCARS display of the flower.
The plan to acquire this flower was arrived at very quickly.

The second major critique of Shuttle to Kenfori is its Klingon storyline. In short… there was a lot going on when Pike and Dr M’Benga touched down on the titular planet, and I’m not convinced we needed this additional villain and complication. It made the zombies themselves – which, surely, should have been the episode’s fear factor and main antagonist – kind of secondary, especially towards the end, and there just wasn’t any need for it.

Narratively, I liked Dr M’Benga’s involvement with the Klingons – we’ll get into that later when I talk about some of the things I liked about Shuttle to Kenfori. But as a concept, in an episode that was already busy with several characters competing to be in focus? I think it was a bit of a misfire, to be honest. Star Trek’s first ever zombie story should’ve done more with the zombies – zombies that were genuinely frightening and must’ve taken a ton of work in the makeup department! Instead, the zombies were relegated to background status pretty quickly, literally looking in from the outside behind an impenetrable narrative force-field as Dr M’Benga’s Klingon adversary took centre-stage.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing M'Benga and Bytha engaged in ritual combat.
This episode didn’t need a second antagonist. The zombies were more than enough on their own.

I was kind of reminded of later seasons of The Walking Dead with how this played out. If you know me, you’ll know I’ve said more than once that The Walking Dead – AMC’s zombie apocalypse TV series – should’ve ended after perhaps three seasons, because it wore out its core premise and its zombies stopped being the main focus. The Walking Dead’s writers switched things up and started finding human antagonists for Rick Grimes and his group to deal with, most of whom in the later years were pretty repetitive and basic. That show needed to do that because its core premise – the zombie apocalypse – was itself tired and worn out. But Shuttle to Kenfori is brand-new and its zombies have literally never been seen in Star Trek before. We just didn’t need a sentient antagonist when the undead monsters were already filling that role.

For me, I’d have preferred Shuttle to Kenfori if Pike and M’Benga were trapped in the zombie-overrun research facility with no Klingons present. And then, in another episode, Dr M’Benga could’ve gotten his Klingon enemy and ritual combat, because I genuinely liked what Strange New Worlds did with this storyline. I just feel that smooshing them together into one didn’t let either the zombies or the dishonoured Klingon Bythra truly shine. If we were three seasons into a Star Trek zombie show, and the zombies were beginning to wear out their welcome, then I could see why you’d do a story like this – it’s what The Walking Dead has been doing since about Season 4 of the main show and in most of its spin-off projects. But this zombie idea was so creative and new that having a Klingon antagonist just wasn’t necessary – and I wish we’d gotten to see more of Pike and Dr M’Benga taking on the zombies.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing a zombie being stabbed.
Captain Pike killed a zombie.

I will caveat all of that by saying that the Kenfori zombies could return later in the season. There were promotional posters for Season 3 released a few weeks ago, and one of them showed Pelia and Scotty seemingly surrounded by zombies. Scotty was present in Shuttle to Kenfori, but he stayed on the Enterprise, and Pelia was entirely absent. So maybe I’m reaching and maybe it’s a stretch, but could there be a second zombie story in the offing? If so, and if the zombies are the main focus… maybe we can revisit this side of Shuttle to Kenfori and be a little kinder in hindsight.

There were plenty of ways to turn the zombies into the story’s main adversaries. After Pike and Dr M’Benga retrieved the flower sample, they could’ve been confronted and chased by a small group, becoming trapped in the facility. Looking outside, they’d realise their shuttle was cut off by a massive horde of zombies, and that they’d have to hunker down and wait for extraction. Rushing from room to room in the abandoned facility, they’d have to find shelter – all the while Spock and Una would be conspiring to make them wait longer and longer for a rescue, just as happened in the actual episode. We could’ve got more zombie action, more conversation between Pike and Dr M’Benga about Captain Batel’s condition, and – as a nice little bonus – a longer opening act that didn’t feel so rushed! Two birds with one stone, as they say.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing a zombie emerging from an open hatch.
Another zombie.

Alright, that’s enough about that for now. With those two issues aside, I really liked Shuttle to Kenfori. It was a ton of fun to get this kind of Star Trek zombie story, seeing zombified Klingons was somehow even scarier than human zombies, and the zombie sequences at the abandoned research base were pitch-perfect. The sets were decrepit and decaying, the prosthetics used to create the zombies were fantastic, there were some neat uses of the AR wall, and props used to create the Klingon skeleton, the important flower, and the half-eaten leg were all either gruesome or beautiful.

On the practical side of things, Strange New Worlds has been absolutely wonderful. Puppets, prosthetics, and physical props are back – and they’re back in style! CGI can work wonders, sure, but there’s something about physical props and practical effects that – for me, anyway – can’t be beat! They’re part of what makes Star Trek feel like Star Trek, and Shuttle to Kenfori had plenty of prosthetics for the zombies and some absolutely phenomenal props. I don’t think a Klingon d’k tahg (dagger) has ever looked better or more realistic in any episode, we saw a classic Original Series-inspired tricorder, and everything about the research base just screamed “danger.” I love it!

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing a close-up of the Klingon dagger.
There were some fantastic props in Shuttle to Kenfori – like this d’k tahg.

Star Trek is science-fiction, and while it’s never been “realistic,” Star Trek stories have always gone out of their way to emphasise the science side of things. Even when dealing with wacky and ridiculous storylines, the franchise has always tried to ground those things in its own fictional science. Races like the Q or the Prophets were always perceived as “just another alien,” not some kind of god or deity, for instance, and even the silliest stellar phenomena – like Season 2’s improbability field that caused everyone to burst into song – were presented as having a scientific basis which could be scanned, studied, and understood.

Shuttle to Kenfori does the same with its zombies. They’re the result of an infection of moss spores, not some kind of supernatural entity or undead monster, and I really appreciated that. It doesn’t lessen the fear factor to know where the zombies came from or why they exist, but it keeps the franchise’s scientific tone. There was also kind of a The Last Of Us vibe as a result; these zombies, like the ones from that franchise, are a natural phenomenon caused by plants. The episode clearly leaned on other zombie properties, too: the title is reminiscent of the Korean zombie film Train to Busan, and even the name of the planet Kenfori is derived from actor Ken Foree, known for his role in Dawn of the Dead.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Pike holding a severed leg.
Whose leg is this?

Star Trek has arguably told zombie-adjacent stories before. The biggest example of this, as I’ve discussed before, is the Borg: Star Trek’s own cybernetic zombie faction! But the Borg are also a different kind of villain presented in a different way; there’s something about Shuttle to Kenfori’s mindless, monster-like moss-zombie abominations that’s totally unique. I love that Strange New Worlds has been bold enough to go there – and to tell these horror-inspired stories. We’ve seen it with the Gorn, and now we’re getting this new and creative zombie idea.

If the Borg represent your typical Night of the Living Dead zombies – shuffling around at a slow pace – then the zombies in Shuttle to Kenfori were closer to those from more modern titles like 28 Days Later or the aforementioned Train to Busan. Sprinting at full pelt after Captain Pike and Dr M’Benga, these zombies were truly scary! The jump-scare at the window about made me piss my pants, and the way the horde of zombies tumbled over one another desperately trying to grab our heroes… it was riveting stuff right out of a modern horror film!

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing zombies breaking through a window.
These zombies were terrifying – and this was a great jump-scare.

Here’s a question I bet you weren’t expecting: did Shuttle to Kenfori make you think of Tuvix? Voyager’s “meme episode” definitely came up for me, with a flower that can merge DNA seeming quite familiar! I don’t think that means we’re gonna get a half-Gorn Captain Batel at the end of the day, or some kind of horrific Batel/Gorn “Brundlefly,” but it was interesting to hear about this flower and its unusual properties.

There was more to Shuttle to Kenfori than just the zombies – so let’s talk about that next!

Captain Batel’s Gorn infection coming back was something I kind of predicted last week after the opening pair of episodes. There was a lot of talk about her “re-absorbing” the Gorn DNA, especially in Wedding Bell Blues, and I just felt it hinted at there being more to this story than met the eye. In that sense it wasn’t a total shock – though I stand by what I said in my review of Hegemony, Part II: spoiling her survival in trailers and marketing material was a mistake. But I do think it’s interesting that, despite the Gorn themselves apparently taking a little nappy-nap, their influence and impact on our characters is going to stick around.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Captain Batel unconscious.
Captain Batel isn’t feeling too well…

The mind-meld sequence really hammered home how dangerous and unsettling this idea of a Gorn infection truly is. Spock seemed to perceive not only Gorn DNA but an actual individual Gorn somehow inside of or sharing Captain Batel’s body, and that concept is pretty horrifying, if you think about it! The parasitic Gorn eggs draw a lot from the film Alien, where the xenomorphs infect humans in a similar way, and I noted in Hegemony, Part II how truly grotesque the latter stages of that infection looked – brought to life, again, with some fantastic physical special effects work.

The inclusion of Gamble – the new nurse – was also interesting on this side of the story. I said last time that I wondered if Strange New Worlds was teeing him up as either a baddie in disguise or as a secondary character who could be killed off later in the story; when Spock flung him across the room in a Gorn-induced rage, I wondered if that might’ve been poor Ensign Gamble’s end! I like that Strange New Worlds is at least trying to add to its cast – and not just with returning legacy characters. Gamble is still a character I can’t quite place; if he is going to be killed off, fleshing him out and keeping him around in sickbay sequences makes a lot of sense. And if he’s going to take a villainous turn, I think it’s concealed well enough at this stage that the twist will still work!

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Nurse Gamble and Captain Batel.
Ensign Gamble with Captain Batel.

The mind-meld also gave us some very creative camera work/CGI. I love the idea that we were seeing things from a kind of “Gorn eye view,” percieving the world the way they might, with distorted colours and sensing things like heat from their prey. I can’t quite remember if All Those Who Wander did something similar… but I think so. Right? Regardless, this effect was creative and fun, and it really hammered home how this alien entity is still – somehow – alive inside Captain Batel. The CGI camera filter, with its hexagonal shapes, also harkened back to the original depiction of the Gorn captain in Arena – with his trademark silver, insect-like eyes.

Spock’s mind-meld also raised the stakes. The infection isn’t just going to kill Captain Batel, but it could spawn another Gorn – or perhaps multiple Gorn. And we saw in Season 1 how even juvenile Gorn and hatchlings can be deadly! So in that sense, Captain Batel’s infection isn’t just a danger to her, but it’s a potential danger to others, too – like the aforementioned Ensign Gamble! If I had to make a prediction or theory, by the way, I’d speculate that the young nurse will be killed in some kind of Gorn incident related to Captain Batel’s condition!

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing the mind-meld/Gorn sequence.
A Gorn’s view of the world.

Also on the Gorn side of things, we had Lieutenant Ortegas. I touched on this last time, as she’s clearly suffering from some kind of Gorn-induced PTSD-type condition. Una and La’an noted that she’d passed her psychological evaluation and was deemed fit to return to duty, but there’s clearly more going on. We didn’t get anything as explicit as last week’s Gorn reflection/haunting (I’m loathe to say it was an out-and-out “hallucination” without more evidence), but Ortegas is clearly being reckless and insubordinate due to how she’s feeling.

This has potential, but I think it needs to be handled with care. As a secondary or even tertiary story element in an episode which was largely focused elsewhere, there wasn’t a ton of time to dedicate to Ortegas. While what we saw was interesting and does hint at her mental state not being great… I also feel echoes of some of Discovery and Picard’s half-arsed mental health story attempts. Modern Star Trek has admirably tried to include these kinds of stories… but hasn’t always done so with care. An exploration of post-war or post-captivity PTSD is a genuinely interesting narrative concept, and one that could be heart-wrenching if done well… but it’s also a storyline which needs sufficient time dedicating to it. That doesn’t mean an entire episode, but it does mean more than just a few scenes and sequences.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Ortegas at her post.
Ortegas on the bridge.

Ortegas’ run-in with Uhura kind of encapsulates this for me. At the briefing, Ortegas interjected with her own riskier but faster rescue plan. But when Una opted for Spock’s slower approach, Ortegas seemed to lash out at Uhura for not backing her up. But this lasted all of a few seconds, and didn’t come up again. Ortegas’ main conflict – if we can characterise this kind of thing as a “conflict” – was with Una. This left her interaction with Uhura kind of sticking out; it needed more than just a couple of lines’ worth of setup, and more of a payoff. If that pattern repeats across this storyline… I worry it won’t achieve everything it aims for.

And that would be a real shame. Melissa Navia, who plays Ortegas, was genuinely compelling to watch this week, and after the Gorn attack, it stands to reason that someone would be suffering some lingering effects. Given Ortegas’ background in the Klingon war as well, there’s a real opportunity to talk about post-traumatic stress, grief, fear, and the lingering after-effects of trauma. I just hope that this opportunity will be fully seized and not fumbled – like Picard and Discovery arguably did.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Ortegas in the briefing room.
This Ortegas storyline clearly has room to run.

On a more positive note, I felt Ortegas’ frustration as her plan was shot down. When you’re already on edge, suffering, or just not feeling your best, frustration can boil over – and in a chain-of-command situation, like there is in Starfleet, if your superiors don’t go with your idea, that can absolutely be the kind of thing that sets people off! This side of the story was handled well, and I kind of like the idea of leaning into this and showing Ortegas going rogue, trying to force the situation.

One way or another, this will be resolved. And it’s more realistic than in earlier iterations of Star Trek, where characters would go through some horrible trauma one week and be totally fine the next. I appreciate that Strange New Worlds – which is more episodic in nature than other recent projects – still keeps these ongoing character arcs. It makes people like Ortegas feel more well-rounded; fleshed-out people not just characters. I’m just crossing my fingers and hoping that this PTSD-type storyline manages to stick the landing when it counts.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing the USS Enterprise in the planet's atmosphere.
The Enterprise.

On this side of the story, we got to see Una in command. She’s sat in the captain’s chair before, of course, but this was one of her first real outings where she had to make impactful command decisions; really embracing the role of first officer. Una was clearly taking inspiration from the way Captain Pike runs his ship, but there were enough differences in her approach and the way she handled both the briefing and the Ortegas situation to keep things interesting; she wasn’t just a stand-in for Pike in those moments.

XOs in Star Trek shows have a challenging role: they can’t outshine their captains, but they can’t be too different from them when in command, either. I think we got a great example of how a first officer should behave when left in command in Shuttle to Kenfori – Una was her own person, running the briefing and commanding the ship in her own way. She clearly had the respect of her colleagues – Ortegas’ misbehaviour aside! But she’s also leaning into Captain Pike’s style of command, listening to people, taking suggestions, and then deciding on a plan based on the best evidence available to her. It was a fun sequence, and I’m glad we got to see her taking the reins for a change.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Una in the captain's chair.
Una got a turn in the captain’s chair while Pike was away.

Although I criticised the inclusion of Bytha and her Klingon band, there was a lot to love on this side of the story. Set aside questions of whether the story needed to be told alongside Shuttle to Kenfori’s zombies for a moment and consider it as a standalone thing. We got a callback to Dr M’Benga’s war service, in which we know he was notorious for killing dozens of Klingons. It also connected to the Season 2 episode Under the Cloak of War in a big way, too. But moreover, what we got on this side of the story was one of the most “Klingon” performances in modern Star Trek.

Discovery’s Klingons could feel a bit muddled, sometimes. They were still Klingon, don’t get me wrong, and there are things to admire with that show’s Klingon war arc. But Strange New Worlds has returned the Klingons to a more familiar visual style and also a tone closer to “classic” Klingons, if you take my meaning. Bytha, who was the daughter of Dak’Rah, was very concerned with matters of personal honour and the standing of her family’s house in Klingon affairs – and this felt like something out of The Next Generation era in the best way possible.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Bytha discharging her weapon.
Bytha firing her disruptor.

Bytha was an interesting character, and I liked that her motivation was more complex than just “revenge.” It tied into what we know of Klingon houses and concepts of honour, harkeing back to stories involving Worf, Gowron, and Martok in The Next Generation and Deep Space Nine. Even when surrounded by zombies and with her team dead, Bytha couldn’t stop herself challenging Dr M’Benga to ritual combat in line with Klingon codes of honour, and I found that fascinating and realistic based on what we know of the Klingons.

Bytha’s death was also particularly gruesome! She went out on her own terms, staying true to her beliefs and restoring her honour. I liked Dr M’Benga using honour against her, by beating her and refusing to finish her off. This set the stage for Pike and M’Benga being able to escape, but also gave Bytha an ending to her story that was, if nothing else, fitting. There wasn’t a ton of time to develop Bytha, but we got to know enough about her to understand why she was there, what she wanted, and who she was as a character. Christine Horn, who played the character, did a great job, too – she avoided falling into the trap of going over-the-top or leaving Bytha feeling one-dimensional. Though not in focus for the entire story, I felt she was a compelling villain – even if I’d have preferred to see her in a different episode, perhaps!

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Bytha.
Bytha was an interesting Klingon character.

At the end of the episode, we saw Pike and Captain Batel reunited. And this was one of the most emotional sequences in Shuttle to Kenfori. Captain Batel tried to explain why she didn’t tell Pike everything straight away, and there were a couple of pertinent lines in there. “I don’t have the space to worry about how my dying hurts your feelings” is a powerful sentiment, and I think it encapsulates how she’s been feeling and how Pike can react. I don’t think Pike is actually that selfish, by the way, but we’ve seen over the course of his relationship with Batel that he isn’t the perfect partner and doesn’t always know what to say.

There’s also a message about medical consent and terminal illnesses. Pike’s story, going back to Discovery’s second season, has been building up to his own impending accident and disability. With Captain Batel, Pike is the one on the outside having to deal with her worsening health and potential terminal illness, and I think we got a powerful sequence exploring that. The failure of a treatment, an almost desperate, last-ditch attempt to find a new solution, and Captain Batel keeping Pike out of the picture because of how he might’ve reacted. It was riveting, dramatic stuff – but I’m glad that they came back together at the end. I’m curious to see what will come of this treatment – something tells me Captain Batel isn’t out of danger just yet.

Still frame from Star Trek: Strange New Worlds 3x03: Shuttle to Kenfori, showing Captain Pike and Captain Batel hugging.
Pike and Batel embrace.

So that was Shuttle to Kenfori. With the exception of a rather rushed opening sequence and a Klingon villain who, while compelling in her own right, was ultimately unnecessary for the zombie story, I think it was an outstanding episode. The horror theme was present throughout, the zombies themselves were frightening and incredibly well-designed, and we moved along key storylines involving Pike, Captain Batel, Ortegas, Dr M’Benga… and possibly our new Ensign Gamble, too!

Obviously, though, this episode will be remembered for its zombies. While I don’t want Strange New Worlds to spend too long on any one storyline – as its episodic nature has been one of the best things about the series – I’m kind of hoping we revisit the zombies in the future. It seems strange for Starfleet to just abandon the planet Kenfori with its zombie infestation, and I’m sure the scientists would be very interested to learn more about this contagion, how it spreads, the moss that causes it… and maybe if it could be weaponised. That seems like something that the Klingons might be interested in, too – and if Bytha’s statement is anything to go by, the Klingons knew what they were about to walk into. Then there’s the Scotty and Pelia poster I mentioned earlier – is that hinting at a second zombie story later this season?

Cropped promo poster for Star Trek: Strange New Worlds Season 3 showing Scotty and Pelia surrounded by zombies.
Are more zombies on the agenda later this season?

But that’s all for today. A tense, gruesome, and occasionally frightening episode – but it was a lot of fun! As Strange New Worlds hits the halfway point, I can already tell I’m not gonna be ready to let go of this wonderful series when the moment comes. It really has been the high-water mark of modern Star Trek, returning to the franchise’s episodic, exploration-focused roots – while also being brave enough to try completely new and different things.

Next week we have the retro-inspired Space Adventure Hour, and also the apparent return of Kirk. This will almost certainly be a total change in tone from Shuttle to Kenfori’s horror offering, so if this wasn’t to your taste and you’re hankering for something a bit more light-hearted, I think you’re in for a treat!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Paramount Global. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Next Animal Crossing: A Wishlist

Let’s do something we haven’t done for a long time: talk about Animal Crossing!

For some context, Animal Crossing: New Horizons briefly became my most-played Nintendo Switch game… before being overtaken by Mario Kart 8 Deluxe. I enjoyed the game in 2020 and into 2021, but I felt it was far more limited than it should’ve been and I burned out on it more quickly than I expected. When I compare New Horizons to its predecessor – a game I was still playing from time to time when New Horizons was released – I think it comes up short.

Nintendo also didn’t give New Horizons the level of support and updates I would’ve hoped for. In true Nintendo fashion, they abandoned the best-selling Switch-exclusive title after little more than a year, giving a handful of free updates (some of which re-introduced items and features that had been added for one holiday season, then removed), and one piece of paid-for DLC. Neither the free updates nor the paid DLC addressed what I considered to be New Horizons’ most egregious flaws and missing features.

Concept art for Animal Crossing: New Horizons showing five different character designs.
Concept art for some of the villagers in New Horizons.

It was a real shame to see some of New Leaf’s best elements – things which gave that game genuine longevity and kept me returning to it – stripped out of New Horizons. And while some of the things New Horizons added did improve the overall Animal Crossing experience… the trade-off wasn’t really worth it. Losing minigames and Tortimer’s island basically meant multiplayer wasn’t fun and offered very little to do besides having a wander around… and honestly, that got boring pretty quickly. Some players have crafted great islands, don’t get me wrong, but if all I can do is look around… let’s just say it reminds me of being dragged around stately homes and botanical gardens by my parents when I was a kid. And no, that is not a compliment!

So with New Horizons and New Leaf in mind… what should the next Animal Crossing look like? The tl;dr? The best of both worlds – while also learning from other recent games in the casual life-sim space. That’s what I’d want to see from the next game in the series, which is surely already in development for the Nintendo Switch 2.

Promo screenshot for Animal Crossing: New Horizons showing a player character snoozing in a decorated room.
Could a new Animal Crossing game be imminent?

There are rumours flitting around that a new Animal Crossing game might be teased as early as this month, with 2026 being talked about as a potential release year. I think it makes sense for Nintendo to line up a new Animal Crossing relatively early in the life of the Switch 2, especially if the more expensive system isn’t selling quite as well as its predecessor. Attracting that large “cozy game,” casual playerbase would make a lot of sense, so 2026 sounds plausible to me.

With all that being said, my usual caveats apply! I have no “insider information” about the Animal Crossing series. I’m not claiming to know when the game will be released or what new features might be included. Everything we’re going to discuss today is a wishlist from a fan, and nothing more. It also goes without saying that all of this is the subjective, not objective, opinion of just one person. If I recommend a new feature that you think sounds awful, or I miss out something you believe should be obvious… that’s okay. There ought to be enough room in the Animal Crossing community for polite discussion and respectful disagreement.

With all of that out of the way, let’s take a look at my Animal Crossing wishlist.

Wish #1:
More options in the character creator.

Promo screenshot for Animal Crossing: New Horizons showing various hairstyle options.
Hairstyles in New Horizons.

New Leaf and New Horizons don’t exactly have a ton of character creation options. There are a handful of eyes, noses, mouths, and hairstyles… but a modern title on more powerful hardware could expand this by a lot. We could see dozens of hairstyles, new hair and eye colours, and facial features, all of which would help us create unique and personalised characters. The new game will almost certainly stick with the familiar Animal Crossing art style, but even within that framework there’s a ton of room to do more.

I’d like to see different body types – villagers of different heights and weights. There could also be new facial hair and makeup options, too. I felt New Leaf’s customisation options were solid enough on the 3DS – but I gotta be honest: I expected more from New Horizons coming more than half a decade later on a much more powerful system. The Switch 2 really ought to be able to handle many more character creation options, and isn’t the point of a life simulator to, y’know, simulate your life? A lot of folks want to be able to put themselves into the game – so Nintendo really ought to make that happen!

Wish #2:
Learn from the successes (and shortcomings) of similar games.

Still frame from the Disney Dreamlight Valley Skull Rock Update trailer showing the player taking a selfie.
Taking a selfie in Disney Dreamlight Valley.

One of my favourite games of the last few years has been Disney Dreamlight Valleydespite its monetisation issues. Dreamlight Valley is itself inspired by Animal Crossing – but it’s also a game that took the life-sim formula and did more with it than any Animal Crossing title so far. In particular, being able to easily move buildings around by hopping into an editor mode on the fly is something the next Animal Crossing series could really use. Imagine if, instead of having to go to Tom Nook, wade through dialogue, wait 24 hours, and only be able to move one house at a time… you could just move any of them any time you wanted? And imagine if, instead of being permanently stuck with wherever you happened to site the museum or the shop… you could pick them up and move them around as your town expands. That would be neat, huh?

Then there are things like unique villager quests that could be a lot of fun. Other cozy life-sim titles, like this year’s Locomoto, also have better editing and customisation tools that I think Nintendo should take a serious look at. I don’t play a ton of these types of games, so I don’t know every new feature that might be kicking around out there, but there are bound to be others that I haven’t seen or can’t call to mind right now! The long and short of it is that Nintendo shouldn’t just look inwards at New Leaf and New Horizons, but outwards at other games in the genre. There are plenty of games on the market in a similar space – and some are a whole lot better than Animal Crossing right now.

Wish #3:
Proper menu/inventory icons.

Promo screenshot for Animal Crossing: New Horizons showing the player's inventory.
Pockets in New Horizons.

When I played New Leaf on the 3DS, I didn’t really mind that there was only one inventory icon for furniture, and one for clothes. But on the Switch? You’d have thought each individual item could’ve gotten its own unique icon. At the very least, it should’ve been possible to see at a glance whether I’m carrying a wardrobe or a teacup. These are pretty basic quality-of-life things that would make navigating menus, storage, and inventories so much smoother. It would be way easier to find crafted items, gifts, tools, and the like if each item had its own icon.

There’s no real reason why each item can’t be given its own inventory icon. It would’ve been possible on the Switch, so it’s certainly going to be achievable on the new system. It’s a pain the arse to scroll through storage and inventories, trying to find a particular item of clothing or piece of furniture – and there’s just no need for it any more. On older hardware? Sure. But now? It’s time to have a proper, well-organised inventory!

Wish #4:
Item durability needs to piss off.

Promo screenshot for Animal Crossing: New Horizons showing a broken watering can.
Ugh.

I don’t think I’ve ever played a single game – not one, ever – where I’ve thought to myself “gosh, I’m glad my tools/weapons break. That just makes this game so much more fun!” And I’ve definitely never been playing a game and thought “you know what would make this better? If my tools and guns randomly stopped working while I’m trying to use them!” I can’t think of any game where item durability is implemented well and actually makes sense – except, perhaps, for Minecraft.

New Horizons had pathetically awful item durability. I get that maybe your bottom-tier, basic tools wouldn’t work as well or last as long as proper ones. But come on… even the top-tier golden tools break after a handful of uses. And it’s such a pain in the arse to be halfway through a big task – like watering a flowerbed or breaking a money rock – only for your tool to break. And with no status indicators nor any way to keep track, tools seemed to break completely at random. I get the idea behind it… but it wasn’t fun. I don’t play a game like Animal Crossing for realism, and I definitely don’t play it to get frustrated when my pissing watering can breaks.

Wish #5:
Either use announcements properly or don’t include them.

Promo screenshot for Animal Crossing: New Horizons showing Isabelle's morning announcements.
No, Isabelle. No, it fucking doesn’t.

Isabelle’s morning announcements were absolutely useless most of the time. She’d let you know about big things, like events, but she’d also not let you know about everything… with her stupid little “oh, that doesn’t count as news” really pissing me off more and more as time went on. The town noticeboard wasn’t much better, with even basic things not being posted there. If you’re going to include a feature – or two – in a game like this specifically to make announcements about important events and things going on… use them. Otherwise they’re just a waste of time.

I’d like to start my play session with a proper announcement of what’s going on. But Isabelle wouldn’t tell you if a special character was visiting, or if it was the last day to see a certain event. And the noticeboard hardly got anything added to it. I’m pretty sure I missed seeing characters like Gulliver and Redd a few times because their visits weren’t made obvious. If you don’t have a lot of time to play, getting a roundup of what’s happening that day can be really important, and when there are built-in features especially created for this purpose, it just seems ridiculous not to take advantage of them.

Wish #6:
A proper third-person camera.
(As a togglable option)

Promo screenshot for Animal Crossing: New Horizons showing a villager walking through fruit trees, with a tent in the background.
The standard camera angle.

This one might be controversial! Animal Crossing games have all had the same kind of top-down/isometric camera angle. But having played Dreamlight Valley, as discussed above, one thing I believe would really add to the immersion would be a proper over-the-shoulder third-person camera. Being able to explore the world from that perspective would be a game-changer – literally – and I think it would add a lot to the Animal Crossing experience.

However, because this would undoubtedly be controversial, I think it should be included as an option, not as something mandatory. The standard Animal Crossing camera could also be present for folks who want the more “traditional” experience. The rest of us can have fun exploring our villages a bit more up close and personal!

Wish #7:
Multiplayer mini-games.

Screenshot of Animal Crossing: New Leaf showing a player shooting balloons on Tortimer's Island.
Balloon hunting on Tortimer’s Island in New Leaf.

The reason I was still playing New Leaf years after its release – and the reason I don’t play New Horizons any more – is the multiplayer mini-games on Tortimer’s island. Being able to fire up New Leaf and play those games with friends was a ton of fun, and it kept me engaged with the game for way longer than I otherwise would’ve been. The mini-games were a blast, too, with plenty of different options on Tortimer’s “tours.”

It was such a shame that New Horizons didn’t include any of that. It meant multiplayer got boring really quickly, and while you can “make your own fun,” at least in a limited way… that doesn’t make up for it. Proper, structured games to play with friends made a world of difference to New Leaf, and I really felt their absence harmed New Horizons. I bought Switch Online entirely because a friend wanted to play New Horizons together… but both of us bounced off pretty quickly after we’d visited each other’s islands and realised that there wasn’t actually a lot to do there.

Wish #8:
Mini-games that can be played at will.
(No randomness/waiting)

Screenshot of Animal Crossing: New Leaf showing a game of hide-and-seek.
Playing hide-and-seek in New Leaf.

I’d like to be able to go up to my favourite villager and invite them to play a game. I don’t want to have to go up to everyone over and over again and hope that someone will ask me to play hide-and-seek! As the player, I should be able to choose when to start these mini-games, and pick from the list of available options. Maybe certain characters can refuse my request if they’re in a bad mood or something… sure. That could add to the immersion. But I should be able to start these mini-games at will to give me something to do when I’m not weeding or fishing!

This would also be present in multiplayer. After arriving at a friend’s town, we could choose to start a game of something like hide-and-seek with some of the villagers from their town, and that could add to the fun. But instead of approaching characters and hoping to get the right dialogue prompts, this should be a permanent fixture; something we can always ask our villagers to do.

Wish #9:
Support the game for 6+ years instead of just 18 months.

Promo screenshot for Animal Crossing: New Horizons showing Happy Home Paradise and its pricing.
Happy Home Paradise and its associated update were the last major content additions to New Horizons – barely eighteen months after the game launched.

Nintendo dropped the ball by abandoning New Horizons so quickly. Look around at the cozy life-sim genre and what do you see? Ongoing support for multiple years from all of the big developers. New items, events, and gameplay features are frequently added, often for free but sometimes as paid DLC. Nintendo did this for the game’s first year, but a lot of that was really spent on patches and on adding features that, frankly, should’ve been present from day one. The next game in the series should get continuing support really for the life of the Switch 2, but at least for five or six years instead of one or two.

This should also include listening and responding to community feedback. If players ask for, say, more vegetables to plant… then add them in the next update. The best long-running titles have devs who engage with and listen to players, and while Animal Crossing has done some of this, sometimes – like reducing the scope of the Easter event – there’s a lot more that Nintendo could do on that front. I’d love to see the next Animal Crossing given years’ worth of free updates. If the game’s gonna sell tens of millions of copies, it’s not like adding new items every now and then is gonna break the bank!

Wish #10:
More shops.
(All of which can be placed anywhere, and all of which can expand.)

Screenshot of Animal Crossing: New Leaf showing a player on the shopping street.
The shopping street in New Leaf – with construction underway to expand Nook’s Cranny.

After New Leaf had an entire shopping street, it was kinda pathetic that New Horizons only got two shops. And after New Leaf’s main shop got five or six expansions, taking it from a tin hut to a full-blown multi-storey department store, it was pretty lame that Nook’s Cranny only got one solitary upgrade in New Horizons. Even when Nintendo relented to pressure and added Brewster’s coffee shop back into the game, it wasn’t able to be placed in the world and could only be a new room in the museum. That just made me sad.

So the next game should have, at a minimum, all of the shops from New Leaf, and all of them should be able to be placed in the world. There could be options to place two shops in the same space, or to put the coffee shop inside the museum – but these should be optional, not mandatory! If I want to place the coffee shop in its own dedicated building out in the game world, I should have that freedom. And all of these – including the coffee shop – should get at least one level of expansion. The main shop should get half a dozen.

Wish #11:
Massively expanded villager dialogue.
(And more villager personality types than there are available slots)

Promo screenshot for Animal Crossing: New Horizons showing a villager crafting in their home.
Dialogue got pretty repetitive…

New Horizons gave you ten slots on your island for villagers to move into. But there are only eight villager personality types! What that meant in practice is you’d get at least two villagers who were word-for-word identical to one another. Combine that with some pretty lazy and sparse dialogue, and you’ve got a recipe for boring, repetitive character interactions. Some common events – like walking into a villager’s home while they’re crafting – literally only had one possible line of dialogue, meaning even if you didn’t have two of the same personality type you’d still always see the same text every single time that event triggered.

Given that every Animal Crossing game just uses text for dialogue, adding a huge amount of additional text wouldn’t inflate the size of the game or really have any noticeable impact whatsoever. That goes double for the Switch 2, so I really hope that the next game in the series can have… oh, let’s say quadruple the amount of dialogue, with new villager personality types to further mix things up. And there should be more personality types than there are housing slots available in your town – so you’re always going to have a reason to mix things up and bring in new villagers.

Wish #12:
Farming and cooking from day 1.

Promo screenshot for Animal Crossing: New Horizons showing cooking recipes.
Recipes after one of the final New Horizons updates.

By the time New Horizons introduced crops other than pumpkins, I’d already given up on the game. Some of the new farming and cooking things looked neat – but not neat enough to warrant starting a brand-new island or returning to my old one! It would be great if the next game could include these pretty basic features from day one, and not strip out gameplay elements to “add” later while expecting praise! Farming crops and cooking recipes are bog-standard life-sim features and should be present from the beginning.

I love how Dreamlight Valley handles these things, though. Crops can be farmed for cash if you have enough space, but they need watering and attention. And also crops are ingredients in all of your recipes. Food in that game can be consumed for extra energy, given to villagers to boost your friendship, sold for cash, or even used for decoration. New Horizons had some of that, but I think it could be massively expanded to make farming and cooking integral parts of the experience.

Wish #13:
Some kind of drivable vehicle.

Promo image for Mario Kart 8 showing the Animal Crossing Villager character in a kart.
Yep, exactly like this!

If we assume that New Horizons’ successor is going to have a larger map, it would be neat if we could get some kind of bike or kart to make traversing the game world a little faster. This could be a late-game item, meaning you’d need to invest a lot of time and money into acquiring or crafting it, and it could be limited to only being drivable on paths/roads, not just everywhere. But it could make doing your chores a lot more fun – and it would feel like there was something to work towards beyond house expansions, new furniture, and so on.

Depending on what kind of setting the new game goes for – it could be a return to the forest, a city, or another island of some kind – then different vehicle options could be found to fit the game. Perhaps an even bigger project for your new village could see you build your own railway line, with a train and different buildable stations around the village. That could be a ton of fun, too, and a great way to include the Animal Crossing train, which was absent from New Horizons.

Wish #14:
New special characters and events.

Promo screenshot for Animal Crossing: New Horizons showing Zipper in the Roost.
Maybe not this guy, though…

New Horizons introduced a couple of new special characters to run things like the fishing tourney and the bug-off. But these events weren’t new, and they played out pretty much the same as in previous entries in the series. I’d like to see brand-new special characters tied to new events – maybe a hide-and-seek championship or a scavenger hunt. Either of those could introduce a new character to organise and manage the event, mixing things up and giving players something new to do at least once a week.

This could also expand to include new annual holidays or seasonal events; we got things like the wedding and the fireworks nights in New Horizons, but I’m sure there are others and different ones that a new game could include. I don’t think Animal Crossing should go overboard here; we don’t need a special character and event every single day! But having new ones in the mix, helmed by new characters, would be a lot of fun.

Wish #15:
Go easy on the monetisation.

Still frame of the Nintendo Switch 2 Direct showing Welcome Tour.
Welcome Tour – and the Switch 2’s launch overall – doesn’t leave me feeling optimistic for this one.

New Horizons, despite its limitations, was priced fairly. Given recent behaviour from Nintendo – jacking up prices left, right, and centre, and going all-in on microtransactions in mobile games like Mario Kart Tour – I don’t want to see the next Animal Crossing game monetised to death. We don’t need “season passes,” paid-for skins, or dozens of tiny “item packs” to add content to the game for a fee. The game should be reasonably-priced, with plenty of free updates throughout its life, and one or perhaps two expansion packs – provided they’re sizable and not overpriced.

This is a source of concern, I’ll be honest with you. I can absolutely see Nintendo trying to cash in on the Animal Crossing series, charging for items, features, characters, currency, and all sorts of things that should be included with the game. I was disappointed when Dreamlight Valley’s monetisation got out of hand, and you don’t need to look far to see life-sim games with ridiculous price tags. The Sims 4, for instance, costs over £1,300 if you were to buy all of its various content packs and DLC.

So that’s it.

Promo screenshot for Animal Crossing: New Horizons showing a player character standing outside a house with decorative items and fencing.
What will come next for Animal Crossing?

We’ve taken a look at a whole bunch of things that I’d like to see from the next Animal Crossing game!

This series has a lot of potential – but for me, at least, New Horizons didn’t live up to it. Most of what we’ve discussed today could – and I would argue should – have been part of New Horizons or added to it later. So in that sense, I don’t think I’m being unreasonable or asking for anything totally crazy from the next game in the series.

I’m not sure what the developers have in store, though. Could we get a new game set in an urban environment, for instance, or are we going to stick with the deserted island? Will characters like Tortimer and Kappn have bigger roles this time, after being effectively absent in New Horizons? What will be the new game’s biggest addition or transformation? Those are all open questions!

If Nintendo gets this right, the next Animal Crossing could be the game that convinces me to save up for a Switch 2. But if it looks like it’s going to be drowning in microtransactions and monetisation… maybe I won’t bother.


Animal Crossing: New Horizons is out now for Nintendo Switch. The next Animal Crossing game is presumably in development, but no release date has been announced at time of writing. The Animal Crossing series – including all titles and properties discussed above – is the copyright of Nintendo. Some screenshots and artwork courtesy of IGDB and Nookipedia. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 2: Wedding Bell Blues

A Star Trek: Phase II-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3. Spoilers are also present for the following Star Trek productions: The Original Series Season 1, The Next Generation, Voyager, and Picard Season 2.

After an explosive and action-packed season premiere, Strange New Worlds opted for a complete change in tone in Wedding Bell Blues. There were some lighthearted sequences, a callback to a fan theory that’s been kicking around for literally decades, and, unfortunately, a bit too much cringe humour for my taste. Despite that latter point, Wedding Bell Blues had its moments, and the apparent confirmation of that decades-old fan theory was worth the price of admission alone!

For me, though, I suppose Wedding Bell Blues is going to be another episode that I don’t revisit very often. This obsession that the show’s writers have with putting Spock in situations that are emotional or just wacky and cringeworthy… it’s overstayed its welcome. And while I will happily admit that there can be humour in that premise… I’m thoroughly done with it at this point. Spock Amok, The Serene Squall, The Elysian Kingdom, Charades, and Subspace Rhapsody all included some kind of “Spock comedy” or “Vulcan comedy,” and I just think that we’ve really reached the end of the line with it. Any joke – even great ones – stop being funny when they’re repeated too often, and this whole “Vulcans are stuck up and rigid, so let’s turn that into comedy” idea wasn’t especially strong to begin with. At this point… well, let’s just say I hope we don’t get too much more of that going forward. And yes, I’m aware that we have Four-and-a-Half Vulcans still to come later this season.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Spock at the start of the episode.
I’m done with “Spock comedy” at this point.

That being said, there were some interesting and entertaining moments in Wedding Bell Blues, and when the episode switched to Spock and Dr Korby trying to undo the damage, things largely improved. Dr Korby made for a fun character, even though his introduction as Spock’s rom-com/Hallmark movie dating rival wasn’t spectacular! Dr Korby originally appeared in The Original Series first season episode What Are Little Girls Made Of? where Kirk and the crew encounter him – after a fashion – on a frozen planet.

It’s been a while since I re-watched What Are Little Girls Made Of?, so my recollections of that story are a little fuzzy! But from what I remember, the “Dr Korby” that the crew – and Nurse Chapel – encountered wasn’t quite the same, either due to the mind-transferring process he went through or, perhaps, because of years in isolation and the traumatic experiences he went through. I’m not sure if Strange New Worlds’ version of Dr Korby is going to appear again after this episode. If he doesn’t, I think we’ll look at Wedding Bell Blues as a bit of mildly interesting backstory. But if he does come back, I think there’s potential to expand the character further, and perhaps show us a glimpse of a darker side, something that might inform his TOS appearance. Because I didn’t really get much of that from Wedding Bell Blues, to be honest. If Dr Korby had been substituted for a brand-new character, it wouldn’t have made any real difference to this particular script.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Dr Korby.
Dr Korby in Spock’s cabin.

We’ll come back to Chapel, Korby, and Spock, because I really want to get into this Trelane and Q connection!

For some background information: Trelane was a character who first appeared in the episode The Squire of Gothos, also from the first season of The Original Series. He was portrayed as a trickster, capturing and toying with Kirk and the crew – before being reprimanded by his parents. When Q appeared at the beginning of The Next Generation some twenty years later, fans immediately made the connection. Q and Trelane felt so similar that “Trelane is a Q” became a popular theory in the Trekkie community. But it was never confirmed, despite Q making repeated appearances in The Next Generation, Deep Space Nine, and Voyager. Even a visit to the Q Continuum itself didn’t confirm it!

The character in Wedding Bell Blues is credited simply as “Wedding Planner,” and John de Lancie – Q from The Next Generation – is credited as voicing “Wedding Planner’s father.” However, ahead of the season we were told that Rhys Darby – who played the “Wedding Planner” – was playing the role of a familiar character, and after Wedding Bell Blues aired, showrunner and executive producer Akiva Goldsman confirmed that the two are the same character. With that in mind, I shall be treating the “Wedding Planner” as Trelane and the other energy life-form as Q.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Trelane playing a trick on Spock.
Trelane with a pint-sized Spock.

I love that Strange New Worlds went out of its way to confirm this old fan theory and really lean into the Trekkie community. Moments like this connect disparate parts of Star Trek together, and while we can argue the toss about changes to the Gorn from one show to the other, Trelane’s appearance here was pitch-perfect. It was right in line with The Squire of Gothos, and the fact that John de Lancie returned to voice Q at the end of the story just made it so much better.

As an aside: have we finally seen the Q in their “true” form? Q has always been able to change his form, but in all of his appearances – and the appearances of other members of the Continuum – we never got confirmation of what the race actually looks like in its native form. I think there’s a case to be made that the energy cloud from The Squire of Gothos and Wedding Bell Blues is what members of the Q Continuum look like when they aren’t deliberately assuming another form. And that’s kind of cool!

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing an energy life-form.
Is this Q’s true form?

So after almost forty years, we’ve gotten an explicit connection between Trelane and the Q! I don’t know about you, but I think that’s exceptionally cool, and a great little wink to fans of both The Original Series and The Next Generation. It was also subtle enough that new viewers who aren’t familiar with any of those shows wouldn’t have been left scratching their heads. The ending to The Squire of Gothos was repeated in a pretty similar way, and the meaning behind it – that this entity was little more than a child, toying with living beings – still works even without any of that prior knowledge of Star Trek. It works just as well in 2025 as it did in 1967!

After such a long time, with fans speculating about Trelane and Q since before there was the world wide web… there were risks to this storyline. And I just love that there was enough boldness in the writers’ room to go there. I can see this point being contentious with some older fans, perhaps; not everyone was on board with the “Trelane is a Q” theory. You don’t have to look too far to find old forum threads and blog posts denouncing the notion! But for me, this storyline was well-executed, it doesn’t really prevent you from enjoying any of the Q episodes or The Squire of Gothos in isolation, and given that Trelane seems to have been in disguise most of the time, we can even argue that Spock, Uhura, and Scotty not remembering this encounter makes sense. Heck, if you need a head canon explanation for that: Trelane used his Q powers to make everyone forget about this by the time of The Squire of Gothos!

Six still frames from a selection of Star Trek episodes. Top line L:R Q in Encounter at Farpoint, Trelane in Wedding Bell Blues, Trelane in his energy cloud form in Wedding Bell Blues. Bottom line L-R: Trelane's father in Squire of Gothos, Q in Picard Season 2, and Trelane in Squire of Gothos.
Trelane is officially a member of the Q Continuum!

Star Trek was one of the entertainment landscape’s first real “shared universes;” pioneering the idea before the name even existed. And it’s nice to get little reminders, now and then, of storylines set in other eras or of fun episodes we remember from older Star Trek shows. There are good ways and bad ways to do this; Wedding Bell Blues, for me, stayed on the right side of the line. There’s enough wiggle-room for people who hate this idea to say that, well, maybe the Wedding Planner and Trelane aren’t one and the same, or that nothing we saw on screen explicitly proves that it was The Next Generation’s Q who showed up at the end. But for fans who’ve bought into the Trelane-Q connection over the years, I think it’s great to see that theory finally confirmed.

Rhys Darby was fantastic as Trelane, too. Informed, perhaps, not only by the original performance of the character by William Campbell in The Original Series, but also by John de Lancie’s Q, I felt we got a complex take on the character. Trelane’s lighthearted, positive energy masked some truly dark impulses and urges, and his total disregard for forms of life he considered “inferior” or beneath him really shone through. There was a distinct creepiness to Trelane, even when he was mincing around, talking about wedding dresses and cake samples. Darby put in a fantastic performance to bring the character to life and make him believable, despite the very unusual situation.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Trelane at the end of the story.
Rhys Darby was great in this role.

Speaking as we were of head canon, here’s one that I think makes some character moments in Wedding Bell Blues flow better! When Spock and Dr Korby approached various characters to explain the “mass delusion” phenomenon, even people who should be receptive to that conversation completely brushed them off. Worse, people like Captain Pike even seemed to ignore or forget what Spock was telling them moments later, and just generally acted out-of-character. When Spock left his own bachelor party, for instance, none of the other attendees – his friends – bothered to go after him or find out what was wrong.

So my head canon is that Trelane’s magic wasn’t just causing the delusion, it was also forcing everyone to react in this way. They were all 100% wedding-focused, and anything that didn’t gel with Trelane’s new scenario was either not retained or pushed aside. That’s really the only way I think we can account for people like Pike behaving the way they do; refusing to listen to his science officer and a prominent, well-respected doctor when confronted just doesn’t fit his character otherwise. For me, this head canon explanation fits pretty well, but I can understand why some viewers might not like the behaviours of Captain Pike and some of the other characters in the episode.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Pike, Kirk, M'Benga, and Scotty in Pike's cabin.
The bachelor party.

The idea that only strong emotions – like anger or love – could break through Trelane’s spell was interesting, and it’s an idea which feels very “Star Trekky,” if that makes sense. It’s a bit of a cliché, sure; love being this supremely powerful emotion capable of saving the day can feel like a worn-out trope. But here, I think it worked well enough. Perhaps if we’d got just an extra line or two between Korby and Spock to technobabble some nonsense about love generating strong brainwave frequencies or something, maybe that would’ve been an improvement. Not essential, perhaps… but an improvement.

Love breaking through the delusion also set up the end of the episode, and Spock being able to get through to Chapel. Calling back to the story about her and Dr Korby climbing a mountain and looking out over the stars was creative and also cute, and despite my overall feelings about Spock being pushed into this love rivalry story that felt like something out of a low-budget Hallmark movie, this moment worked. Spock knew what he had to do; he took a chance on what he felt was the only way to break the illusion for Chapel, and hoped that doing so would shatter it for everyone else.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Nurse Chapel at the altar.
Chapel breaks free from the spell.

In The Squire of Gothos, the crew of the Enterprise arrive at a planet where Trelane is already present. Yet here, in Wedding Bell Blues, it appears as if Trelane has travelled to Earth… and I wish we’d learned a little about that. Why was Trelane interested in Earth, and why did he feel drawn to Spock when he had ten-plus billion people to potentially toy with? I just didn’t feel we got a satisfactory explanation for that, really. Yes, Trelane is a trickster and a child, but at least encountering him where he is – out in space – made a degree of sense. And for Q, he set puzzles and challenges for Picard, Janeway, and Sisko… but they always served some kind of purpose. Trelane is just playing around, which is the point of the story, but even kids who are playing have reasons for choosing the games they play.

One other thing I liked about Trelane, though, is how we can read his story of wanting to help people fall in love through the lens of what we know about Q. If you know me, you know I generally disliked Star Trek: Picard’s second season, in which Q prominently features. But at the end of that story, we learned that Q cares, in his own way, about things like love – and he has some kind of innate desire to help people fall in love. Or at least he does for certain select people! But this kind of connects with Trelane in Wedding Bell Blues; he saw how down Spock was about losing Chapel and he wanted, in his own somewhat twisted way, to “help.” That interpretation is there, even if it’s built on less solid foundations.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Trelane illuminated by red lights.
Trelane’s story can arguably connect to Q’s in Picard Season 2.

Love could be blossoming in Strange New Worlds this season. Spock and La’an seemed to share a moment towards the end of the story, dancing together. I interpreted their earlier scenes as purely friendly, with La’an – who apparently has a hidden talent for dancing – helping Spock learn to dance ahead of the Federation Day celebrations. But their moment at the end of the story, with La’an joining Spock as he sat alone, then asking him to dance? Maybe I’m reaching… but in the kind of rom-coms that Wedding Bell Blues borrowed from, those sorts of moments can lead to big romantic entanglements!

In addition, we also have the clearly burgeoning relationship between Uhura and Beto – Lieutenant Ortegas’ brother. When I saw Uhura and Beto in a pre-season promo photo, I thought he might’ve been some kind of villain; perhaps the photo wasn’t a particularly flattering one, but he was giving me a bit of a creepy vibe! In the episode itself, though, we got plenty of flirty banter between the two. Unlike with Spock, Chapel, and Korby, which I found way too cringeworthy, I generally enjoyed this sub-plot. Giving Uhura a love interest, particularly one with a connection to another member of the crew, could be a lot of fun.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Spock and La'an dancing.
They’re just friends… right?

Could Beto’s drone-camera and his filmmaking job become plot points in another story? I wondered if he might’ve had a role to play in Wedding Bell Blues while I was watching the episode; his camera, I suspected, might be able to see through Trelane’s disguise even if no one else could, and that could’ve led to the mystery unravelling. In any case, Wedding Bell Blues set up this hobby/job of Beto’s, and then called back to it to reinforce it, so I can’t help but think we might get something out of it further down the line. Watch this space, I guess.

Uhura got one of the best costumes in this episode! Not at the wedding/Federation Day party… her very 1960s-inspired outfit that she wore to the bar earlier in the story. Strange New Worlds has leaned into a ’60s aesthetic in a way that Enterprise and Discovery never really did. There are still a ton of thoroughly modern trappings, but the show has those connections to The Original Series. Uhura’s outfit was fantastic – but I wouldn’t say it looked out of place aboard this version of the Enterprise. That isn’t an easy line to walk, and generally I think Strange New Worlds gets it right most of the time. Uhura’s new hairstyle, which debuted in this episode, looks fantastic, too.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Uhura, Ortegas, and Beto in casual dress.
I love Uhura’s outfit in this sequence.

After the dust settled on the wedding/Federation Day, there are still a couple of lingering Gorn-related questions. I noted last time that Spock and Chapel’s plan to save Captain Batel didn’t involve removing her Gorn infection, but changing how they approached it so that the Gorn would be “re-absorbed” by her body. That line didn’t stick out too much at the time, but the fact that “re-absorbtion” and Captain Batel’s ongoing treatment was mentioned again here? It raises some questions! Is she going to be suffering some kind of ongoing Gorn-related health issue? And if so, could we see the Gorn return in a future story? Could the Gorn infection ultimately still claim her life?

I was surprised to see La’an so casually brushing off her Gorn encounter. I get why it had to happen for narrative reasons – with Ortegas clearly suffering after her near-death experience, having another character going through a similar Gorn PTSD-type situation might be too much. But La’an is a character who has been thoroughly defined by her encounters with the Gorn, both in the show and as part of her backstory. Yes, there’s a three-month time-jump at the beginning of Wedding Bell Blues, and we can argue that La’an might’ve processed some of what happened off-screen. But something about her line to Spock about the Gorn threat being over now… it didn’t sit quite right.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Captain Batel.
Is Captain Batel in the clear?

However, as mentioned it’s Lieutenant Ortegas who seems to be in focus for a lingering Gorn storyline. Although she seems to have physically recovered, there’s a psychological toll that she doesn’t seem to have addressed yet. She may not have even admitted to anyone that she feels haunted by the Gorn and by her experiences in captivity. This is clearly going to run for more than one episode, perhaps blowing up later in the season in a big way – or conversely, with Ortegas seeking help from someone like Captain Pike, Dr M’Benga, or even La’an. I felt that, if La’an had been the one to get this kind of PTSD-type storyline, she had a great connection already with Una, so she could’ve been someone to turn to.

Ortegas hasn’t been in focus as much across the first couple of seasons, and I don’t think it’s unfair to say that she doesn’t have a “bestie” in the same way as some of the other main characters do! That’s a limitation in some respects, but it also means that she could potentially talk to anyone – so maybe it’s better to say it opens up different possibilities. Dr M’Benga would be interesting both for his medical expertise as well as his own traumatic backstory from the Klingon war. Captain Pike could be very sympathetic, too. And La’an, I think, might make a particularly compelling character for Ortegas to seek out. Not only does La’an have that Gorn experience, but she was the one who rescued Ortegas from captivity, saved her life, and then carried her to the ship they used to make their escape.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing Ortegas being "haunted" by her Gorn encounter.
Ortegas is clearly haunted by her Gorn encounter.

As an aside: Wedding Bell Blues was creative in its use of reflections creative camera shots. We caught a glimpse of Trelane through the window before he first appeared, we saw the view directly from Beto’s camera-drone, and at the end, Ortegas’ feelings of being haunted by her Gorn experience were shown through a reflection in the window.

What do we make of the new nurse? The ensign that Una and Dr M’Benga went out of their way to keep aboard the Enterprise? Is he – as I suspect – going to take a villainous turn? Or is he being set up as a glorified redshirt; a Discovery-esque secondary character with minimal backstory, being fattened up to be slaughtered? Those are my two guesses!

Some of that may come later in the season… or not, if I’m totally overreaching. For now, it’s sufficient to say that I liked some of what Wedding Bell Blues had to offer – but I was less keen on its Hallmark movie plot. Spock and Chapel have run their course as a couple, and I’m glad that the series is finally seeming to put that idea to bed. But I’m not wild about all of these “emotional Spock” and “comedic Spock” storylines. There are other ways to include the character, other ways to demonstrate his growth, and other things to do with Vulcans besides joke about how formal and stuck-up they are.

Still frame from Star Trek: Strange New Worlds 3x02 Wedding Bell Blues showing a new nurse aboard the Enterprise.
Redshirt or secret bad guy?

I’m glad that Strange New Worlds doesn’t double up its episodes every week. Don’t get me wrong: I’d love to pay less for Paramount+, and a shorter season would help with that! But two episodes at once is a bit much; binge-watching some shows is a ton of fun, but for a brand-new season of Star Trek? I like to give the episodes room to breathe. A nice week-long gap is what I need!

So we’ve reviewed both of the Season 3 premiere episodes. They were pretty different, and obviously my preference would be Hegemony, Part II by quite a long way! But I did enjoy the Trelane-Q fan theory being confirmed all these years later, and it was fun to get a kind of Q-ish or Q-adjacent storyline for Spock. Dr Korby, despite a pretty disappointing love triangle story and a weak introduction, was a fun character, and a good foil for Spock as he was forced to team up with arguably his least-favourite human! And we got some fun moments with Sam Kirk, Uhura, Chapel, Ortegas, and her brother, too.

Not my favourite episode, thanks to its cringe humour and Spock-Chapel-Korby love triangle. But an episode with plenty of redeeming features.


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Paramount Global. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds Episode Review – Season 3, Episode 1: Hegemony, Part II

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of spoilers for Star Trek: Strange New Worlds Seasons 1-3. Spoilers are also present for the following Star Trek productions: The Next Generation Seasons 3-4, Deep Space Nine Seasons 4-6, and Discovery Season 5.

After a frankly ridiculous two-year wait, Strange New Worlds is back! Hegemony, Part II is the conclusion to last season’s excellent cliffhanger, picking up right where we left off with the Gorn attack on the non-Federation planet Parnassus Beta. And, as always, I have a lot to say – so buckle up, this could be a long review!

The tl;dr is this: Hegemony, Part II wrapped up its key storylines… but perhaps didn’t have quite enough time to do so flawlessly. The episode was good, unquestionably, and I think the two parts of Hegemony form one of the show’s strongest and certainly most explosive and action-packed offerings. But as the credits rolled and the Enterprise set course for Earth, I couldn’t help but feel that an extra ten minutes or so would’ve been necessary to really achieve what this episode’s writers and director wanted. There were a few moments that were just a little too short, that needed a bit more explanation, or where we could’ve spent just a tad longer lingering on key characters. Maybe a fifty-five-minute cut of the episode would’ve been better than the forty-five-minute version we ultimately got.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Captain Pike standing in front of the viewscreen, with two stars on the screen.
Captain Pike and the crew are back!

Before we go any further and get into the meat of the review, I’d like to give my usual disclaimer! Everything we’re going to talk about today is the entirely subjective opinion of just one Trekkie. If you detested Hegemony, Part II and think I’m rating it far too highly, or you love it more than I did and you feel I’m being unnecessarily harsh… that’s okay. There’s plenty of room in the Star Trek fan community for differences of opinion and polite discussion. I share this review with the online Trekkie community in that spirit.

We waited two years with the cliffhanger ending to Hegemony, and a massive part of that was the question of what would happen to Captain Batel. Would she survive her Gorn infection… and what would it mean for Pike if she couldn’t be saved? Batel was a great character to endanger; as a brand-new character, she could easily be killed off, and as someone so closely connected to Pike – whose future is set in stone – their relationship is doomed one way or another. We also saw, in Season 1, how deadly a Gorn infection could be with Hemmer’s untimely death. So again, to reiterate that: it was a fantastic storytelling decision to place Captain Batel in this incredibly dangerous position.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Captain Batel in sickbay.
Captain Batel was infected at the end of last season.

So why, then, did the absolute fucking morons who’ve somehow managed to waddle into Paramount’s marketing department completely spoil Captain Batel’s survival weeks ahead of Season 3’s premiere? It completely ruined that storyline, undermined some genuinely tense sequences, and rendered some great performances by Anson Mount, Jess Bush, and Ethan Peck completely impotent. Thanks to her appearance in two trailers and photos released ahead of Season 3, we could tell that Captain Batel was going to survive. And while I concede that for a more casual audience that would be less of an issue (folks who don’t follow Star Trek on social media would’ve been less likely to see these spoilers) I still don’t think that excuses it.

This cliffhanger had been simmering away for two years, and while we knew Melanie Scrofano would be back as Captain Batel in Hegemony, Part II… her status in the rest of the season could’ve easily been kept under wraps. As soon as I saw her in those trailers, I knew she was going to survive, because those clips were clearly taken from after the Gorn conflict. And the photos released for subsequent episodes just hammered that home even more. There was absolutely no reason for this; there were other clips that could’ve been chosen, or Batel could’ve even been edited out of the clips in which she appears. Why go to all the bother of setting up this otherwise fantastic and engaging storyline, which was performed beautifully and emotionally by all involved, and keep it under wraps for almost two years… only to blow it with a few weeks to go? Paramount is utterly useless, which is why Star Trek as a whole is probably going to be disappearing before the end of the decade. But things like this are such incredibly basic mistakes that I cannot fathom how they were allowed to happen. Knowing Captain Batel would survive significantly harmed my enjoyment of this storyline in Hegemony, Part II – and there was just no need for that to have happened.

Promotional photo for Star Trek: Strange New Worlds Season 3.
Captain Batel’s survival was spoiled ahead of time for anyone who follows Star Trek on social media or who was paying attention to the ad campaign for the new season.

The sad thing about all of this is that, episode-ruining spoilers aside, Captain Batel’s storyline gave us the episode’s best and certainly most emotive performances. We got some fantastic moments with Anson Mount, as he beautifully portrayed Pike struggling with Batel’s condition, and Jess Bush, who took us through Chapel’s strengths and vulnerabilities when facing a traumatic situation. Ethan Peck showed off a softer side to Spock, here, too, picking up last season’s relationship with Chapel. We’ll get into that a bit more later – because Spock and Chapel have kind of run their course for me – but again, it was a solid performance and a new situation for Spock.

Melanie Scrofano spent a lot of Hegemony, Part II lying asleep on a table or bed, but when she was awake – both before and after her experimental surgery – she also contributed to some of the story’s most heart-wrenching moments. Asking Chapel to “take her out,” if there was no solution, and in those final scenes with Pike, we saw Captain Batel at her best and her most vulnerable simultaneously. That’s not an easy thing to communicate, especially with limited screen time, but it was utterly fantastic. It’s such a shame that this entire storyline was spoiled ahead of time for no good reason.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Captains Pike and Batel in sickbay.
Pike with Batel at the end of the episode.

In The Original Series, there was a suggestion that Nurse Chapel had “a thing” for Spock. Strange New Worlds took this bare-bones idea and really expanded upon it, pairing them up in a romantic way. However, if Spock is to continue his character arc – one which should bring him more in line with the character we’re familiar with – then I think this relationship has run its course. And in Hegemony, Part II, I didn’t feel this side of Spock and Chapel’s story really added very much. It wasn’t as bad as anything Discovery did with its forced drama, but there were moments that came close, as Spock and Chapel seemed to lose focus on the task to talk about their relationship. I don’t think this otherwise-interesting story needed to be interrupted by relationship drama, and both characters seem to be on different trajectories right now. That’s for the best, and while their entanglement was occasionally fun and could be called back to in the future, keeping them as friends will, in my view, work a lot better going forward.

With Dr M’Benga missing in action, it fell to Spock and Chapel to perform Captain Batel’s life-saving treatment – and this was interesting. We could absolutely nitpick and say surely a ship the size of the Enterprise has at least one other doctor (as evidenced by Dr M’Benga’s original appearance alongside Dr McCoy in The Original Series), but for the sake of the story, I think it worked well! Spock and Chapel made a good pair in this kind of environment, tackling a problem neither of them was fully-qualified to solve and being forced to think outside the box. The callback to Una’s Illyrian heritage was good, and a creative way for the episode to technobabble its way to a resolution by relying on something which been set up all the way back in Season 1.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Spock and Nurse Chapel.
With Dr M’Benga nowhere to be found, it fell to Spock and Chapel to save Captain Batel’s life.

If you recall the episode Ghosts of Illyria, where we learned about Una, we also discovered that the Illyrians’ penchant for genetic engineering left their people particularly resistant to disease and infection. I love that Star Trek – and Strange New Worlds within its own story – has this depth of lore. A technobabble miracle could’ve always been found to save Captain Batel, but referencing events and characters from earlier in the show’s run strengthened this significantly, and gave Spock and Chapel’s plan a truly solid narrative foundation. It worked great – and it connected to Una’s backstory in a way I’ve been hoping Strange New Worlds will continue to do.

The only part of this that I felt was rushed was the surgery itself. While Chapel’s hand was literally on the scalpel (alright, the weird techno-device with blinking lights), Spock intervened and suggested changing their entire plan. That’s already a bit flimsy, in my view, and it came without much setup. A longer episode could’ve dedicated just a minute or two more to Spock and Chapel working out ideas, and stretched out this moment a bit longer, which I feel would’ve strengthened it. The idea of flipping the problem around was creative, but the explanation just felt a bit rushed in the moment, and I would’ve happily enjoyed seeing them actually enacting some part of their new plan.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing the surgery on Captain Batel.
This was not the ideal moment for a total change of plans…

Speaking of things that were rushed: Scotty and Pelia’s explanation of how the Enterprise could fly into the binary stars. It felt like Scotty came on the bridge, sat down, and worked out this incredibly complex plan in the span of just a few seconds, when he hadn’t been briefed or known anything about what was going on just a moment earlier. The prior sequence with Scotty and Pelia was great, and it did something I really hoped Strange New Worlds would do – give Scotty room to grow, showing us that he isn’t quite the miracle-worker from The Original Series just yet. That was communicated incredibly well, and I really hope we get more with Scotty and Pelia, building on their difficult history together and their somewhat antagonistic working relationship.

But the moment on the bridge needed more. We needed to see Pike, Pelia, and Scotty slow things down and figure out their plan at a more reasonable pace. Pacing of these technobabble ideas in many Star Trek episodes can feel rushed, so this isn’t a unique issue by any means. However, that doesn’t make it less of a problem here, and considering this scheme was the lynchpin of the entire operation to stop the Gorn… I just think we needed to arrive at it a bit more slowly to allow it to sink in. Could you even explain what Scotty’s idea involved? It was so rushed that I don’t think I could off the top of my head.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Scotty and Pelia on the bridge.
Scotty’s plan was explained a bit too fast for my liking.

As the apparently-final act in Strange New Worlds’ multi-season Gorn conflict story arc, I would’ve liked to have spent a bit more time on this moment. Planning, scheming, coming up with different ideas… kind of like we saw Rom, Dax, and O’Brien doing in the Deep Space Nine episode Call To Arms. That episode saw the characters trying to come up with a way to stop Dominion reinforcements coming through the Bajoran Wormhole, but the scene was just the right length, and we saw the characters talking through several different variants of the plan before settling on the one they ultimately chose to enact. The circumstances of the conflict are different in Hegemony, Part II, but the complexities of the situation involving Gorn hibernation rituals, stellar flares, and the engineering challenges of the Enterprise’s shields and hull still require some discussion and debate.

After I’d written in my notes that Strange New Worlds was doing exactly what I wanted to see with Scotty – showing that he isn’t perfect, that he has room to grow – this scene kind of undermined all of that. Scotty leapt into action, coming up with the perfect plan on the spot in a matter of seconds. And the plan was creative and interesting! I liked that Strange New Worlds, once again, is connecting back to story threads that had been set up in earlier episodes with the Gorn using light to communicate and having sensitivities to light. But again, I feel a fifty-five-minute episode could’ve communicated this at a better pace.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing the computer simulation of Scotty's plan.
I wanted this sequence to be a bit slower-paced.

Speaking as we were of Deep Space Nine’s Dominion War, I felt echoes of another fantastic episode in Pike’s desperate attempt to stop the Gorn. Sacrifice of Angels sees Captain Sisko, on the Defiant, making a last stand against an encroaching Dominion fleet, and Pike’s attempt to warn Starfleet and stop the Gorn invasion as their ships swarmed definitely reminded me of that moment. When Pike gave the order to open fire, and Una replied incredulously, reminding him they’re facing an entire armada… again I felt echoes of Sisko and Dax on the bridge of the Defiant. It was really impressive moment – in both episodes!

And we can kind of compare the resolutions to those stories, too. The Prophets intervened in Sacrifice of Angels, removing the Dominion fleet. Pike and Scotty’s solar flare plan to “put the Gorn to sleep” likewise averted the attack without actually turning it into a large-scale battle or a wider war. Star Trek has a knack for finding technological or engineering solutions, even to what seem on the surface to be military problems, and that’s been a core tenet of the franchise going all the way back to the beginning. Using the knowledge they’d gained about the Gorn in this way, the crew was able to turn back the tide and avert a wider invasion. That’s kind of a neat idea, even if parts of the buildup to it weren’t flawless. You could also compare this plan to Picard and Data putting the Borg to sleep in The Best of Both Worlds.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing the Enterprise approaching the Gorn armada.
Oh look, it’s the Battle at the Binary Stars

In my review of the Hegemony, Part I, I noted what I consider to be a particularly significant plot hole, and unfortunately, Part II doubled-down on it. In brief: Admiral April asserts that the Federation doesn’t want to become involved in a wider war with the Gorn, effectively ceding Parnassus Beta to the Gorn Hegemony. Because Parnassus Beta wasn’t a Federation colony, and April was choosing to prioritise Federation worlds, that was a sacrifice he was okay with making. But that doesn’t make sense in-universe.

The attacks on the USS Cayuga and the USS Stardiver by the Gorn are, in effect, declarations of war against the Federation. Parnassus Beta may not be a Federation world, but those starships are both Starfleet vessels crewed by Federation citizens. April’s argument makes no sense when he has that information, and the losses of the Cayuga and Stardiver were known to him by the time he boarded the Enterprise to debrief Captain Pike. Everyone was acting as if the only attack was on Parnassus Beta – but the attacks on not one but two Federation starships prove the Gorn’s wider militaristic intent. I could have happily entertained a storyline about appeasement, about not reacting emotionally when provoked, or anything along those lines. But for April, Pike, and everyone else involved to just ignore what happened to the two ships, and not even mention those attacks as a reason for or against taking certain actions… it rubs me the wrong way. I don’t think it makes sense based on what we know of April, of Starfleet, or even of Captain Pike himself. While I didn’t really expect Part II to completely change this angle based on what we saw last time, I’m a bit disappointed that the writers doubled-down on this mistake. It makes Admiral April look either uncaring to the point of sociopathy or totally incompetent, and I think Pike’s failure to bring up the attacks on Starfleet ships to support his case doesn’t do wonders for his characterisation, either.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Admiral April consulting a map of Gorn space.
Admiral April completely ignored the attacks on the USS Stardiver and USS Cayuga.

The final part where I think a slightly longer episode might’ve been beneficial was with La’an and the captured members of the away team. This is less important than Captain Batel’s treatment or Scotty’s plan, as I felt these scenes were generally pretty great. But spending an extra minute or two, spread across those sequences, might’ve allowed for a couple of things – Ortegas having to figure out how to pilot the Gorn ship and La’an taking a bit longer to locate the Gorn warship’s transporter codes. Both of those points seemed to be blitzed through quite quickly, and while they didn’t not work, I think they could’ve been improved with a slightly slower pace.

Think about it: you’re hacking into a totally alien computer system for the first time ever. And Strange New Worlds has gone out of its way to really emphasise the “other-ness” and truly alien nature of the Gorn, with no universal translator or even any real communication at all. So you hack into this computer, and just instantly scroll to the transport frequencies like you were finding your favourite song in Spotify. It took me ages to get the hang of Windows XP after I’d been used to Windows 98… do you really believe La’an is gonna hack the Gorn in an instant? She’s a security officer, not even an engineer or tech expert. I just think this could’ve benefited from another few seconds, even, showing her scrolling, taking wrong turns, or getting locked out and having to work around it.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Dr M'Benga and La'an aboard the Gorn vessel.
I found it hard to buy La’an’s perfect hack of the Gorn computer system.

Likewise with Ortegas. Ortegas’ story at the end of Hegemony, Part II is basically summarised in the line she repeats to herself: “I fly the ship.” But… it’s not a familiar ship. It uses a weird interface (that reminded me a little of Mr Garrison’s bike invention in South Park (if you know, you know)), it’s in an alien language, and frankly… “I’m a pilot, so I can pilot anything” is a bit of a flimsy excuse when you’re dealing with a totally different kind of technology. I would’ve liked to see her struggle, just for a moment, with figuring out the controls – and that could’ve actually added to the tension as the away team attempted to escape the Gorn while under fire.

I don’t think either of these are particularly egregious, but since we’ve been talking about moments that felt a little cut down or where we could’ve seen things expanded, I felt it worth including them.

Sticking with Ortegas for just a moment, Strange New Worlds really succeeded at convincing me that she was in danger. When the adult Gorn attacked her as the away team made their escape, I genuinely feared for her survival in a way that I didn’t with practically any of the others. I mentioned this in Part I in relation to Chapel; I tried to explain that Chapel was an awful choice for the kind of “death fake-out” that the story went for because she’s a familiar character and this is a prequel series. Ortegas has no known future – so the thought that she could genuinely be killed off was right there, front-and-centre.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Ortegas losing a fight with a Gorn.
Ortegas seemed to be in big trouble…

Obviously I’m glad that Ortegas seemingly lives to fight another day! We haven’t spent that much time with her, one-on-one, across both seasons of the show so far, and I think there’s a ton of potential in her character as a really enthusiastic pilot – something Star Trek doesn’t always have in its helm officers! But the way Hegemony, Part II signalled that she was in danger was done incredibly well. This is a series that has already killed off one main character, something Discovery and Picard refused to do, and I just think that adds to the stakes. Putting these new characters in danger, when they aren’t guaranteed to survive, ups the tension and drama and keeps me on the edge of my seat.

The injuries to the away team – and Ortegas in particular – were pretty gruesome and horrific, at least by Star Trek standards. I was reminded of Mass Effect 2′s “Collectors” in the depiction of the Gorn prison/feeding chamber, and the acid dissolving their skin, Ortegas’ injured hand, and the general slimy and grotesque feel of the place all added to that sense of the Gorn being totally otherworldly and alien. Star Trek’s depictions of humanoid aliens – the “nose and forehead” types – don’t always convey how truly different alien life might be, but this new take on the Gorn really does – and I like it!

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Ortegas' injured hand (with two missing fingers).
Ortegas’ injury was pretty brutal by Star Trek standards.

As I said either last season or in my write-up of Season 1, Strange New Worlds’ depiction of the Gorn is clearly influenced by the likes of the Xenomorphs from Alien – with a dash of Jurassic Park’s velociraptors thrown in for good measure! The acid, the slime, the ooze – all of that really adds to the kind of monstrous presentation of the Gorn that the show is going for, and it feels like a real masterstroke to take this under-explored alien race from classic Star Trek and reinterpret it, while also going into way more detail. I recently re-watched The Original Series’ Season 1 episode Arena, where the Gorn made their first appearance, and while the two shows have very different takes on the Gorn… I don’t think they’re a million miles apart. The DNA of Strange New Worlds’ Gorn is still present in Arena, and while there are different designs and there are clearly limitations to the older portrayal, the core concept of a reptillian monster remains.

Click or tap here to check out my write-up of Arena, if you’re interested.

Last year, I criticised Discovery’s fifth and final season for some pretty slapdash and amateurish uses of Paramount’s expensive AR wall! There were several places in that season where the AR wall was just not well-integrated with the physical props around it, and the effect looked cheap. Not so in Hegemony, Part II, where the AR wall stage was thoroughly transformed to become the Gorn prison. It was such a horrifying setting, and the AR wall helped bring it to life in a way that a static background arguably wouldn’t have. It’s one of the best uses of the AR wall I’ve seen so far, and proof that – at least sometimes – Paramount does know how to properly use the things it spends all its money on.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing the Gorn prison.
This was a well-constructed set.

Another area where Hegemony, Part II excelled in the visual department was its presentation of the binary stars. The CGI for the stars was fantastic, but what was even better was the cinematography at the episode’s climax, showing Pike and others on the bridge as they flew close to these binary stars. Parts of that reminded me of the film Sunshine (co-starring a certain Michelle Yeoh) which depicted a mission to the sun. Well worth a watch if you’ve never seen it, by the way! But that film also had characters in close proximity to a star, struggling with the radiation and bright light. For my money, Hegemony, Part II did a great job here.

The visual of the infant Gorn growing in Captain Batel’s body was also gruesome – and also inspired, perhaps, by Alien. The wriggling, pulsing creature under her skin was a horrifying thing to see – and I think it was so much better done as a physical prop than it would’ve been if it had been CGI. CGI is great, and it’s better today than it was when, say, Enterprise used it to create its take on the Gorn some twenty years ago! But I still enjoy physical special effects, especially in a franchise like Star Trek, so this proto-Gorn/Gorn foetus… thing was so much better for being created that way!

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Captain Batel's Gorn-infected back.
Captain Batel’s Gorn infection. Yuck.

I will be curious to see whether Strange New Worlds follows up La’an’s story from this episode in future. She was clearly struggling with being back in Gorn captivity, having flashbacks to her childhood. I don’t think we need a Discovery-style “let’s all sit around and talk about our feelings” kind of thing, but if La’an is meant to be suffering with PTSD from her Gorn experiences, I hope the show doesn’t just completely drop this idea going forward. If we have truly seen the last of the Gorn in Strange New Worlds, she might not have to come face-to-face with them again, but there could and arguably should be some kind of follow-up to what she went through.

La’an and Una have established a strong bond, so perhaps Una could be the one she turns to at first, if indeed she’s struggling. There is value to good and well-written depictions of mental health, and while modern Star Trek hasn’t gotten this right a lot of the time, I’m willing to give the franchise another chance. At the very least, there’s a strong foundation for that kind of story to build on if the writers want to take La’an down that route in the future.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing La'an with a corpse.
I’ll be interested to see what comes next for La’an after this.

Captain Pike is also seemingly not at his best, with the toll of command and stress about Captain Batel clearly weighing on him. It was agonising for Pike to have to entrust Batel’s treatment to Spock and Chapel while he remained on the bridge, and you could see that etched on his face. His moments of hesitation also hammered home for me how he might be struggling – and feeling the heavy burden of command is something we know Pike feels. His first introduction – in The Cage – shows him talking to Dr Boyce about this very issue. Perhaps the Gorn conflict has exacerbated that for Pike, or maybe it was just the stress of Captain Batel’s condition. Either way, I think we got a complex and nuanced depiction of Pike in Hegemony, Part II, as he seemed to waver and hesitate, perhaps second-guessing himself, while also having moments of firey passion and intense vulnerability.

As I said above, this was a fantastic performance from Anson Mount. I’ve said this before, but I was sceptical of the decision to bring back Pike when he was announced as a character in Discovery’s second season – but I was so very wrong about that! This complex performance, taking Pike through the wringer as he had to balance protecting his ship, the wider Federation, and Captain Batel… it was a masterclass, truly.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Captain Pike in the captain's chair, with his face in his hands.
Pike went through all of the emotions in this episode.

Martin Quinn has also been a joy to watch. Yes, there are issues with Scotty’s way-too-fast plan near the climax of the story, but his earlier conversations with Pelia showed a different side to the character, and Quinn brought that to life in a way I wasn’t expecting. Scotty is suffering after the loss of the Stardiver, and being forced to go toe-to-toe with Pelia again, listening to her berating him for not documenting his work, it was definitely something I think we needed to see. Scotty’s emotional reaction, storming out as he reiterated that his crew and commander are dead… it was heartbreaking stuff.

Here’s a question: does Captain Batel’s treatment and survival undermine Hemmer’s sacrifice in Season 1? Hemmer’s name was mentioned, albeit briefly, in Hegemony, Part I, but in Season 1 his act of self-sacrifice was presented as a brave decision. Not only did he spare himself a horrendous fate, he prevented new Gorn from being spawned and saved his shipmates. But Pike was right: Hemmer didn’t give them a chance to save him. It seems now, based on what we saw with Captain Batel, that there might’ve been a chance to save Hemmer’s life.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Pike and Batel in sickbay.
Could Batel’s treatment have worked for Hemmer, too?

This comes just a few episodes after All Those Who Wander (thirteen episodes later, if you’re keeping score). We’ve seen two characters suffer the same infection not that far apart, but only one of them was able to be saved. At the very least, I’d suggest this paints Hemmer as reckless or hasty; at worst, perhaps his death starts to feel like a bit of a waste. I like Pelia, and as a replacement for Hemmer I think she’s been a lot of fun. Her relationship with Scotty is interesting, too, and there’s a lot of potential there for both fun moments and some deeper conversations, perhaps.

But Hemmer was unique. He was Star Trek’s first ever Aenar (or Andorian of any kind) to be a main character, the first since Enterprise to revisit the Andorians and their Aenar sister race. I felt his death came too early in the show’s run; Hemmer had only been present in six episodes before his demise. As a result, we didn’t really get to know him particularly well, nor was there much of an opportunity to explore what an Aenar officer might be like. Hemmer’s visual impairment, pacifism, and even his relationships with most of his colleagues were things the show touched on but never got the chance to really delve into. I’m glad Captain Batel is still around, and having spent some time with Pelia, I think she’s been a fine addition to the cast, too. But this treatment for the Gorn infection, while clearly dangerous and experimental, kind of brought all of that back for me, and emphasised again how Hemmer departed the show a little too hastily.

Okay, enough about poor Hemmer! He wasn’t even in this episode.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Scotty walking away from Pelia.
Hemmer was replaced by Commander Pelia – and now Scotty has joined her.

Assuming that Hegemony, Part II is the culmination of Strange New Worlds’ Gorn conflict storyline… how do we feel about that? This is something that was set up early in Season 1, picked up steam in the wonderful horror-tinged All Those Who Wander, and that came back in a big way at the end of Season 2. Don’t get me wrong: I love that Pike and the crew found a scientific, non-violent solution to the Gorn threat. But given the buildup and the way it played out in the episode… was it good enough? Or was it maybe a little anticlimactic?

That word, “anticlimactic,” is what I put in my notes about the way this storyline wrapped up. I just can’t help feeling a little underwhelmed that, after two seasons of buildup, scarring backstories, a main character’s death, and a two-year-long cliffhanger, the Gorn basically being sent to bed without any dinner, like they were misbehaving toddlers, is the right way for this story to end. I think it also raises questions about the nature of the Gorn; if they’re really so easily manipulated, how did they invent things like warp drive in the first place? If they’re able to be triggered into hibernation by a few flashes of light… how did they ever make it to the stars? This version of the Gorn seems animalistic, not intelligent, and while we can see that they clearly possess spaceships and technology… I don’t think that gels with how the Gorn themselves are presented on screen. Had there been a different ending to this story – perhaps involving communication – I think that feeling could’ve been averted.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing a close-up of a Gorn's face.
You can’t eat Lieutenant Ortegas, you naughty little rascal! Now, off to bed with you!

I’m all for non-violence and peaceful conflict resolution! Some of the best Star Trek stories involve diplomacy, negotiation, and compromise. And even after Strange New Worlds reinterpreted the Gorn to be these kinds of animalistic monsters, I still felt it was possible we could’ve sat down with the Gorn leader and hammered out some kind of deal. Captain Pike and Admiral April would’ve been great at that, and I think we could’ve seen a very conflicted Captain Pike trying to negotiate a peace treaty while Captain Batel was fighting for her life. That could’ve been really interesting.

But this trick of the light – using the Gorn’s sensitivity to solar flares against them – I dunno. Perhaps because that part of the puzzle was resolved quite quickly, as discussed above, it just feels a little… underwhelming. Pike and the crew were staring down an invasion fleet one minute, then the next the Gorn just turned around and went home to take a nappy-nap. It… I’m struggling to find the right words, to be honest. I think “underwhelming” and “anticlimactic” are in the mix, though.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing Captain Pike on the bridge.
Pike and the crew tricked the Gorn… into going back to sleep.

Star Trek has always been a franchise that sought out scientific answers, even to the toughest questions. But something about the way Pike and the crew basically tricked the Gorn into abandoning their invasion plans isn’t quite sitting right. And if this is to be the Gorn’s final appearance in the series – which Pike implied it could be as the Gorn retreated – I wonder if that’s good enough. As a resolution to this two-part story, I think it works. But as the ending of a multi-season arc involving numerous characters across several episodes, which has been Strange New Worlds’ biggest ongoing story thus far? Hmm. I can’t help but feel a little underwhelmed.

I don’t think Strange New Worlds would’ve benefited from an ongoing war. We’ve seen that in Deep Space Nine, Enterprise, and Discovery in different ways – and some of those worked well. But for the kind of episodic, exploration-focused show that I’ve loved to see so much, a long-running war would’ve completely changed the tone – and not for the better, in my view. So in that sense, I’m glad Hegemony, Part II wrapped things up with the Gorn. But the pacing of Scotty devising the plan, and even the implementation of this attempt to trick the Gorn into going beddie-byes… it just doesn’t seem to quite fit with all of the dramatic moments that led up to it.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing a Gorn roaring.
An adult Gorn.

The space battles were tense and exciting, and the way the Enterprise moves in space feels much more responsive and three-dimensional than it did in years gone by. The design of the smaller Gorn ships felt like something right out of The Original Series with its three-spoke design, and it felt like a bit of a cool throwback in that sense. In Arena – the original version, not the remaster – there is no Gorn ship, but if there had been, I can absolutely picture it looking like Strange New Worlds’ Gorn vessel! Oh, and I loved the sequence as the away team escaped – the cutting back-and-forth between their ship and the pursuing Gorn was great, and it reminded me a little of Star Wars’ famous starfighter dogfights and the trench run!

The larger Gorn ships are truly spectacular! The closest thing in Star Trek I could think of was either the huge Dominion battle cruiser from DS9 or the massive Breen warships from Discovery’s fifth season. There was something, again, very “alien” about this design; it seemed like something from another sci-fi property – like Warhammer 40K, perhaps – rather than Star Trek! And I think I mean that as a compliment; this version of the Gorn needs a warship that embodies the same traits and the same design philosophy – and I think we got that both inside and out.

Still frame from Star Trek: Strange New Worlds 3x01: Hegemony, Part II, showing a Gorn warship.
The Gorn warship.

So that was Hegemony, Part II. I think the cliffhanger was wrapped up reasonably well, and if my biggest complaint isn’t actually to do with the story itself, but rather Paramount’s amateur-hour, cack-handed marketing… well, that’s not really the fault of the episode! I stand by what I said, though: a slightly longer cut, giving just a couple of extra minutes each to Scotty, La’an, and Chapel across their storylines would have been to the benefit of Hegemony, Part II.

So… roll on Wedding Bell Blues! It’s a bit of an oddity to see two episodes premiere at once, but it’s not unheard of in the current streaming landscape. With the Enterprise bound for Earth, and a wedding seemingly on the horizon, the next episode seems like it’ll switch things up and be a nice change of pace. I think we need that after two quite intense war stories!

Be sure to join me in the days ahead for a review of that. Until then, I hope this has been interesting!


Star Trek: Strange New Worlds Seasons 1-3 are available to stream now on Paramount+ in countries and territories where the platform exists. The first two seasons are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – is the copyright of Paramount Global. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Cancelled Games I Wish We’d Got To Play

The recent cancellations and studio shutdowns in the games industry – and at Xbox in particular – got me thinking. There are a lot of games that just never made it to the launchpad for one reason or another, and some of them sounded genuinely fantastic. Given how poor a lot of corporate decisions are, I don’t buy the argument that “any cancelled game would’ve been bad; that’s why they cancelled it!!1!” – which is something some armchair critics like to say. That seems to be a bit of a “cope;” a way to brush off the cancellation of a title that could’ve been a ton of fun.

So today, we’re going to take a look at ten cancelled games that I really wish had seen the light of day.

You don’t have to tell me, I already know the argument: some of these games might’ve been crap, and maybe there were good reasons behind their cancellations. Noted. Got it. We don’t need to go over that again!

A selection of arcade machines.
Let’s talk about some cancelled games.

If I may suggest the obvious counter-point: some of these games might’ve been good! Some of the titles on this list seem to have been cancelled not for any reasons pertaining to quality, but for financial reasons, changes in priorities, or studios and intellectual property changing hands. Those things have next to nothing to do with the actual game, and while it’s true that not every decent-sounding cancelled game would’ve been great… I still wish we’d been able to see them and judge the finished products for ourselves.

As always, everything we’re gonna talk about is the entirely subjective, not objective opinion of just one person. If I highlight a game you think sounded awful, or ignore a title you think is obvious on a list like this… that’s okay. There ought to be enough room in the gaming community for differences of opinion. The games are listed in no particular order.

With that out of the way, let’s jump into the list.

Cancelled Game #1:
Agent (a.k.a. Rockstar’s Agent)
Early 2010s

Early logo of Rockstar's Agent.
The game’s logo.

Agent was first teased in 2007 by Sony, purportedly as a PlayStation 3 exclusive from Rockstar Games. Further details weren’t announced until 2009, when it emerged that the title would feature a secret agent in a 1970s Cold War setting. Obviously, the first point of comparison was James Bond, and that was more than enough to pique my curiosity! I didn’t own a PlayStation 3 until late in the console’s life, but Agent was perhaps the title I was most interested in after The Last Of Us.

Rockstar went radio-silent on Agent for years after the 2009 announcement. Occasional “leaks” would emerge, but there was nothing concrete. Rockstar’s parent company, Take-Two, renewed the “Agent” trademark twice, and seemed to imply to investors as late as 2013 that the game was still being worked on. However, another 2013 project, Grand Theft Auto V (and its online mode in particular), seems to have redirected Rockstar’s development resources.

Leaked screenshot of Rockstar's Agent showing a character at the foot of a staircase.
One of the leaked screenshots.

By 2015, the project seems to have been abandoned, and I really do believe that Rockstar’s change of focus to Grand Theft Auto Online is the main culprit. Comments from at least one former Rockstar developer suggest that team members were reassigned from Agent to support Grand Theft Auto V after 2013, with the popular and financially successful online mode clearly being more of a priority for Rockstar and Take-Two.

It wouldn’t be the last project Rockstar would sacrifice at the altar of Grand Theft Auto Online. A single-player expansion was planned but never released, Red Dead Redemption II’s online mode was ignored when it failed to generate the same kind of revenue as GTA’s, and you better believe we’d have seen Grand Theft Auto VI, and perhaps other Rockstar titles – like a sequel to Bully – if the studio hadn’t gone all-in on GTA Online after 2013. Agent seemed like it had the potential to live up to stealth-action titles like GoldenEye and the Hitman series, and its ’70s setting sounded particularly fun.

Cancelled Game #2:
Star Trek: First Contact
1998-ish

Pre-release screenshot of Star Trek: First Contact showing Picard and a Borg.
A game based on First Contact? Cool!

MicroProse created one of my favourite games ever: 1997’s Star Trek: Generations. Yes, the game is a pretty basic “Doom clone,” and yes it came out three years too late… but it was a ton of fun to play through an expanded version of the Generations story, with little connections to other episodes from The Next Generation. MicroProse had the Star Trek license in the mid-late 1990s, and after releasing Generations in 1997, the studio began work on an adaptation of First Contact.

For an action game or a first-person shooter, you could hardly pick a better Star Trek story than First Contact! Battling the Borg on the lower decks of the Enterprise-E, teaming up with Picard and the crew… it could have been a genuinely fun and exciting Star Trek experience. I doubt First Contact would’ve really crossed over to the mainstream and brought in a bunch of new fans… but you never know. A few years later, Elite Force managed to do just that.

Pre-release screenshot of Star Trek: First Contact showing Data, Worf, and two Borg.
A leaked screenshot of an early build of the game.

MicroProse’s financial problems seem to have impacted its ability to work on this game, though. The studio planned to use the then-new Unreal Engine, which would’ve allowed for better graphics and fully 3D models (Generations used a much older engine designed for DOS games that relied on 2D sprites for the most part). The jump in quality would’ve been noticeable, and First Contact could’ve been a good-looking game by 1998 standards!

A title based on First Contact is still one of my fantasy Star Trek games all these years later. Retaking the lower decks of the Enterprise-E, battling the Borg in close quarters, and perhaps having to rely on hand-to-hand combat and thrown-together weaponry… it just sounds so tense and exciting! It could also be a great horror-tinged game, with the Borg being a genuinely difficult and frightening antagonist. There was a ton of potential here, and it seems as if the game was cancelled through no fault of its own.

Cancelled Game #3:
Super Mario 128
1997-99

Screenshot of Super Mario 64 showing Mario on the castle's secret slide.
Whee!

A sequel to Super Mario 64 was planned for the Nintendo 64’s disc drive accessory – but the hardware failure led to the game’s cancellation. There’s a bit of confusion surrounding this title, because Super Mario 128 also refers to a completely different project that was in early development for the GameCube! But the 64DD version would have been much closer to Super Mario 64 than Mario Sunshine.

Originally, Super Mario 64 was supposed to include multiplayer, with the second player being able to control Luigi via split-screen gameplay. It sounds like Super Mario 128 was going to pick up this idea, using the 64DD’s more powerful capabilities to include a two-player mode. Luigi was confirmed by developer Shigeru Miyamoto to have been part of the project throughout its development, and rumours have suggested that Peach’s castle from Super Mario 64 would’ve returned as a location.

Screenshot of Super Mario 64 DS showing Luigi getting a star.
Luigi would eventually be playable in Super Mario 64 DS.

Another idea that Miyamoto supposedly had for Super Mario 128 was spherical levels or environments. We’d eventually see this idea in Super Mario Galaxy a decade later, but I’ve always wondered what it might’ve looked like if even one level had been like that back in the Nintendo 64 era! A direct sequel to the events of Super Mario 64, perhaps re-using and upgrading some of the same levels and environments just sounds like a lot of fun, and having a two-player couch co-op mode with Luigi and Mario together would have been fantastic.

Ultimately, the failure of the 64DD doomed this version of Super Mario 128. It seems that Nintendo kept the name, for a time, and the project was either switched to the GameCube or a new GameCube project was created with the same name shortly after the turn of the millennium. Elements of Super Mario 128 have appeared in several 3D Mario games over the years, including spherical levels in Galaxy and a return to Peach’s castle in Odyssey.

Cancelled Game #4:
Perfect Dark Reboot
Late 2020s

Logo for the Perfect Dark reboot.
The game’s logo.

After showing off Perfect Dark just a few months ago with an action-packed, exciting trailer… Microsoft and Xbox have now cancelled the project. Not only that, but the studio Xbox had created specifically to build Perfect Dark has been completely shut down and its staff have largely been laid off by Microsoft. This feels like a pretty shocking turn of events, and I think it’s a colossal disappointment that we aren’t going to get the promised Perfect Dark reboot.

Perfect Dark was Rare’s follow-up to the smash hit GoldenEye on the Nintendo 64, taking the same gameplay style but transposing it to a corporate-dystopia futuristic setting. Protagonist Joanna Dark was compelling, and the game was just a ton of fun both in single-player and multiplayer back in the Nintendo 64 days.

Screenshot of Perfect Dark showing the player character sliding in combat.
A glimpse at the game.

There aren’t that many single-player-focused first-person shooters any more. There’s id’s Doom series, and occasionally a title like Deathloop will come along, but for the most part, modern FPS titles focus almost exclusively on lucrative multiplayer modes that can be monetised to death. Perfect Dark represented something different – a bit “old school,” for want of a better term – in a modern gaming landscape dominated by those kinds of titles. And at a time when Microsoft’s biggest FPS franchise, Halo, has been flailing around, Perfect Dark could’ve been a much-needed boost. Heck, if it was good enough it could’ve even eclipsed Halo, taking Xbox in a different direction.

The gameplay that we saw a few months ago is real – though it was a “vertical slice” of a very incomplete game at the time it was produced. There really did seem to be a lot of potential in a return to this series and this style of first-person shooter. Maybe there were more problems behind-the-scenes than we’ve learned so far, and maybe Perfect Dark was just taking too long to be ready. But it’s a disappointment that we’ll never get to see it for ourselves.

Cancelled Game #5:
TimeSplitters 4
Late 2000s

Pre-release/placeholder logo of TimeSplitters 4.
An early version of the game’s logo.

TimeSplitters 2 is genuinely one of my favourite games of its era. Fun, fast-paced, with a unique story and art style… it was just a blast to play either alone or with friends. A third TimeSplitters game was also well-received – though I didn’t play that one for myself! Developers Free Radical Design announced that a fourth entry in the series was coming, but then they switched to develop the critically-panned Haze.

Haze’s failure seems to be what doomed TimeSplitters 4. Free Radical Design went into administration, and although it was initially announced that TimeSplitters 4 might be able to be saved, it didn’t happen. The studio was shut down, and the TimeSplitters license eventually ended up at Embracer Group after passing through several other hands.

Screenshot of TimeSplitters 2 showing a tommy gun, a car, and the game's 1930s Chicago level.
The Chicago level from TimeSplitters 2.

TimeSplitters’ unique level design – jumping through different time periods and using weapons from those eras – made it something a bit different, and there was something about its fast-paced gameplay, especially in multiplayer, that was just plain fun. I have wonderful memories of playing TimeSplitters 2 on the original Xbox with friends, kicking back after work with a game that was different from anything else on the market and just really entertaining to play. The single-player campaign was great, too.

TimeSplitters 4 feels all the more disappointing because the game seemed, for a brief period in the early 2020s, to be getting a reprieve. However, a second cancellation was confirmed a couple of years ago, with the resurrected Free Radical being shut down for a second time. Again, this seems not to have been the fault of TimeSplitters 4, but rather due to issues within parent company Embracer Group.

Cancelled Game #6:
Shenmue III
2003-ish

Screenshot of an unreleased Shenmue II/Shenmue III environment showing Ryo with a temple.
Is this what Shenmue III would’ve looked like circa 2002?

Before you get angry and start screaming at me that “Shenmue III came out in 2019!!1!” – I know. I’m not talking about that version of the game. What I’m lamenting is that the original Shenmue saga couldn’t be continued on the Dreamcast, and that fans had to wait almost twenty years for a sequel to Shenmue II that wasn’t what it was originally supposed to be. If the Dreamcast had been a success and Shenmue III had been created in the early 2000s, it would have certainly been a different game – and probably a longer one, too.

There were rumours back in the day that Shenmue and Shenmue II could’ve been ported to the PlayStation 2 after the Dreamcast’s demise… and that could’ve also been something that saved the series. I firmly believe that the Shenmue saga is one of the best stories ever told in the medium, and it’s positively criminal that it’s never been concluded. There were chances in the early 2000s to salvage the Shenmue project, but its reputation, high pricetag, and connection to the failed Dreamcast all counted against it… as did the second game’s low sales.

Screenshot of an unreleased Shenmue II scene showing Ryo and Shenhua in bed.
Shenhua and Ryo.

If Shenmue had continued, one way or another, in 2003 instead of 2019, I think we’d have gotten a much larger game for starters. And without the intervening couple of decades, this version of Shenmue III would undoubtedly have been closer to fans’ expectations – and possibly exceeded them. One of the reasons Shenmue III felt disappointing to some fans, in my opinion, is that the 2019 version wasn’t able to take advantage of years’ worth of changes and improvements in game design.

Shenmue III in the early 2000s would’ve also been a stepping-stone – one part of an unfolding story. I can’t speak for every Shenmue fan, but I genuinely expected the crowdfunded 2019 game would conclude the game’s main story. It didn’t – and that alone convinced me not to even buy it at first. But in 2003, that would’ve been a non-issue, so even if the story and settings of Shenmue III had been exactly the same, I believe the game would’ve been far better-received. Unfortunately, Shenmue was a masterpiece that was, in many ways, ahead of its time. Players in the early 2000s weren’t as interested in what the first two games had to offer, and the Dreamcast’s shaky position in a market that was about to be dominated by the PlayStation 2 sealed its fate.

Cancelled Game #7:
Life By You
2024-26

Promo art for Life By You showing the game's box art and logo.
One of the game’s promo images.

Life By You was one of a handful of Sims-inspired life simulator games that were all in development at the same time in the 2020s. And it was probably the one that appealed the most to me! Electronic Arts has monetised The Sims 4 to death – it costs, at time of writing, more than £1,300 to buy all of the available add-ons and expansions for that game. That’s a consequence of EA having the life-sim genre basically all to itself for years. Titles like Life By You threatened to change that.

I don’t know what Life By You’s monetisation might’ve looked like. Developer and publisher Paradox is not exactly known for being light on the DLC with its grand strategy games, many of which have DLC totals that can run to several hundred pounds. But I think competition in the life-sim genre is a good thing, and as someone who enjoyed The Sims in the early 2000s, I was definitely interested to see what another big studio could’ve done with the same basic gameplay idea.

Promo screenshot for Life By You showing the game's build mode.
This looks like it would’ve been the game’s build mode.

inZOI and Paralives are two other new life simulators that are both coming out soon, though I would note that inZOI’s early access seems to have been a little *too* early! But both of those games are by smaller teams – and while there’s nothing wrong in the slightest with smaller studios, new studios, and indie developers, the bigger name behind Life By You was at least part of the draw, in my opinion. I’m still very interested in those other games, and I hope they both give The Sims 4 a run for its money! But if they don’t, or if they aren’t as good as people are hoping, I really think we’ll come to regret the cancellation of Life By You.

We don’t know what happened behind-the-scenes, but Paradox put out a statement saying that “a version we’d be happy with was too far away,” seeming to indicate that development was not progressing at a pace the publishing side of the company was happy with. It’s worth noting that Paradox was able to write off a significant portion of the game’s development costs against its annual income… which may have also been a factor in the game’s cancellation. Paradox also called the game “high risk,” and claimed in a meeting with investors that they’d be less likely to invest in similar titles in the future.

Cancelled Game #8:
Whore of the Orient
2013-16

Leaked screenshot of Whore of the Orient showing a man, a staircase, and a window.
The only image of the game that ever leaked.

Let’s get the obvious out of the way: that’s a horrible title for a video game! But setting the title aside, Whore of the Orient sounded genuinely interesting. It was the brainchild of the people behind L.A. Noire, the police investigation game published by Rockstar in 2011. Team Bondi was eventually rolled into a new studio to develop Whore of the Orient, but most of the senior team stayed to work on the project.

Whore of the Orient would’ve made use of the same facial capture technology as L.A. Noire, but targeting a PlayStation 4/Xbox One release, I think we’d have seen some noticeable improvements on that front. The game was to be set in Shanghai in the 1930s, with political intrigue, the rise of communism, and criminal gangs. We don’t know much more about its story, but that premise sounds like something genuinely different, and potentially very engaging.

Photograph of Shanghai, circa 1927. Black-and-white image from an elevated position looking down on a waterfront packed with boats.
Whore of the Orient would’ve been set in Shanghai, circa 1930s.
Photo: Shanghai, 1927

We haven’t seen another game quite like L.A. Noire, and I’d have loved to see what the original developers could’ve done with the improved hardware of the PlayStation 4 generation. L.A. Noire hasn’t really aged well, with its facial capture stuff feeling just a bit too janky, but the same technology running on more advanced hardware could’ve really been something special.

As to the story, there aren’t any games I can recall that are set in 1930s China, so that alone would’ve made it stand out. We don’t know why the game was cancelled, only that parent company KMM Interactive pulled the plug sometime between the final update on the project, which was in 2013, and June 2016, when the news was belatedly announced to the public. Perhaps the story never came together, maybe the technology wasn’t working right, or maybe the game got too big and ambitious for its budget. In any case, it’s disappointing that the L.A. Noire folks didn’t get a second chance to tell a different story.

Cancelled Game #9:
Half-Life 2, Episode Three and Half-Life 3
Late 2000s

Concept art for Half-Life 2, Episode 3 showing an icy environment and a shipwreck.
Promotional art for Episode Three.

Half-Life 3 has become a meme at this point; the ultimate example of a video game that we’re never gonna play! But there was a time when either Episode Three or a full Half-Life 3 were very much on the agenda. But that was before developers Valve decided to dedicate all of their time to Steam, Dota 2, and the Counter-Strike series. As above with Perfect Dark, there’s a gap in the market for single-player first-person games, and the Half-Life series should be well-positioned to fill it.

Half-Life’s story is incomplete. Worse, it just… ends. There’s no conclusion for any of the characters or storylines, just a big, almost twenty-year-long void. And at this stage, despite occasional rumours… I don’t think the Half-Life series would print money in the way the first two titles did. It’s been too long, a whole new generation of players have come along who don’t even know that Valve used to make games, and quite honestly, I’m sceptical about Valve having the talent to produce a top-tier single-player game after so much time has passed.

Pre-release screenshot for Half-Life 2, Episode 3 showing a first-person perspective, an icy environment, and several enemies.
A leaked screenshot of an early build of Episode Three.

There was that VR game a couple of years ago, and rumours occasionally fly about a potential new Half-Life title. Valve, unlike many of the other developers on this list, is still around – and still printing money hand over fist thanks to Steam. But the company’s focus has changed, and I don’t think most of the folks there are interested in another entry in the Half-Life series. It’s just sad that such an interesting setting and cast of characters can’t get any kind of conclusion, and it’s frustrating that there’s not really a good reason. If the studio had closed or if the previous entries in the series had flopped… fair enough. But Half-Life is held in high esteem and Valve clearly has the resources to invest. They just never did.

I also think we’re at a point now, for fans of the series, where any new game would struggle to meet expectations. It’s been so long, and Half-Life 3 has seen its status massively inflated, so any announcement would generate insane levels of hype. No game – no matter how good – could realistically reach the heights players would set for a new Half-Life… so maybe it’s better this way?

Cancelled Game #10:
Star Wars: Project Ragtag
Mid-2010s

Concept art for Project Ragtag showing several characters.
Concept art for the game.

After the Walt Disney Company acquired LucasFilm in 2012, they also acquired the game studio LucasArts… and promptly shut it down. Disney handed the Star Wars license to Electronic Arts, who commissioned Dead Space developer Visceral Games to create a Star Wars third-person adventure game. Project Ragtag was being helmed by Amy Hennig, who had written and directed the Uncharted trilogy. Everything seemed to be coming together, and a genuinely great Star Wars game was in the offing.

But in 2017, EA didn’t just cancel the game, they closed down Visceral Games as well. According to Hennig, this decision was taken months before the team was made aware of it, and EA apparently planned to re-use some of the work Visceral had done for a rebooted open-world title. That project never saw the light of day, either.

Pre-release screenshot of Project Ragtag showing an empty level.
An early build of an in-game environment.

Project Ragtag was supposedly a “heist game,” being set sometime during the events of the original Star Wars trilogy. Last year’s Star Wars Outlaws sounds kind of similar in theory, and I think that’s a good starting point, at least, when considering what Project Ragtag might’ve felt like to play. I’ve long argued for more stories set in the Star Wars universe that don’t just rely on the Jedi and Sith or on bringing back familiar faces, and I felt Project Ragtag had the potential to be a wonderfully engaging experience.

The director and studio both had pedigree, so there were plenty of reasons to be optimistic. Maybe the game wasn’t coming together… or maybe Electronic Arts was desperate for open-world, always-online multiplayer titles that seemed like better monetisation prospects in the second half of the 2010s. EA would go on to publish Jedi: Fallen Order a few years later, though, so maybe they learned their lesson!

So that’s it.

Stock photo of Sega Mega Drive games and a control pad.
A selection of Mega Drive/Genesis games.


We’ve talked about ten cancelled games that I really wish we’d been able to play!

Some of these have been sore spots for decades; others are new, but still sting. Sometimes a game being cancelled does ultimately lead to something better, either because the creative folks move on to different projects, or even because some of the work done on a title can be repurposed. But there’s no point in denying it: a game I’m looking forward to getting cancelled just hurts.

There are a few titles where cancellation feels reasonable under the circumstances or may have been expected. Some games sound too good to be true and may have proven too ambitious, or just didn’t come together in the way their developers hoped. These things happen, and as I’ve said before: game development is not a sure-fire thing. There can be all manner of reasons why a decent-sounding project struggles when the concept comes up against the real world.

Promo photo of a woman working on a computer with two monitors.
Game development is not a straightforward process!

But all of these games sounded good to me, and I regret that they were cancelled before I could try them! As someone who follows the games industry – and who spent a decade working on the inside – I keep up to date with upcoming games, and even allow myself to get excited, sometimes! That inevitably brings with it a degree of disappointment when a title either doesn’t live up to expectations, or doesn’t even make it to release.

I hope this hasn’t been too depressing. And who knows: maybe some of these games will get a reprieve one day. If Age of Empires IV can be developed sixteen years after Age of Empires III, or a new 3D Donkey Kong game can launch in 2025 – more than a quarter of a century after Donkey Kong 64 – then maybe there’s still hope!


All titles listed above may still be in copyright with their respective developer, publisher, and/or studio. Some screenshots and images courtesy of IGDB, DJ Cube, and Shenmue Dojo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Picard’s Abandoned and Unfinished Storylines

Spoiler Warning: There are spoilers ahead for Star Trek: Picard Seasons 1, 2, and 3 – including the endings of key storylines and the final scenes and sequences of the series. Spoilers are also present for the following Star Trek productions: The Next Generation and Voyager.

Although the series only ran to a total of thirty episodes, it’s going to take a long time to properly deconstruct and assess Star Trek: Picard. It’s now been a couple of years since the series finale aired, and although there have been pitches for both a successor show and a potential movie, it seems at this stage that neither of those are moving ahead. It’ll take a while to fully dissect Picard and the show’s place in the Star Trek franchise – and I originally planned to write this piece shortly after the show’s finale – but what we’re going to do today is take a tentative step in that direction.

I’ve put together a list of the significant storylines that Picard either abandoned outright or left unfinished, and I thought it could be interesting to take a look at them. Each of the show’s three seasons was a relatively self-contained story, but as we know, serialised storytelling like this has its drawbacks. Seasons 1 and 2 in particular both ran out of road and failed to wrap up key storylines and character arcs by the time the credits rolled. Subsequent seasons also failed to pick up the baton and do anything with these incomplete narratives – something that feels particularly odd when considering that Seasons 2 and 3 went into production back-to-back.

Sir Patrick Stewart taking a break during production on Picard’s first season.

There are a surprising number of abandoned and unfinished storylines to look at, and there’s almost certainly more to say about most of them than can fit on a list like this – so stay tuned in the future for longer looks at some of these subjects!

My usual caveats apply: everything we’re going to discuss today is entirely subjective! If you didn’t care for a particular story and see no need for it to be continued, that’s okay. Likewise, if you feel that the writers and producers did a great job with these stories, that’s okay too. There’s room for differences of opinion within the Star Trek fan community! I’m not even necessarily saying that the decision to abandon some of these storylines was the worst possible thing that could’ve happened; there are characters that weren’t popular and stories that were less interesting than others, and there are defences, justifications, or at least excuses we can make in some cases for why a storyline wasn’t continued.

Harry Treadaway, Isa Briones, Evan Evagora, Alison Pill, Michelle Hurd, and Santiago Cabrera during production on Picard Season 1.

But there are also stories that I would’ve very much liked to see concluded – one way or another! Some of these could have been wrapped up by way of a line or two of dialogue, and the abandonment of certain characters and narrative threads feels inexcusably poor – especially from a flagship, high-budget television series.

There were clearly problems and issues behind-the-scenes on Star Trek: Picard… but that’s something we’ll have to discuss in more detail on another occasion.

Let’s jump into the list – which is in no particular order!

Abandoned Storyline #1:
What happened to the surviving ex-Borg?

Ex-Borg aboard the Artifact.

Toward the end of Season 1, the Zhat Vash triggered a failsafe aboard the Artifact that killed hundreds or perhaps even thousands of ex-Borg by blowing them out into space. But as we saw in Et in Arcadia Ego, not all of the ex-Borg were killed. Some survived the journey to Coppelius and the rough landing as the Artifact was dragged to the planet’s surface… but they were dumped from the story shortly thereafter.

Part of Seven’s arc in Season 1 appeared to be setting her up to take on some kind of leadership role with the ex-Borg, possibly working alongside Elnor, who had pledged his sword to their hopeless cause. After the untimely death of Hugh, the remaining ex-Borg were without leadership – and perhaps more importantly, without anyone to advocate on their behalf.

One of the Ex-Borg survivors on Coppelius.

I think it stands to reason that the Federation would have taken in the XBs as a matter of principle – but as we learned from Seven of Nine in Season 2, life wasn’t always fair to former members of the Collective. The ex-Borg aboard the Artifact seemed to be especially vulnerable, with some having only just been reawakened after years in stasis. Many may not know where they are – and some appeared to be from races not native to the Alpha and Beta Quadrants. There would be a lot of work to do to care for the ex-Borg and help them get settled in the Federation.

This was a storyline that Season 2 could have picked up, especially with a focus on Seven’s relationship with the Borg and with the introduction of a new Borg faction. Even a line or two of dialogue confirming that the Artifact and ex-Borg were under Starfleet’s care would have been something! This was a pretty significant storyline that ran throughout the entire season, and it feels incomplete at best.

Abandoned Storyline #2:
Why bother resurrecting Elnor?

Elnor at the end of Season 2.

Early in Season 2, killing off Elnor felt like a bold move. It wouldn’t have been my first choice, as there was a ton of potential in Elnor not only as a young character who could potentially have carried the Star Trek franchise forward, but as the first Romulan to serve in Starfleet. But when that decision had been taken, as the season wore on it appeared to be working. Despite all of the flaws and issues with Season 2, one of the storylines that was working well was Raffi’s. She had to come to terms with the death of someone she viewed as a surrogate son, and we saw her go through different stages of grief. It was harrowing, riveting, and exceptionally well-performed by Michelle Hurd.

At the last second, though, Elnor was resurrected by Q’s magical powers – massively and catastrophically undermining Raffi’s Season 2 arc, and rendering incredibly powerful sequences impotent and meaningless. As the curtain fell on Season 2 and we heard from actor Evan Evagora that he wouldn’t be returning for Season 3, this resurrection felt incredibly pointless. For the sake of one bad, overdone sight gag (in which Elnor’s disgust at a beverage made him the butt of a joke) an entire season’s worth of emotional storytelling had been undone.

Elnor.

Elnor was a wasted character in Picard. His role in Season 1 was minor, and he appeared to serve as comic relief half of the time. Aside from one spotlight episode, he seemed to be glossed over by the writers and ignored by other characters. The potential he could have had was already being squandered – so his death, while disappointing in more ways than one – at least achieved something insofar as it gave motivation to Raffi and allowed her Season 2 arc to unfold.

But Season 3 could’ve offered Elnor a potential reason to return from the grave. Most of the young characters, aside from Jack Crusher, were fairly bland and forgettable, so when they found themselves assimilated by the Borg toward the end of the season, some of the impact of that was lost. These were kids that we just didn’t know well enough to get truly invested in. But Elnor, after everything he’d been through, could have been different. If he’d been included in Season 3, perhaps replacing one of the La Forge sisters (of which there didn’t need to be two), then the whole Borg storyline could’ve been strengthened, the stakes raised, and a narrative reason found for Elnor’s unexpected resurrection.

As an addendum, it’s worth noting that the USS Excelsior, on which Elnor was serving at the end of Season 2, was destroyed in Season 3. So is he alive? Dead again? Who knows… and who cares? Clearly not the writers…

Abandoned Storyline #3:
Why did Q die? (And is he still dead?)

Q at the end of Season 2.

I have a longer theory post about this, which you can find by clicking or tapping here if you’re interested in some speculative ideas. What I didn’t say then, or at least not as strongly, is this: if you’re going to write a story that hinges on the imminent death of a character, with that character’s entire arc and motivation for their actions being derived from the knowledge of their impending death, then you really ought to explain why that character is dying! Especially, in this case, as we’re dealing with Q: a super-being who has always been presented as being functionally immortal.

But there was no explanation written for Q’s death. It’s possible that Q himself didn’t know, or that he was simply reaching the end of his natural life – a lifespan that may have been finite after all. We can read between the lines, perhaps, or use one of my theories as head-canon to explain that members of the Q Continuum aren’t entirely immortal after all.

Is Q back?

Or we could have done that… if Q had stayed dead. In yet another profoundly odd and contradictory move for two seasons of television that were produced at the same time by the same showrunner and team, Q returned at the end of Season 3 in a post-credits scene. Forget the in-universe explanation. I know Q said that time isn’t linear for him, and if we assume that the Q seen at the end of Season 3 is younger than the Q at the end of Season 2 then it all works out in a mildly paradoxical way. Time travel is like that in fiction.

But from a production point of view… to hinge the entire plot of Season 2 on Q’s impending death, to make that the emotional core of what was an already incredibly weak and convoluted story, and then to undo that death a mere ten episodes later for the sake of a cameo so short it was barely even a clip? It’s mind-boggling how strange some of these narrative decisions are. Is Q dead? Is this the same Q? Why did Q die? Did he stay dead or was he revived? We don’t know – and even if Legacy had gone ahead, I doubt we’d have found out.

Abandoned Storyline #4:
Did the Coppelius synths have to relocate?

Synths on Coppelius.

One of the most badly-rushed parts of the Season 1 finale concerned the Romulans’ decision to withdraw from Coppelius when confronted by a Starfleet armada. The culmination of the Zhat Vash plot involved the destruction of the Coppelius synths, and having found out where they were located, Commodore Oh broke cover and led a Romulan fleet to the Ghulion system. But she almost immediately stood down and withdrew her forces.

I was never convinced by this, and I think it’s something that needed a lot more screen time in order to be convincing. As a fanatical zealot, Oh simply didn’t seem like the kind of person who would be convinced to change her plan because of one speech and the presence of a new obstacle. Although she did withdraw, it wasn’t clear why. Had she abandoned her crusade after seeing Soji close the portal? Or was she planning to come back later and blow up Coppelius Station?

The Romulans could return and annihilate the synths before Starfleet had time to do anything about it.

The Zhat Vash, and indeed the Coppelius synths, disappeared from the story at this point. We don’t know what became of Oh, of the Romulan fleet, or the Zhat Vash. And we don’t know whether the Coppelius synths were safe now that the Romulans knew of their location. It seemed plausible to me to think that they might have to be relocated for their own safety – but this was never shown on screen.

At the beginning of Season 2, Soji said that she had been “travelling” since the end of the ban on synthetic life, meeting with representatives of other races. But that doesn’t mean that all of the synths were doing the same thing! Despite their importance to the story of Season 1, the synths were dropped without a conclusion to their story being written.

Abandoned Storyline #5:
How did Vadic and the Borg Queen come to work together?

Vadic: Season 3’s villain.

I detest what Picard did with Vadic. It felt like such a thorough and underwhelming waste of a potentially interesting villain – all to bring back the Borg for the third season in a row. But setting that aside, while we learned that the Borg Queen and this splinter group of disaffected Founders were working together… we never learned how that came to happen. It might not be “essential” to the story in the same way as some of the other points on this list, but it would’ve been interesting.

“Just because” or “use your imagination” aren’t particularly good excuses, in my book, and I would’ve liked to see a flashback to the Borg Queen and Vadic meeting for the first time. Which of them devised this scheme? Did the Borg try to assimilate the changelings at first? How quickly did they come to realise they had a common enemy? And how did they even figure out Jack Crusher was Picard’s son, let alone that he could be used for the purpose of activating a “sleeper agent army” of Borg?

Floaty McFloatface…

All of those points would’ve added interesting background to the story of Season 3, and while I understand that the writers wanted to keep some of the mysteries going so as not to blow the big reveal, once the Borg’s presence was known, a flashback could’ve filled in a lot of the blanks. I don’t think this would’ve needed to take up an entire episode, and it would’ve been enough to simply show their first contact and the beginnings of their planning.

I like that Picard Season 3 slowed down, in places, to give us moments with the returning characters – but the trade-off for that is that some big narrative beats were left unexplained. Given that Vadic’s performance was over-the-top and could feel quite one-dimensional, seeing her devising this scheme and working with the Borg Queen – even just for a handful of flashback scenes – could’ve improved how I feel about her as a character.

Abandoned Storyline #6:
Where’s Narek?

…and he was never seen again.

This truly fits the definition of “abandoned.” After the plot to stop Sutra and Soji from contacting the “super-synths” in the Season 1 finale, Narek was captured by the Coppelius synths. We last saw him lying on the ground, being apprehended. Narek then promptly disappeared from the story and the series… never being so much as mentioned again.

Narek’s disappearance is one consequence of Picard’s first season being so poorly-structured. The story simply ran out of time, leaving the final episode with way too much to cram in and nowhere near enough time to pay off everything that had been established. Narek simply ended up as one of several elements on the chopping block – but as a major character, someone whose story we’d been following for the preceding nine episodes, I kind of think we’re owed a conclusion. Apparently a scene involving Narek being taken into custody was scripted, but I don’t think it was even filmed given the narrative constraints placed upon the finale.

Narek with Soji.

Season 2 could’ve provided this. All it would’ve taken was a single line of dialogue in the premiere: Dr Jurati could say something to Soji along the lines of “how do you feel now that Narek’s been sentenced? I heard he won’t be getting out for years, and the Federation has refused all requests to return him to Romulan space.” It’s as simple as that, and the mystery would’ve been solved. Given how slowly Season 2 plodded along, and how uninteresting most of it was… we could’ve even gotten an entire “Narek on trial” episode right at the beginning!

We simply don’t know what happened to him, though. And while Federation custody is plausible, it’s not impossible that the synths kept him in custody, executed him, turned him over to the ex-Borg, or even that he managed to beam up to one of the Romulan vessels and escape. For a main character to just be dumped in this way… it’s pretty pathetic for a big-budget series supposedly being made by professionals. And even when we take into account that most of the rest of the Season 1 cast were dropped after Season 2, Narek’s disappearance still feels the most egregious.

Abandoned Storyline #7:
What happened to Dr Jurtati’s new Borg faction?

Dr Jurati/the Borg Queen.

When Starfleet came under attack by the Borg-Changelings, you know who could’ve been a metric fuckton of help? A literal Borg Queen. But even if Dr Jurati and her “Friendship is Magic” Collective were too busy taking care of the mysterious anomaly from the end of Season 2 (more on that in a moment), it would still have been nice to know that. As it is, she and her cuddlier, friendlier Borg Collective seem to have just… fucked off.

The Jurati-Borg represent something new for Star Trek: a different kind of Borg Collective, not based on violent and forced assimilation, but building some kind of community. Or… at least, I think that’s what they represent. Despite a painfully constipated buildup, we didn’t actually get much of a payoff to Jurati and the Borg Queen merging. As a result, this faction feels less like a proper, fully fleshed-out Borg splinter group and more like a hollow plot device: something with which to bookend the story.

Dr Jurati’s ship.

If Legacy had managed to get off the ground, I’d have desperately wanted to see the Jurati-Borg back for at least an episode or two. I think she could’ve been a particularly interesting foil for Seven of Nine; a Borg Queen, but a different kind of Queen, sharing some of the traits Seven would remember while being a fundamentally different kind of person.

This also ties in with the abandoned “mysterious anomaly.” After showing up to both kick off the plot of Season 2 and then reveal they were actually there to save the day in the season finale… we just never learned more about this faction or the anomaly. For a franchise all about exploring the unknown… I just think that’s pretty poor. And yes, Dr Jurati wasn’t the main focus of Picard, but she’s still a main character, and she spent close to 400 years off on her own, setting up a different kind of Borg Collective. Learning at least a little about that would have been interesting, and a nice way to conclude her story.

Abandoned Storyline #8:
Who was responsible for the transwarp anomaly?

The transwarp anomaly in Farewell.

Bookending Season 2’s story was the mysterious anomaly. It threatened to unleash a huge amount of energy, devastating an entire sector of space and potentially destroying an entire fleet of ships… but we have no idea who caused it, what their aim may have been, or if it was simply a weird naturally-occurring phenomenon.

The Jurati-Borg certainly believed that this transwarp anomaly was a threat, and we can infer that it may have been an exceptionally powerful weapon. There are a few factions within Star Trek that could, in theory, be capable of that kind of attack. I think we can rule out the original Borg Collective for two reasons. Firstly, according to Season 3 of Picard, the Borg are in disarray and on the verge of collapse. And secondly, if it were a Borg attack, you’d think a centuries-old Borg Queen, with knowledge of the Collective and its technologies, would have recognised that.

The “guardian at the gates.”

To me, it feels profoundly odd that Seasons 2 and 3 went into production back-to-back, with mostly the same team at the helm, but this storyline didn’t carry over. It could’ve been set up, without much additional effort, as a prelude to Vadic’s scheme in Season 3; perhaps the transwarp anomaly was supposed to be a distraction, or perhaps it was her first attempt to attack the Federation, before realising she could ally with the Borg. It wouldn’t have taken a lot of effort to write the anomaly into the plot of Season 3.

In practically no other Star Trek story is a plot point like this left unresolved. If there’s an enemy, our heroes stop them. If there’s a mystery, we get answers. If a space phenomenon shows up, we get an explanation – even if it’s pure technobabble. The mysterious anomaly being abandoned like this is not only totally unprecedented… but it’s also incredibly unsatisfying. Everything Picard and the others went through built up to this moment… and we don’t know who’s responsible.

Abandoned Storyline #9:
So… who’s Picard married to these days?

So did Picard stay married to Laris…

The entire plot of Season 2, according to Q, was that Picard had unresolved trauma from childhood that was keeping him isolated and preventing him from falling in love. Setting aside Picard’s romantic entanglements in The Next Generation, we’ll accept this explanation for now. By the end of Season 2, Picard returned to his vineyard where Laris was waiting for him. And he seemed finally ready to take the next step into a final frontier of his own.

Laris appeared very briefly at the beginning of Season 3, but promptly disappeared after Picard set out to find his ex… Dr Crusher. After that, we learned that Picard and Crusher had conceived a son some years earlier, and Laris was never mentioned again. After the Borg-Changeling scheme was defeated, Picard reunited with Dr Crusher to escort their son to his first Starfleet assignment. So… where’s Laris?

…or did he get back together with Dr Crusher?

I don’t necessarily think that the end of Season 3 suggests that Picard and Crusher rekindled their relationship. But now that Picard knows about Jack, he’s clearly planning to take more of an active role in his son’s life, meaning he and Dr Crusher will remain on speaking terms. Is Laris okay with that? Does Picard having a son change things for her? Could Picard be the one feeling conflicted, torn between two women, two families, and two potential lives? We didn’t get any exploration of what Picard’s past and Jack’s arrival in his life could mean for his new relationship – and again, to reemphasise a point from earlier, Seasons 2 and 3 were in production at the same time. The writers knew, when giving Picard and Laris their “happy ending” in Season 2, that his past relationship with Dr Crusher was about to be thrust into the spotlight.

There are multiple ways to interpret what we know. One is that, after the events of Season 3, Picard resumed his married life with Laris, even if things may have gotten a tad awkward. But the other is that Picard and Dr Crusher got back together, explaining why they were both with Jack when he arrived aboard the Enterprise.

Abandoned Storyline #10:
Who were the “alliance of synthetic life,” and what were their goals?

The Beacon.

The faction I nicknamed the “Mass Effect Reapers,” for their similarities to that video game antagonist, disappeared after Season 1 and weren’t mentioned again. But because of the aforementioned time crunch as Season 1 wrapped up, we really never learned much about them, who they were, what their objectives might’ve been… or what the consequences would’ve been if they’d shown up.

If Season 1 had been structured differently, an alternative ending could’ve shown the “super-synths” actually making it through the portal over Coppelius – and being confronted by the Federation and Romulans. It would’ve surely fallen to Picard, with his diplomatic talents, to defuse the situation, and we could’ve spent an episode or two with this faction, learning a little about where they came from, why they wanted to save their fellow synthetic life-forms, and perhaps if they’re connected to someone like the Borg.

This was as much as we saw of the “super-synths.”

There are two competing theories, as I see it, for what these guys might’ve wanted. The first is that their offer to the synths – as depicted in their beacon on Aia – was genuine, and they truly wanted to help all artificial life-forms survive what they viewed as an inevitable attack by organics. The second, much more sinsiter explanation, is that the beacon was a trap. When a civilisation has advanced sufficiently to develop synths, those synths would trigger the beacon – allowing the “alliance of synthetic life” to show up, kill everyone, and harvest their resources.

Option B would be more interesting, in theory! But it would’ve also dominated at least one season’s worth of storylines, and given the way Season 1 landed for a lot of folks… I think it’s probably okay that we moved on from the super-synths. But it would still be interesting to learn more about them. As it is, they feel pretty one-dimensional; a powerful enemy with no face, no clear goals, and not even a proper name.

So that’s it.

The rebuilt Enterprise-D bridge under construction ahead of Season 3.

We’ve talked about ten of Picard’s abandoned and unfinished storylines.

With the show over, and Legacy not being greenlit anytime soon, I suspect these narrative threads will be forever orphaned! They’re far from the only storylines in Star Trek to never get a proper resolution; the parasite-aliens from Conspiracy spring to mind, but I’m sure you can think of others. With Starfleet Academy soon to hit our screens, bringing Star Trek back to Discovery’s far future… maybe there’s an outside chance some of these events will be referenced – but I wouldn’t bet on it.

We’ll talk about this in more detail on another occasion, but two years on from Picard’s finale and I think my opinion of the show has worsened. There are some genuinely good episodes in the mix, some creative storytelling, and some wonderful moments of characterisation. But there’s a growing feeling that the show as a whole was a bit of a missed opportunity; that Star Trek’s return to one of its most popular characters and its most successful era should have done more to re-establish the franchise and set the stage for more. Legacy’s failure to get off the ground is, in a way, an indictment of the fact that Picard didn’t live up to Paramount’s expectations – and we have some questionable storytelling decisions to thank for that, in my view.

A console aboard the USS Titan.

It speaks to Paramount’s lack of care and unprofessionalism that a big-budget flagship series left so many characters and half-finished storylines behind. After running to a scant thirty episodes across three seasons, there really shouldn’t be this much abandoned content to talk about. One day, I’d love to get a Chaos on the Bridge-style documentary about what happened behind-the-scenes, because I bet there’s a lot we don’t know.

Although Picard has finished its run, there are still going to be things to say about the show from time to time! I’d love to do a longer retrospective piece about the series one day, because while I followed along and wrote reviews of all thirty episodes, I haven’t really been able to sit back and assess the series as a whole. With the benefit of hindsight – and with Picard potentially being the only 25th Century series we’re ever gonna see – I think there’s more to say that I may not have considered during the show’s original run.

So I hope you’ll stay tuned. There will be more Picard content to come in the months and years ahead.


Star Trek: Picard Seasons 1-3 are available to stream now on Paramount+ in the United States and other countries and territories where the service is available. The Star Trek franchise – including Picard and all other properties discussed above – is the copyright of Paramount Global. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Game Studios in Danger

A spoiler warning from SpongeBob SquarePants.

Spoiler Warning: Beware spoilers for the following games: Batman: Arkham Knight, Mass Effect 3, Halo Infinite, and The Last of Us Part II.

Microsoft’s latest round of layoffs has really hammered home how shaky some parts of the games industry feel as the 2020s roll along. Big games – like the remake of Perfect Dark, Rare’s long-awaited Everwild, and an unnamed title from ZeniMax Online – have all been canned as Microsoft “restructures” its gaming division… despite making literally more money than it ever has in its corporate existence. And all of this comes after some ridiculous studio closures barely twelve months ago. But the Xbox situation got me thinking… which other games and studios could be in danger?

So that rather depressing topic is what we’re going to tackle today. To be clear: I don’t think the entire games industry is heading for some kind of repeat of the 1983 “crash.” Gaming is too big nowadays, and there are so many people playing games, that the idea of gaming as a whole ever disappearing or experiencing that kind of huge slowdown just doesn’t seem feasible anymore. So to reiterate that last point: I am not predicting an industry-wide “crash.” But there are multiple publishers and developers that I believe are in danger – and one badly-received game could, in some cases, lead to their exit from the industry altogether.

This piece was prompted by the Microsoft and Xbox news, but it’s not only Microsoft-owned studios that could be on the chopping block. There are issues at outfits owned by Sony, too, as well as third-party publishers and developers.

Phil Spencer on stage at the launch of the Xbox Series consoles.
Xbox just announced another round of layoffs.

A few caveats before we go any further. Firstly, if you or someone you know works at one of these companies, please know that I don’t mean this as any kind of attack or slight against you or the quality of your work. This industry can be brutal, and as a commentator/critic, what I’m doing is sharing my view on the situation. What I’m categorically *not* doing is saying any of these companies “should” be shut down. I really don’t want to see more people in the industry put out of work. I spent a decade working in the games industry, and I worked for companies that went through tough times. I know what it’s like to feel like your job is on the line… and the last thing I want to do is rub salt in the wound or make things worse.

Secondly, I have no “insider information” from any of these developers or publishers. I’m looking in from the outside as someone who hasn’t worked in the industry for more than a decade at this point. Finally, all of this is the entirely subjective, not objective, opinion of just one person. If you disagree with my take, think I’ve got it wrong, or you’re just convinced that a company’s next game is sure to be an absolute banger… that’s totally okay. Gamers can be an argumentative lot sometimes, but I like to believe there’s enough room in the wider community for polite discussion and differences of opinion.

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

Endangered Studio #1:
Halo Studios

Promo screenshot of Halo: The Master Chief Collection showing the beginning of the first game.
Is the long-running Halo series in trouble?

Halo Studios, formerly known as 343 Industries, is Microsoft’s in-house development team working on the Halo franchise. But… well, it wouldn’t be a stretch to say that 343/Halo Studios has never released a *big* hit. The closest they’ve come, in more than a decade, was remastering the original Halo games… and even then, we have to give the huge caveat of the bugs and performance issues that plagued early versions of the remasters.

Whether we look at Halo 4, Halo 5, Halo Infinite, the Halo Wars spin-off, or the mobile games… Halo Studios hasn’t exactly taken the gaming world by storm. Infinite was supposed to be the Xbox Series X’s “killer app;” a launch title to really sell people on the new console and make it a must-buy, just as the original Halo: Combat Evolved had done some twenty years earlier. That didn’t happen, and the reception to that game – including from yours truly – was pretty mixed.

Still frame from the Halo TV series showing the Master Chief without his helmet.
The cancellation of the TV adaptation won’t help.

Although Halo Studios has been hit by Microsoft’s layoffs in recent weeks, and a recent leak suggested that “no one at the studio is happy” with the state of their next title right now, I still think Xbox will give them another chance. The Halo series and Xbox are inseparable, at least in the minds of some players, and the name recognition and series reputation still count for something. But I don’t think those things will count indefinitely, so if the next Halo game isn’t a smash hit, Halo Studios will be in trouble.

This also comes after the failure of the Halo TV series. I happened to think the show was decent for what it was, but I understand where a lot of the criticism was coming from. That hasn’t helped Halo Studios’ case, though, and one of the best opportunities to grow the brand was squandered.

As a final note: every story has a natural end. I would suggest, perhaps, that Halo – or at least the Master Chief’s story – has pushed past that point. Recent narratives felt overly complicated, and I felt that Halo Studios was having to invent increasingly silly reasons for why the Master Chief was still fighting the Covenant and the Flood. Maybe the franchise just needs a break?

Endangered Studio #2:
Ubisoft

Promo art for Assassin's Creed 3.
Ubisoft publishes the Assassin’s Creed series, among others.

Ubisoft hasn’t been in great shape for quite some time. I think it’s fair to say that Ubisoft’s open world level design has stagnated, and a lot of players have kind of hit the wall when it comes to that style of game. But because the studio has doubled-down on that formula and that way of making games… it might be hard to find a way back.

Ubisoft has slapped its open world style on franchises like Assassin’s Creed, Far Cry, Avatar, and even Star Wars… but many recent games have felt pretty repetitive; the same thing every time, just with a different coat of paint. I’m on the record saying that the open world formula doesn’t work for a lot of games, and although I don’t play a ton of Ubisoft titles… I think the repetitiveness of their games is a contributing factor, at least. Open worlds can be fun, but they can also be bloated and uninspired.

Promo art for Star Wars: Outlaws showing Kay Vess and Nyx.
Star Wars: Outlaws wasn’t particularly well-received.

Earlier in 2025, a lot of folks seemed to be saying that Ubisoft’s financial situation basically meant that Assassin’s Creed: Shadows was the company’s “last chance.” I’m not sure I’d have gone that far myself; there are clearly other projects in the pipeline that at least have some potential. But Shadows seems to have been a modest success, at least, which has probably bought the company some time. A remake of the popular Assassin’s Creed: Black Flag could be a much-needed boost, too, if it succeeds at grabbing a new audience.

But in the longer-term, Ubisoft needs to try new things. Its open world formula worked for a while, but repetitiveness and stagnation seem to have crept in. There are only so many open world “collect-a-thons” that anyone can be bothered to play, and if it feels like the same game is just being given a new skin every time… that’s not a lot of fun, in the end. Just Dance can’t keep the company afloat forever, so something’s gotta change, and soon.

I’m still crossing my fingers for that Splinter Cell remake, though!

Endangered Studio #3:
Nintendo

Still frame from the Nintendo Direct broadcast announcing the Switch 2 showing three Nintendo executives.
Nintendo recently launched the Switch 2 console.

Bear with me on this. Nintendo is a titan of the games industry… but it’s also a more vulnerable company than folks realise. I don’t think people fully appreciate how big of a risk the Switch 2 has been with its high price, sole exclusive launch title, and repetitive design and branding. The console may have sold well in its first couple of weeks on sale – though, as I noted, it didn’t seem to have sold out everywhere – but that’s to be expected from a company with a well-trained legion of super-fans! The real question is still whether casual players, families, and people less connected to the gaming world will be willing to shell out for a console that’s now competing with the PlayStation 5 and Xbox Series X in terms of price.

I don’t know anyone – not one single person – who only owned a Nintendo Switch as their sole gaming device. I’m sure some people do, but most folks I spoke to bought a Switch for one of three reasons: to play a handful of Nintendo exclusives, like Mario Kart 8 and Animal Crossing: New Horizons, to play some of their favourite games in a handheld format, or for their children to play some kid-friendly titles. The Switch was well-positioned for any of those use cases… the Switch 2, at its higher price point, is less so.

Still frame from the Mario Kart World broadcast showing Dry Bones.
The Switch 2 and its games are expensive.

In 2013/14, when the Wii U was clearly faltering, Nintendo still had the 3DS to turn a profit and keep its corporate head above water. But now, the company is all-in on the Switch 2… meaning there’s less room for manoeuvre if things don’t go to plan. Because of Nintendo’s unique position in the industry, if its hardware falters it’s gonna be in big trouble, and the Switch 2 represents a departure from a successful business model. The Wii, the Switch, and Nintendo’s handhelds have all been well-positioned and well-priced to attract casual players… I’m not so sure the Switch 2 is. The company has some cash in reserve to keep going for a short while… but not indefinitely.

For those of you screaming that “it’ll never happen!!1!” I would remind you of Sega’s unceremonious exit from the console market just after the turn of the millennium. If you’d asked any gamer in the late ’90s what the future held for Sega, no one would’ve predicted that the Dreamcast’s failure would lead to the company shutting down its hardware division altogether. Nintendo is at the tippy-top of the games industry, and the Switch has been a phenomenally successful console. But its position is more precarious than people realise, and it would only take one console failure to throw the company into chaos. To be clear: I don’t necessarily think that Nintendo would just shut down and that would be that… but a Sega-style exit from the hardware market, and far fewer Nintendo games being produced, could happen. Never say never.

Endangered Studio #4:
Naughty Dog

Screenshot from Uncharted 4 showing Elena and Nate playing on a PlayStation console.
A gaming “Easter egg” in Uncharted 4.

Naughty Dog developed Crash Bandicoot for the first PlayStation, the Jak and Daxter games, the Uncharted series, and The Last of Us. Although The Last of Us Part II proved controversial (I once said a 3/10 seemed like a fair score for that game), it seems to have sold pretty well, and the first title has been remastered… twice. But when Naughty Dog premiered a trailer for Intergalactic: The Heretic Prophet, the reception was less than glowing.

That game seems like it’s still a way off, too, and it might realistically launch as one of the final titles of the PlayStation 5 generation. But with the Uncharted series seemingly on the back burner, and after the controversy surrounding The Last of Us Part II… can the studio survive if Intergalactic underwhelms? I think there’s a very real possibility that Sony would be swift and brutal in that event.

Promo art for Intergalactic: The Heretic Prophet showing the protagonist fighting a robot.
Will Intergalactic be well-receieved by players when it’s ready?

It’s silly to pre-judge any title based on a single trailer that didn’t show so much as a frame of actual gameplay. Intergalactic: The Heretic Prophet might have a silly, clunky name… but we really don’t know much about its story or what it’ll feel like to play. Naughty Dog has pedigree (get it?) so I think there are reasons to be optimistic about their next game. But I can also see a world in which Intergalactic doesn’t succeed in the way Sony is surely demanding.

There are some upcoming games that are generating a ton of buzz and excitement. So far, Intergalactic isn’t amongst them. Maybe that will change as we get closer to the game’s launch and the marketing campaign kicks off. But maybe it’ll always be one of those games that just… didn’t do much for a lot of people. If that’s the case, Naughty Dog could be in trouble.

Endangered Studio #5:
Turn 10

Promo art for Forza Motorsport showing a driver.
It’s already the end of the road for Forza Motorsport.

Turn 10 are the folks behind Forza Motorsport. Or they were. As of July 2025, the Motorsport series seems to be going on hiatus, with Turn 10 suffering significant layoffs. The spin-off Forza Horizon series had been developed by another Microsoft subsidiary: Playground Games. But with Playground working on the new Fable title, it seems as if Turn 10 might be working on Forza Horizon 6 in the months ahead.

The Forza Horizon games are a ton of fun… but they’re also more arcadey, and the open world design isn’t Turn 10’s style. I can’t help but feel the studio only still exists after Forza Motorsport’s disappointment because Microsoft needs someone to take over the Horizon brief now that Playground Games is busy with Fable. After Forza Horizon 6 launches, if the main Motorsport brand is still on the back burner… what could Turn 10 realistically do?

Promo still for Forza Horizon 5 showing a race.
Forza Horizon 5 was great, though…

If Xbox is going to persevere with its home consoles in the future – and I suspect that it will – then those consoles will need at least one proper racing game. Turn 10 had been providing that for the brand since 2005, back when the first Forza Motorsport launched on the original Xbox. There are third-party racing games, of course, and Microsoft has several on Game Pass, including rally titles, Formula 1 games, and more. But Forza should be a genuine competitor to Sony’s Gran Turismo series, and again, it should be giving players an incentive to consider picking up an Xbox console.

With Turn 10’s main series seemingly shut down, at least for the foreseeable future, and after having already suffered with layoffs, I’m not sure where the studio finds a successful future. Maybe if Forza Horizon 6 knocks it out of the park… but even then, I could see Microsoft returning that series to Playground Games.

Endangered Studio #6:
Bethesda Game Studios

Still frame from the Starfield promo broadcast showing Bethesda head Todd Howard.
Hi, Todd…

To be clear: we’re talking about Bethesda the developer, not all of the studios under Bethesda’s publishing umbrella. There are several factors here, so let’s go over all of them. Starfield was a disappointment and its DLC didn’t salvage the project. Fallout 4 and Fallout 76, despite achieving success in recent years, launched to controversy. The Elder Scrolls VI is still a ways off, which has pushed a potential Fallout 5 to the mid-2030s or beyond. Fallout 4 and Fallout 76 are thus the only Fallout titles that Microsoft can push to players enamoured with the Fallout TV series.

For me, this boils down to the success or failure of The Elder Scrolls VI. If that game truly lives up to the hype and reaches the high bar set by Skyrim, then Bethesda will be okay and will continue developing games for years to come. If it doesn’t, and it ends up closer in reputation and sales to Starfield… that could be it. Curtains. Microsoft will retain the studio’s various IP, but could conceivably distribute the ones that still have potential to other development teams. Speaking of which…

Still frame from the Elder Scrolls VI teaser showing mountains shrouded in fog.
Can The Elder Scrolls VI save Bethesda?

With the Fallout TV show proving to be a hit, it’s pretty clear that Microsoft is hankering for a new game. There have been all kinds of rumours, with a Fallout 3 remaster seemingly the only one that’s guaranteed at this stage. But could Microsoft tap one of its other developers to make another Fallout spin-off, or perhaps something like a New Vegas remaster? If that were to happen, and if that hypothetical game were to eclipse Bethesda’s entries in the long-running series, that could be another nail in Bethesda’s coffin. Bethesda only has two well-known franchises under its belt, so if one of those were taken away – even on an alleged “temporary” basis – that could be hugely symbolic.

Here’s my take: Bethesda made some great games in the 2000s, but has shown absolutely no ability to move with the times in the almost fifteen years since Skyrim. The studio’s leaders seem to have bought into their own hype, believing that every game they develop will automatically be as well-received as Skyrim… and can be heavily-monetised without repercussions. There is still merit in the original Bethesda formula; an open-world game that turns players loose and opens up factions, questlines, and exploration. But other studios are doing similar things… and doing them way better. Bethesda feels like a bit of an outdated dinosaur, still clinging to Skyrim’s success more than a decade later. One more poorly-received game could be the end of the line.

Endangered Studio #7:
Bungie

Promo art for Bungie's Destiny 2.
Promo art for Bungie’s Destiny 2.

We talked about the Halo series a moment ago, but that franchise’s new developer isn’t the only one in trouble. The originators of the Halo franchise, Bungie, are in dire straits right now, and could be only a year or so away from closure. The Destiny games may have sold reasonably well, but I don’t think it’s unfair to say that the whole “live service” thing didn’t exactly go to plan for Bungie. Then came the development of Marathonsomething I talked about a few weeks ago.

Marathon was in a world of trouble after a seriously underwhelming closed playtest left critics and fans feeling like the game needed a lot of work. Then came the news that Bungie had – not for the first time – plagiarised a whole bunch of art assets for the game without payment or credit to the artist. These pieces quite literally define Marathon’s “quirky” visual style… which was pretty much the only thing the game had going for it.

Promo still for Marathon showing a first-person battle.
Marathon is in a huge amount of trouble.

Sony recently acquired Bungie for what many have argued was an overly inflated price. A delay to Marathon has recently been announced, but any goodwill or positive buzz that the game could’ve had has entirely evaporated at this point. It’s at a point where even a total overhaul won’t be enough; Marathon is pretty much dead on arrival, even after the delay. So… what happens to Bungie if that’s the case?

Sony can be just as brutal as everyone else when it comes to killing off underperforming studios. Just ask Firewalk, Pixelopus, Bigbig Studios, or London Studio. Bungie should not consider itself safe simply by virtue of its name or its high price tag… if Marathon fails, which it inevitably will, there are gonna be some tough questions asked by Sony. If Bungie can’t prove that they have something big lined up… that could be it.

Endangered Studio #8:
BioWare

Promo art for Dragon Age: The Veilguard showing the character of Taash.
Taash from Dragon Age: The Veilguard.

Mass Effect: Andromeda. Anthem. Dragon Age: The Veilguard. BioWare has endured basically a decade of failures since the launch of Dragon Age: Inquisition, and it’s difficult to see Electronic Arts being willing to put up with another title that doesn’t live up to expectations. And I’m afraid there are serious questions about the studio’s next project: a sequel to the beloved Mass Effect trilogy.

I have a longer piece in the pipeline that I’ve been working on for a while about the importance of endings – and how, in the modern entertainment industry, very few stories are allowed to come to a dignified, natural end. The Mass Effect trilogy, with its buildup to the defeat of the Reapers, is an example of that… and it’s hard to see how telling another story in that universe won’t feel tacked-on, repetitive, or underwhelming in comparison to what’s come before. That was a big part of the Andromeda problem, in my opinion: after literally saving the galaxy, there’s basically nowhere for Mass Effect to go.

Screenshot of Mass Effect: Legendary Edition showing a custom Commander Shepard having a holo-call with Mordin.
Where does Mass Effect go after literally saving the galaxy?

I don’t buy the criticisms of Dragon Age: The Veilguard failing because it was “too woke.” I think a lot of armchair critics seized on a single line from one character and tried to make the game all about that. But there were clearly issues with The Veilguard, not least its stop-start development, multiple changes in focus, and deviation from the art style of the earlier games. I hope BioWare has learned something from that experience… but, to be blunt, they should’ve learned those lessons already from Andromeda and Anthem.

I will almost certainly play Mass Effect 4. So BioWare can take comfort in the fact that they have at least one guaranteed sale right here! But… am I optimistic? I’m curious, sure, and I want the game to be good. But I also can’t shake the feeling that it’s going to be a story that’s just going to struggle to make the case for itself. Why, after Shepard beat the Reapers, do I need to see this new story? What’s going to be the hook? And without that… will it be worth playing? This is surely BioWare’s absolutely final chance, and with EA notorious for shutting down underperforming studios, everything is now riding on Mass Effect.

Endangered Studio #9:
Firaxis Games

Screenshot of Civilization VII showing troops moving near a hostile AI village.
Are the barbarians at the gates?

Like BioWare above, Firaxis is on a bit of a weak run right now. XCOM: Chimera Squad underperformed on PC, leading to its console port being cancelled. And Marvel’s Midnight Suns was also considered a disappointment by parent company Take-Two Interactive. Then we come to this year’s Civilization VII, which is struggling right now. Civ VII is currently underperforming, with players seemingly preferring to stick with Civ VI or even Civ V, and there’s criticism of various aspects of the game – not least its three-era structure.

I believe Civilization VII has potential, but there’s clearly a limited window of time to really showcase that potential before panic sets in. At time of writing, there have only been a couple of significant updates to the base game, which launched almost six months ago. Players are still calling on Firaxis to patch bugs, rebalance key features, and add more to the game… and many of those players seem to have drifted back to Civ VI while they wait.

Screenshot of Civilization VI showing a ranged unit next to two mountain tiles, with a city in the background.
A lot of players tried Civ VII but have already drifted back to Civ VI.

Other “digital board games” inspired by the venerable Civilization series have been eating Firaxis’ lunch, too. They don’t have the genre all to themselves any more, and I think we’re seeing the limitations of releasing a partial game, then hoping to sell expensive DLC to patch the holes. Civ VI did that, too, but there was arguably a stronger foundation to build upon and a fun base game to get players interested in the DLC in the first place.

I suspect Firaxis will get another chance. Even if work on Civilization VII were to end sooner than expected, 2K still recognises the strength of the series and its name recognition. But if a hypothetical Civ VIII or some other sequel or spin-off were to flop, too? That’s when Firaxis could be in real trouble.

Endangered Studio #10:
Rocksteady Studios

Promo art for Batman: Arkham Asylum showing the title character.
Batman and a villain in Arkham Asylum.

No, not Grand Theft Auto developers Rockstar, we’re talking about Rocksteady – the team behind the Batman: Arkham series and last year’s critically panned Suicide Squad: Kill the Justice League. In 2015, Arkham Knight suffered horribly with a ridicululously poor PC port, but the Arkham series has been otherwise popular and well-received, especially by Batman fans. But in 2024, Suicide Squad: Kill the Justice League was not, and left many players wondering how such a bad game could’ve taken Rocksteady such a long time to craft.

The bottom line is this: Kill the Justice League has lost parent company Warner Bros. Games more than $200 million. That’s… well, that’s not exactly great news when you’re trying to keep the lights on! These live service types of games are notorious for being expensive flops in a lot of cases, and what often follows an expensive, poorly-reviewed title is a studio closure.

Promo still for Suicide Squad: Kill the Justice League showing the main characters.
Suicide Squad: Killed Its Studio

There are rumours that Rocksteady has already been laying off staff, first in the QA department, and later in other technical fields, too. The studio also has no new game on its schedule at time of writing; it seems some staff are still working on Kill the Justice League in supporting roles, while others may be working to assist Portkey Games with a new version of Hogwarts Legacy. Again, that doesn’t bode well for the studio.

Practically all of the studios we’ve talked about today were once well-regarded and had at least some popular and successful titles in their back catalogues. But with the Arkham series having wrapped up a decade ago, I don’t think its lingering goodwill will be enough to save Rocksteady. Kill the Justice League was a game outside of the studio’s area of expertise, seemingly forced on them by Warner Bros. Games, and it sucks that they couldn’t stick to making the kinds of single-player titles at which they excelled.

So that’s it.

An Xbox "Duke" controller on a green background.
Xbox prompted me to think about this topic…

We’ve talked about a few developers and publishers that *could* be in danger in the months and years ahead.

As I said at the beginning: I’m never rooting for anyone to fail. Well, except really low-quality shovelware or games with abusive gambling baked in! But those obvious exceptions aside, I don’t want to see games fail or studios closed down, and I especially don’t want to see hard-working developers and other industry insiders losing their jobs. There’s more than enough of that going around without adding to it.

But as a critic and commentator who talks about gaming, I wanted to share my opinion on these studios in light of what’s been going on in the games industry. There are plenty of examples of high-profile failures, collapses, and shutdowns. Whether we’re talking about Atari, Interplay, most of Maxis, Sega, THQ, Lionhead, Acclaim, or Neversoft, one thing is clear: being a well-known brand with a good reputation isn’t enough. The games industry is cutthroat, and not all companies – not even those that seem to have scaled the heights and reached the very top of the gaming realm – can be considered safe.

Two Atari games in a landfill from the 1983 crash, excavated in 2014.
Atari was one of the biggest names in gaming once upon a time…
Photo: taylorhatmaker, CC BY 2.0 https://creativecommons.org/licenses/by/2.0, via Wikimedia Commons

Maybe I’m wrong about some or all of these companies – and in a way, I hope that I am. But at the same time, gaming is like any other industry and it needs innovation. If the same companies dominate the gaming landscape forever, things will quickly stagnate. What gives me hope is that there are plenty of smaller studios producing new and innovative titles, and some of them will go on to be the “big beasts” of tomorrow.

So I hope this has been… well, not “fun,” but interesting, at any rate. And please check back here on Trekking with Dennis, because there’s more gaming content and coverage to come!


All titles discussed above are the copyright of their respective developer, studio, 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.

Gaming “Hot Takes”

I’m back with another edition of my infamous Gaming “Hot Takes!” I’ve officially given up on numbering these; I think this might be piece number four or five, but I’ve made several other posts over the last few years in which I share a few of my “hot takes” on gaming and the games industry in general. As I’ve said before, it’s never long before something in the world of gaming comes along to prompt another “hot take,” so that’s what we’re gonna look at today!

Video games are… well, they’re pretty darn good, to be honest with you. And I always like to make sure you know that I’m not some kind of “hater;” I like playing video games, and there are some titles that I genuinely believe eclipse films and TV shows in terms of their world-building, storytelling, or just pure entertainment value. We’re going to tackle some controversial topics today, though!

Atari Jaguar logo + console on a black background.
Let’s get into some gaming “hot takes!”

Before we take a look at the “hot takes,” I have a couple of important caveats. Firstly, I’m well aware that some or all of these points are the minority position, or at least contentious. That’s why they’re called “hot takes” and not “very obvious takes that everyone will surely agree with!” Secondly, this isn’t intended to be taken too seriously, so if I criticise a game or company you like, just bear that in mind. Finally, all of this is the entirely subjective, not objective, opinion of just one person.

Although gamers can be a cantankerous bunch, I still like to believe that there’s enough room – and enough maturity – in the wider community for respectful discussion and polite disagreement that doesn’t descend into name-calling and toxicity! So let’s all try to keep that in mind as we jump into the “hot takes,” eh?

“Hot Take” #1:
If your game is still in “early access,” you shouldn’t be allowed to sell DLC.

Steam pre-order info showing early access.
Pre-purchase to play early!

“Early access” means a game hasn’t been released yet, right? That’s what it’s supposed to mean, anyway – though some titles take the absolute piss by remaining in early access for a decade or more. But if you haven’t officially released your game, your focus ought to be on, y’know, finishing the game instead of working on DLC. Paid-for downloadable content for games that are still officially in “early access” is just awful.

Star Citizen is arguably the most egregious example of this. The game – from what I’ve seen – would barely qualify as an “alpha” version, yet reams of overpriced downloadable content is offered for sale. Some it exists in-game, but a lot of it is really just a promise; an I.O.U. from the developers, promising to build a ridiculously expensive spaceship if and when time permits.

Several DLC spaceships from Star Citizen's webstore.
Expensive DLC ships in Star Citizen.

Early access has a place in gaming, and I don’t want to see it disappear. But that place is with smaller independent projects seeking feedback, not massive studios abusing the model. Selling DLC that doesn’t exist for game that also doesn’t fully exist feels like a total piss-take, and given how often these things go horribly wrong, I’m surprised to see people still being lured in and falling for what can, at times, feel like a scam.

There have been some fantastic expansion packs going back decades, and I don’t object to DLC – even if it’s what I would usually call a pack of overpriced cosmetic items. But when the main game isn’t even out, and is supposedly still being worked on, I don’t think it’s unreasonable to say that charging money for DLC is wrong – these things should either be free updates or, if they’re definitely going to be sold separately, held in reserve until the game is launched.

“Hot Take” #2:
Bethesda Game Studios has basically made four good games… ever.

Four Bethesda role-playing/action games.
Yup, you heard me.

Morrowind, Oblivion, Fallout 3, and Skyrim. That’s it. That’s the list. From 2002 to 2011 – less than a decade – Bethesda Game Studios managed to develop and release four genuinely good games… but hasn’t reached that bar since. Bethesda has spent longer as a declining, outdated, and thoroughly mediocre developer than it ever did as a good developer. The studio is like the games industry equivalent of The Simpsons: fantastic in its prime, but what followed has been a long period of stagnation, decay, and mediocrity as they’ve been completely overtaken and eclipsed by competitors. To be blunt… I don’t see Starfield’s next (and probably last) expansion pack, or The Elder Scrolls VI, changing that.

There is a retro charm to the likes of Arena and Daggerfall, and I won’t pretend that Fallout 4 didn’t have its moments. Even Starfield, with all of its limitations and issues, still had interesting elements, and the ship-builder was genuinely fun to use… at least at first. But since Skyrim in 2011, I would argue that Bethesda has been in decline. In fact, I believe Skyrim’s unprecedented success broke something fundamental in the way Bethesda’s executives and directors think about games. Gone was the idea of games as one-and-done things to be created and released. Replacing it was the concept I’ve called the “single-player live service,” where titles were transformed into “ten-year experiences” that could be monetised every step of the way.

Screenshot of Starfield's microtransaction store.
Starfield has an in-game marketplace comparable to even the worst free-to-play mobile games.

As I said recently, I don’t have a lot of faith in The Elder Scrolls VI any more. It seems all but certain to contain another disgusting in-game marketplace for skins, items, and even entire questlines and factions. When there are so many other games to play that aren’t hideously over-monetised… why should I bother getting excited for The Elder Scrolls VI? Even worse, it’s being made in Bethesda’s “Creation Engine;” the zombified remains of software from thirty years ago that clearly isn’t up to the task and hasn’t been for a while.

Bethesda’s decline has been slow, and folks who skipped titles like Starfield and Fallout 76 might not be aware of just how bad things have gotten. Maybe I’m wrong, and maybe The Elder Scrolls VI will be a miraculous return to form. I hope so – I never want to root for a game to fail. But with so many other role-playing games out now or on the horizon… I just don’t see it measuring up as things stand. And in a way, I can’t help but feel it would be better in the long run if another studio were to take on the project.

“Hot Take” #3:
There won’t ever be another 1983-style “crash.”

Black-and-white image of video games on shop shelves with a red "downwards" arrow superimposed on top.
It ain’t gonna happen.

Given the absolute state of modern gaming – at least insofar as many of the industry’s biggest corporations are concerned – I genuinely get where this feeling is coming from. But I think the people making this argument either don’t fully understand the 1983 crash, or don’t appreciate how massive gaming as a whole has become in the decades since then.

In short: in 1983, video games weren’t much more than pretty expensive digital toys. The home console market was relatively small, and like so many products over the years, it was genuinely possible that video games themselves could’ve been a flash in the pan; something comparable to LaserDisc, the hovercraft, or, to pick on a more modern example, Google Glass. All of these technologies threatened to change the world… but didn’t. They ended up being temporary fads that were quickly forgotten.

Photo of discarded and buried Atari game cartridges from the 1983 crash.
Atari dumped unsold games in a New Mexico landfill during the crash.
Photo: taylorhatmaker, CC BY 2.0 https://creativecommons.org/licenses/by/2.0, via Wikimedia Commons

Fast-forward to 2025. The games industry is massive. So many people play games in some form or another that the idea of a total market collapse or “crash” is beyond far-fetched. That isn’t to say there won’t be changes and shake-ups – whole companies could disappear, including brands that seem massive and unassailable right now. Overpriced games and hardware are going to be challenges, too. Changing technology – like generative A.I. – could also prove to be hugely disruptive, and there could be new hardware, virtual reality, and all sorts.

But a 1983-style crash? Gaming as a whole on the brink of disappearing altogether? It ain’t gonna happen! There is still innovation in the industry, though these days a lot of it is being driven by independent studios. Some of these companies, which are small outfits right now, could be the big corporations of tomorrow, and some of the biggest names in the industry today will almost certainly fall by the wayside. Just ask the likes of Interplay, Spectrum HoloByte, and Atari. But whatever may happen, there will still be games, there will still be big-budget games, and there will still be hardware to play those games on. Changes are coming, of that I have no doubt. But there won’t be another industry crash that comes close to what happened in ’83.

“Hot Take” #4:
Nintendo’s die-hard fans give the company way too much leniency and support – even for horribly anti-consumer shenanigans.

Stock photo of a "riot."
If you dare to criticise Nintendo, fans are going to riot!

I consider myself a fan of Nintendo’s games… some of them, at least. I’ve owned every Nintendo console from the SNES to the first Switch, and unless something major comes along to dissuade me, I daresay I’ll eventually shell out for a Switch 2, too. But I’m not a Nintendo super-fan, buying every game without question… and some of those folks, in my opinion at least, are far too quick to defend the practices of a greedy corporation that doesn’t care about them in the slightest.

Nintendo isn’t much different from the likes of Ubisoft, Activision, Electronic Arts, Sony, Sega, and other massive publishers in terms of its business practices and its approach to the industry. But none of those companies have such a well-trained legion of die-hard apologists, ready to cover for them no matter how badly they screw up. Nintendo fans will happily leap to the defence of their favourite multi-billion dollar corporation for things they’d rightly criticise any other gaming company for. Price hikes, bad-value DLC, lawsuits against competitors or fans, underbaked and incomplete games… Nintendo is guilty of all of these things, yet if you bring up these points, at least in some corners of the internet, there are thousands of Nintendo fans piling on, shouting you down.

Still frame from the Nintendo Switch 2 broadcast showing Welcome Tour.
Welcome Tour.

Obviously the recent launch of the Switch 2 has driven this point home for me. The console comes with a very high price tag, expensive add-ons, a paid-for title that should’ve been bundled with the system, an eShop full of low-quality shovelware, literally only one exclusive launch title, and over-inflated prices for its first-party games. But all of these points have been defended to the death by Nintendo’s super-fans; criticising even the shitty, overpriced non-entity Welcome Tour draws as much vitriol and hate as if you’d personally shat in their mother’s handbag.

Very few other corporations in the games industry enjoy this level of protection from a legion of well-trained – and pretty toxic – super-fans. And it’s just… odd. Nintendo has made its share of genuinely bad games. Nintendo has made plenty of poor decisions over the years. Nintendo prioritises profit over everything else, including its own fans and employees. Nintendo is overly litigious, suing everyone from competitors to its own fans. And Nintendo has taken actions that are damaging to players, families, and the industry as a whole. Gamers criticise other companies when they behave this way; Electronic Arts is routinely named as one of America’s “most-hated companies,” for instance. But Nintendo fans are content to give the corporation cover, even for its worst and most egregious sins. They seem to behave like fans of a sports team, insistent that “team red” can do no wrong. I just don’t understand it.

“Hot Take” #5:
“Woke” is not synonymous with “bad.”
(And many of the people crying about games being “woke” can’t even define the word.)

Screenshot of a famous YouTube video/meme of a commentator screaming at the camera about "pronouns" in Starfield.
He seems like a reasonable man…

In some weird corners of social media, a game (or film or TV show) is decreed “woke” if a character happens to be LGBT+ or from a minority ethnic group. And if such a character is featured prominently in pre-release marketing material… that can be enough to start the hate and review-bombing before anyone has even picked up a control pad. The expression “go woke, go broke” does the rounds a lot… but there are many, many counter-examples that completely disprove this point.

Baldur’s Gate 3 is a game where: the player character can be any gender, and their gender is not defined by their genitals. Players can choose to engage in same-sex relationships, practically all of the companion NPCs are pansexual, and there are different races and ethnicities represented throughout the game world. But Baldur’s Gate 3 sold incredibly well, and will undoubtedly be remembered as one of the best games of the decade. So… is it “woke?” If so, why didn’t it “go broke?”

Screenshot of a nude character from Baldur's Gate 3.
The famously not-woke-at-all Baldur’s Gate 3.

Many “anti-wokers” claim that they aren’t really mad about women in leading roles, minority ethnic characters, or LGBT+ representation, but “bad writing.” And I will absolutely agree that there are some games out there that are genuinely poorly-written, or which have stories I just did not care for in the least. The Last Of Us Part II is a great example of this – the game’s entire narrative was based on an attempt to be creative and subversive, but it hacked away at too many of the fundamentals of storytelling to be satisfying and enjoyable. But you know what wasn’t the problem with The Last Of Us Part II? The fact that one of its secondary characters was trans and another female character was muscular.

Good games can be “woke” and “woke” games can be good. “Woke” games can also be bad, either for totally unrelated reasons or, in some cases, because they got too preachy. But to dismiss a game out of hand – often without playing it or before it’s even launched – because some armchair critic on YouTube declared it to be “woke” is just silly. Not only that, but there are many games that contain themes, storylines, or characters that could be reasonably described as “woke” that seem to be completely overlooked by the very folks who claim it’s their mission to “end wokeness.” The so-called culture war is just a very odd thing, and it’s sad to see how it’s impacted gaming. I would never tell anyone they “must” play or not play certain games, but I think it’s a shame if people miss out on genuinely fun experiences because of a perception of some ill-defined political concept that, in most cases, doesn’t have much to do with the game at all.

So that’s it!

Screenshot of Mario in the castle in Super Mario 64.
It’s a-me, Mario!

We’ve looked at a few more of my infamous “hot takes!” I hope it’s been a bit of fun… and not something to get too upset about! It’s totally okay to disagree, and one of the great things about gaming nowadays is that there’s plenty of choice. If you like a game that I don’t, or I enjoy a genre you find boring… that’s okay. If you’re a super-fan of something that I’m not interested in… we can still be friends. Even if we don’t agree politically, we ought to be able to have a civil and reasonable conversation without screaming, yelling, or name-calling!

Be sure to check out some of my other “hot takes.” I’ve linked a few other pieces below. And I daresay there’ll be more of these one day soon… I keep finding things in gaming to disagree with, for some reason. It must be because I’m getting grumpy in my old age; I’m just a big ol’ sourpuss!

Have fun out there, and happy gaming!


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


Links to other gaming “hot takes:”

Star Trek: The Original Series Episode Re-Watch: Season 1, Episode 18: Arena

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1, 2, and 3, Star Trek: Enterprise Season 4, and Star Trek: The Original Series Season 1.

It’s been more than five years since I set up this website. In that time, I’ve written hundreds – literally hundreds – of articles, essays, and reviews all about Star Trek. But this’ll be the first time I’ve written up a full re-watch of an episode of The Original Series. I must be the first Trekkie in history to write up a re-watch of an episode of The Animated Series before The Original Series! But this catastrophic failure of Trekkie-dom comes to an end today, as we sit down together to watch the classic first season episode Arena.

I’m going to split this article into two parts. We’ll talk about Arena on its face, including some of the episode’s production history – and the reason why the creator of the iconic Gorn costume went uncredited and unknown for almost a decade after the episode aired – and then we’ll talk about the Gorn themselves in a bit more detail. Spoiler alert if you haven’t watched Strange New Worlds and still plan to, but the Gorn appear prominently in that show. That’s actually part of the reason why I wanted to re-visit Arena ahead of the third season premiere!

Still frame from a TV advert for the Star Trek video game circa 2013 showing William Shatner and someone in a Gorn costume.
The Gorn and Captain Kirk…

Arena is an iconic episode – and the Gorn captain has to be one of The Original Series’ most recognisable villains. In fact, I was a little surprised not to see Arena on the list when I did my recent recap of IMDB’s top-rated Star Trek episodes – according to that site’s users, Arena ranks a measly 19th out of The Original Series’ 79 episodes! I think I’d have put it a fair bit higher than that; it’s gotta be a top ten episode, at the very least! It has a strong story, expanding our understanding of the Federation, while also containing enough of that esoteric sci-fi “weirdness” that makes Star Trek the franchise we know and love.

It’s also best-known, of course, as “the Gorn episode,” introducing the famous reptillian species to the franchise. But Arena is as much about another alien race – the Metrons – as it is about the Gorn. The Metrons feel, with the benefit of decades of hindsight now, almost like a prototype of what would become the Q Continuum – millennia ahead of the Federation, considering themselves to be enlightened, but not above a bit of interference in galactic affairs. The Metrons have never returned to Star Trek, though, and I can kind of understand why: for a “morality play” like Arena, they work well as a somewhat neutral arbiter. But as the franchise has expanded, we’ve seen fewer of these kinds of stories. Modern Star Trek in particular lends itself much more to the inclusion of the Gorn than it does the Metrons!

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing a Metron.
An unnamed Metron from the end of the episode.

Because the battle at Vasquez Rocks is so well-remembered, it can be easy to overlook the first part of Arena – but the away mission to Cestus III is one of the first season’s most tense combat sequences. Drawing on war films for inspiration, with an unseen enemy and whistling noises reminiscent of World War II-era mortars, the entire away mission to the destroyed outpost is – for the time, anyway – really exciting stuff. This is also one of the first away missions to be shot on location – i.e. not on a sound stage or backlot. Following the previous episode, Shore Leave, which was also shot in the Los Angeles area, Arena took the cast and crew to a set near Vasquez Rocks which had been built a few years earlier for a different television series.

I think I’m right in saying that it’s this away mission sequence in Arena, which used several pyrotechnic explosions to create the effect of the Gorn attack, that led to both William Shatner and Leonard Nimoy suffering from tinnitus – a condition that causes ringing in the ears and can be painful. The Original Series used pyrotechics throughout its run, but this battle sequence pushed the performers to act in close proximity to these explosive devices. Knowing the impact the sequence had on the actors, that does taint how we view it. Because as exciting and intense as the Cestus III mission was, no television scene is worth suffering from life-long after-effects.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing Kirk being flung into the air by an explosion.
One of the explosions on Cestus III.

The first part of Arena, it could be argued, plays out similarly to Balance of Terror, which would’ve premiered just a month or so earlier. The attack on a Federation outpost, pursuing a powerful but unseen enemy… it starts the story in a familiar way. But the episode soon takes a completely different turn with the intervention of the Metrons. What begins with a deadly raid and an attack on the away team seems to be building up to another starship battle – but just as the Enterprise seems to be catching up to the Gorn vessel, the Metrons rebuke both ships and crews for their violent nature.

The Metrons are an interesting addition to the story. Rather than just another enemy encounter or a straightforward action story, their intervention puts a different spin on things. Kirk, who seemed hell-bent on revenge at first, is forced to confront the way he handled the interaction, and this idea of revenge at any cost – mutually assured destruction, perhaps – is thrust into the spotlight in an uncomfortable way.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing the crew on the bridge.
Spock, Kirk, and the crew on the bridge while the chase unfolded.

That’s part of the context behind Arena, this idea that seeking revenge isn’t healthy and is, in itself, a violent urge. But there’s more to it than that. The revelation that the Gorn considered Cestus III to be one of their planets, and that’s why they attacked the outpost, reframes things for Kirk, Bones, and the rest of the crew. The Federation may not have been aware of the Gorn claim, but either way, they settled an outpost on a planet that someone else considered to be their territory. There’s another analogy here that I think is particularly interesting.

The Original Series draws inspiration from the western genre. The idea of space as a new “frontier” conjures images of the wild west, and in Arena itself, Kirk refers to himself and the Enterprise as the only lawmen in this region of the galaxy. The Gorn, therefore, are this story’s metaphorical Native Americans, having a pre-existing claim to the land and attacking the Federation settlers who’d moved in on their territory. Maybe that wasn’t exactly how the story was written, but I think that reading is there, just beneath the surface. And for the 1960s – when the western genre was still riding high at the box office, with films like El Dorado, Ride in the Whirlwind, and The Good, the Bad, and the Ugly – that’s kind of a progressive idea. To make the point that, in this case, the Federation may have been in the wrong… that’s a pretty neat inversion of the typical western-inspired frontier story.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing Dr McCoy.
Dr McCoy put it best: “we could be in the wrong.”

Vasquez Rocks has become an iconic location within the Star Trek franchise, and that really began here in Arena. The filming location, which is just inside the famous “thirty-mile zone” around the film studios in Los Angeles, has appeared in The Next Generation, Voyager, Enterprise, Picard, and two of the Kelvin films as well as The Original Series and The Voyage Home. It was a great choice for Kirk’s battle against the Gorn commander, and even though I’ve criticised some modern Star Trek productions for re-using the same filming locations too often, I think Vasquez Rocks is such an iconic spot that it gets a pass!

I absolutely love the original Gorn design, and even though it might not be as “realistic” as the updated variant seen in Strange New Worlds… I think there’s something special about the original costume. I always compared the Gorn to a Tyrannosaurus Rex – but that’s because I first watched Arena after having seen Jurassic Park in the mid 1990s! The design draws inspiration from real-world reptiles like the komodo dragon, using reflective, almost insect-like eyes and needle-sharp teeth to complement the monstrous design.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing Kirk and the Gorn captain's first encounter.
I just love this costume.

Wah Chang designed the Gorn costume as well as many other iconic Star Trek props. The tricorder, the flip-open communicator, and tribbles were all his creations – but he went uncredited for all of it, and was unknown until members of the Star Trek fan community uncovered his role in the 1970s. Chang seems to have been commissioned by Desilu – Star Trek’s production company – in a weird legal grey area; director and producer Bob Justman wanted to use Chang’s work, but Chang wasn’t a member of the prop-makers union. In a kind of workaround, Desilu would “purchase” items from Chang, but he was never credited on screen for any of his creations.

This is another great example of the early Star Trek fan community pulling together! Chang’s role was eventually uncovered in the 1970s by Trekkies, who were keen to find out more about some of the show’s iconic props and designs. It’s one of those fun little stories that, were it not for the dedication of fans, would’ve simply never come to light. Chang’s contributions to Star Trek – not only the episode Arena, but really across the entire first season – helped to define the look and feel of this vision of the 23rd Century. Who knows where Star Trek would’ve been without him?

Two set photos from Star Trek: The Original Series showing the Gorn costume.
The original Gorn costume.

There are some great moments between Kirk and Spock in Arena, as they wrangle with the aftermath of the Gorn attack on Cestus III and what it could mean. In the context of Arena itself, disregarding any other Gorn stories, we can see both points of view. Kirk argues that the attack – which seems, at first, to be completely unprovoked – could be the precursor to a wider invasion, and as the only ship in the area, it falls to the Enterprise to prevent that. But Spock is also correct – without more information about what happened, who perpetrated the attack, and why… Kirk is kind of jumping to conclusions. His line about seeking revenge hits particularly hard.

We’ll get into this more in a moment when we discuss the Gorn, but this is one area where more recent Star Trek productions – and Strange New Worlds in particular – arguably re-frame this conversation. As a veteran of conflicts against the Gorn while serving under Pike’s command, Spock is acutely aware of how bloodthirsty and vicious the Gorn can be, and how single-minded they are when staking their claims to planets that the Federation already occupies. There is wiggle-room here, and nothing in Strange New Worlds explicitly contradicts Arena (at least as of the end of Season 2). But it does change how we perceive these conversations – which, it shouldn’t need to be said, supposedly take place a decade or so after the events of that show.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing Kirk and Spock in Kirk's cabin.
The conversation in Kirk’s cabin.

Kirk’s hand-to-hand battle with the Gorn captain is a ton of fun. The lumbering monster reminds me of the titular Creature from the Black Lagoon with its heavy rubber suit and somewhat clumsy movements, and I just really love that kind of old-school style of creature design. The rubber suit may be old-fashioned compared to, say, the new dinosaur-inspired Gorn depiction from Strange New Worlds… but I think it’s light-years ahead of the awful CGI rendition that we got in Enterprise! The very “sixties” fabric used for the Gorn captain’s uniform just adds to the charm.

The fight has its tense and serious moments. Kirk’s two-handed attack, which we’ve seen him use to great effect across the show’s first season, has absolutely no impact on the powerful and muscular Gorn, which was interesting. We also see the Gorn’s own ingenuity as he devises a trap – Kirk ends up injured and seemingly about to be impaled… just in time for the ad break! But the fight also has moments that, almost sixty years later, seem almost cartoonish or campy. The obviously polystyrene rocks – which look even less convincing in HD on a large television set – are part of that.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing the Gorn captain using a communicator.
The Gorn captain.

Then there’s Kirk’s “Wile E. Coyote” moment! Sneaking up on the Gorn captain from atop Vasquez Rocks, Kirk plans to drop a very large boulder on his opponent. And look, I get it: it’s a smart move given the circumstances. But the way this sequence is framed and shot makes it look like something straight out of the old Road Runner cartoon. It’s a ton of fun, but perhaps less tense or serious to a modern audience than it was intended to be in 1966!

The fight ends with Kirk choosing to show mercy to his defeated and injured opponent, impressing the Metrons and showing that, despite his earlier feelings about the attack on Cestus III, Kirk has learned something from the experience. His final conversation with Spock suggests that Federation diplomats might be able to contact the Gorn and peacefully resolve the Cestus III dispute. This resolution was clearly successful, because according to Deep Space Nine, Cestus III had a Federation colony again in the 24th Century… though we never saw this on screen for ourselves!

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing Kirk and a boulder.
Captain Kirk’s plan was clearly inspired by the great tactician Wile E. Coyote.

With Strange New Worlds’ third season coming up, I want to talk a little bit more about the Gorn, and how Arena still has relevance to Star Trek today.

The Gorn have become Strange New Worlds’ most important villain, filling a role that the Klingons arguably did in The Original Series, the Borg did in The Next Generation, or the Cardassians and Dominion did in Deep Space Nine. Gorn stories have had profound impacts on Pike and the crew, from La’an’s tragic backstory, through Hemmer’s untimely death, and ultimately leading to the attack on Parnassus Beta, the infection of Captain Batel, and the abduction of Ortegas and many surviving colonists.

Strange New Worlds took the barest of outlines of the Gorn – a race who, since Arena, had only made a couple of other appearances in Star Trek – and changed them into a genuinely intimidating and threatening villain. Strange New Worlds’ depiction of the Gorn blends together the likes of Jurassic Park’s velociraptors with Alien’s iconic Xenomorphs. The new series takes the foundation established by Arena – that the Gorn are kind of monstrous reptillians – but pads it out with newer inspirations from the horror and sci-fi genres.

Still frame from Star Trek: Strange New Worlds Season 2 episode Hegemony showing Captain Batel and a Gorn.
An updated depiction of the Gorn from Strange New Worlds.

If you take a straight reading of Star Trek as a whole, from the point of view of a “canon purist,” then I guess I can understand why this change might not work. It *is* a change, at the end of the day, and with Strange New Worlds being a prequel, the fact that a major conflict against the Gorn happened just a few years earlier – involving several of the same characters – arguably gets close to treading on Arena’s toes. I’m not a “canon purist,” though, and I’m perfectly happy to enjoy both of these different depictions of the Gorn on their own terms.

I wish I had the photoshop skills to bring Arena’s Gorn captain into Strange New Worlds! I think that would be a really funny visual, and would make a great little Star Trek meme. Highlighting the differences in these depictions would be fun, and much of that would come from how different they appear to be – even though, I would argue, in terms of how they’re depicted, the Gorn aren’t actually all that inconsistent.

Still frame from the Star Trek: Strange New Worlds Season 3 trailer showing a Gorn.
A Gorn from the Strange New World Season 3 trailer.

Think about it: the attack on Cestus III and the total destruction the Gorn wrought isn’t far off what we see on Parnassus Beta in Strange New Worlds. The Gorn captain still makes the same kinds of horror-inspired “monster” noises, emphasising how different this life-form is to our familiar characters. The differences are really twofold: the limitations of the visual effects of the time compared to a more modern production with a higher budget, and perhaps more importantly, the limitations imposed on broadcast television at the time in terms of how graphic and horrifying visuals could be. For the mid-1960s, the Gorn captain is pure horror – and I think we can forget that because of how much time has elapsed and the kinds of things television shows today can do that they couldn’t do back then.

All that being said, I still adore the original Gorn design. I think it was incredibly creative, and Arena is just a fantastic episode all around, really. I think the parts we tend to overlook – the mission to Cestus III, the spaceship chase, and the involvement of the Metrons – are arguably the story’s most interesting parts, and to reduce Arena to Kirk and the Gorn squabbling in the desert is incredibly reductive and does Arena a huge disservice.

Still frame from Star Trek: The Original Series Season 1 episode Arena, showing Kirk firing his cannon at the Gorn captain.
Captain Kirk fires his makeshift cannon.

So that’s it for now. The Gorn are coming back, though… and soon! Strange New Worlds’ third season is just a couple of weeks away at time of writing, and I’m really looking forward to the resolution of the cliffhanger from Hegemony last season. I’ll do my best to write up reviews of Hegemony, Part II and the rest of the episodes in a more timely fashion this time around!

I hope this has been a bit of fun. I’ve been wanting to do a full write-up of an Original Series episode for ages, but I kept putting it on the back burner for one reason or another. Stay tuned, though, because I’ll definitely return to Star Trek’s roots before too long! I’d love to tackle one of my favourite episodes next: The Doomsday Machine! I have no idea when that’ll be… but one of these days, for sure.

Live Long and Prosper!


Star Trek: The Original Series (a.k.a. Star Trek) is available to stream now on Paramount+ in countries and territories where the platform is available. The series is also available on DVD and Blu-ray. The Star Trek franchise – including The Original Series, Strange New Worlds, and all other properties discussed above – is the copyright of Paramount Global. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Dynasty Warriors: Origins – Video Game Review

A Baldur's Gate 3-themed spoiler warning graphic.

Spoiler Warning: There are no major story spoilers for Dynasty Warriors: Origins, but minor spoilers may be present. All screenshots and images are from the first couple of hours of the story.

I usually go for games with deep worlds, rich character development, and engaging stories. But once in a while, it’s nice to step back from that and just button-mash my way through wave upon wave of enemies – and that’s precisely what I’ve been doing with Dynasty Warriors: Origins!

My relationship with this long-running series is… sparse, to say the least! Back in the PlayStation 2 era, I had a blast playing Dynasty Warriors 2 at a friend’s house, but until now, that was the only game in the series I’d ever played. I remember being impressed by the number of enemies on screen; twenty-five years ago, there really wasn’t anything quite like it! In fact, Shenmue’s climactic battle at the end of the game was the only thing that I can remember coming close at the time.

Screenshot of Dynasty Warriors: Origins (2025) showing a battle against the Yellow Turbans.
Battling the Yellow Turban army.

A few years ago, Dynasty Warriors 9 got torn to shreds by reviewers for its poorly-implemented and sparse open world design, one which left fans of the series and casual players alike severely disappointed. Origins appears to be Omega Force’s response to those criticisms, bringing the game closer to earlier entries in the series – while retaining a sense of scale thanks to a navigable map screen. If you know me, you’ll know I loathe publishers and developers forcing the open world model onto games that are completely unsuited to it… so for my money, I think it’s great that the Dynasty Warriors series has learned its lesson!

At the start of this year, and even as the game launched, Dynasty Warriors: Origins just wasn’t on my radar. It’s not the kind of game I’d usually go for, especially nowadays with arthritis in my hands making it more difficult than ever to play games with complicated button combos and parrying. Ugh – parrying. But thankfully, Origins has a solid easy mode, which meant I could play through the game at my own pace. I’m glad to see this kind of accessibility feature in a game like this; other developers could learn a thing or two from Omega Force in that regard!

Screenshot of Dynasty Warriors: Origins (2025) showing a cut-scene featuring the Wanderer and an ally.
A mysterious ally…

Despite my flippant remarks at the beginning, Dynasty Warriors: Origins has a story. It’s just that, for me at least, it came secondary to the gameplay and fun battle sequences, and it wasn’t something I felt particularly engaged with. In one sense, I’d argue the game’s story – and the way it’s performed – feels like a throwback to games of the PlayStation 2 era; dodgy voice acting and pretty basic cut-scenes made it feel like I’d stepped back in time to the turn of the millennium! Despite how that might sound, I actually mean it in a positive sense. Dynasty Warriors: Origins is a video game that puts gameplay front-and-centre, and the story scenes add to its old-school charm.

Not only that, but I found it to be a game I could dip in and out of with ease. While waiting for a delivery, I could jump into a battle. During an afternoon break, I could skirmish with some bandits. While my sausages were roasting in the oven, I had time to beat a Yellow Turban general. Being able to jump into the game for a few minutes and play through a short battle, or just scour the map-overworld for hidden collectables, turned out to be a ton of fun. There was no real commitment; the game didn’t demand hours of my time with cut-scenes, sparse checkpoints, or overly long, convoluted level design. I found myself appreciating that side of things way more than I expected.

Screenshot of Dynasty Warriors: Origins (2025) showing the end of a battle.
It’s easy to jump into the game for a short time, play a skirmish or two, then do something else.

So far, it sounds like I’m shitting all over Dynasty Warriors: Origins’ story by saying it was unimportant, uninteresting, or just secondary to gameplay. While the latter is certainly true, both the overarching story of the Yellow Turban revolt and the personal story of the nameless Wanderer weren’t just fluff, and the game was definitely better for weaving its battles and skirmishes into one cohesive narrative. But this isn’t a story-laden game, in my opinion, and as someone unfamiliar with more than a quarter of a century of series lore, I found the game’s light touch on the narrative side of things to be great. I could follow what was going on, there were elements of mystery as the Wanderer suffered from a bout of “protagonist’s amnesia,” and the secondary characters were compelling enough – even though the voice acting felt, I’m sorry to say, rather amateurish!

But far from being a distraction, I just found that to be part of the game’s old-school charm. In the early days of voice-acted games, vocal performances could be quite poor. The technical side of things is usually great, but at least in the Anglosphere, we haven’t really had a plethora of top-notch voice actors. Other languages, where dubbing of films and TV shows are commonplace, might not find this to be the case! But in English, at least, it took a while for video games to really land decent voice actors. While no one in Dynasty Warriors: Origins was out-and-out bad… there was definitely a distinctly retro charm to some of the voice acting. Maybe if you come to the game from a masterpiece like Red Dead Redemption II you’d be turned off… but for me, I just took it in my stride, I guess!

Screenshot of Dynasty Warriors: Origins (2025) showing a trio of supporting characters.
Voice acting was charmingly… old-school.

Sticking with audio, the game’s soundtrack was absolutely fantastic – a “bop,” to use some Gen Z slang. I don’t know the name for this style of music – fast-tempo guitar and synthesiser music that’s totally anachronistic to the setting, but fits perfectly with the hectic, fast-paced hack-and-slash gameplay. The music really amps things up and brings these battlefields to life in a really fun way. It reminds me of certain other Japanese games in different genres: F-Zero, for instance, or Space Harrier. It’s definitely “video game music,” but with a fast tempo and really fun, upbeat style.

My usual red line is that music in any piece of media – film, TV, game, or anything else – should first and foremost “do no harm;” it mustn’t take the viewer or player out of the scene. In many cases, a good soundtrack or score blends into the work, going unnoticed but subconsciously elevating scenes, setting the mood, and so on. In Dynasty Warriors: Origins… the music punched me in the face, grabbed me by the ears, and didn’t let go! I might’ve objected to that; the anachronistic soundtrack could’ve felt too heavy and too dominant – but I ended up having a really great time with it. The music and battles just blend together so incredibly well, and far from being a problem, the domineering score actually made those battles feel so much more… epic.

Screenshot of Dynasty Warriors: Origins (2025) showing the Wanderer's sword sparking while battling enemies.
A truly epic moment, elevated by a wonderful soundtrack.

It’s been close to a quarter of a century since I played Dynasty Warriors 2 at my friend’s place, but I was amazed at how familiar Origins felt compared to those memories and recollections. I might’ve played Dynasty Warriors 2 a dozen or so times, at the very most, but it left an impression thanks to its large-scale battles and seemingly vast numbers of enemies. Origins brought back those memories for me, and I could feel myself being transported back in time to shortly after the turn of the millennium – when I had hair long enough to tie back in a ponytail, and I was saving up money from my Saturday job to afford a Dreamcast!

Memory is a fascinating thing. And I’m sure if I went back to Dynasty Warriors 2 today – especially now, after having just played Origins – it wouldn’t feel the same; the graphics would seem outdated, the controls clunky, and the world would undoubtedly feel smaller than I remember! But Origins… it managed to feel exactly like those memories of playing Dynasty Warriors 2, memories that I hadn’t really thought about or dwelt on for a long time.

Screenshot of Dynasty Warriors: Origins (2025) showing a battle against the Yellow Turban army.
Origins took me back in time… not just to Ancient China, but to the turn of the millennium!

Last year, I wrote about EA Sports PGA Tour – a golf game from Electronic Arts. I talked about how golf is something I really don’t give a toss about in real life, but I’ve enjoyed a few golf games over the years, going back to Actua Golf 2 on the PC in the 1990s. Playing PGA Tour last year brought back those old memories of playing Actua Golf 2, as well as recollections of messing about with the golf game in Wii Sports a few years later! Dynasty Warriors: Origins has kind of done the same thing by bringing up those old memories of playing Dynasty Warriors 2 in my friend’s tiny bedroom.

I’m glad that I picked up this game. I saw a couple of reviews of it earlier in the year, and something about it just jumped out at me. Those old memories resurfaced for the first time in, well, decades, I guess, and Dynasty Warriors: Origins just felt like something I needed to play for myself. There’s always a danger that returning to something so long after the fact will be anticlimactic… but if there’s one thing I can say about Origins it’s that I’d never use that word to describe it! It’s fast-paced, hectic, and a ton of fun… as well as being a blast of nostalgia.

Screenshot of Dynasty Warriors: Origins (2025) showing the Wanderer defeating a bandit leader in the rain.
Killing an enemy general.

I’m reasonably confident in saying that in Dynasty Warriors 2 – and, I assume, most of the other games in the series – you’d choose from one of several unique, pre-made characters for battles and story missions. Origins presents you with a main protagonist, though there are a handful of other “companions” who you can switch to during some battles. The protagonist – the Wanderer – has pretty limited options for customisation. I’m someone who generally likes customisation options, so I’d have happily included a bit more on that front. There are a couple of different character outfits – and a few others locked behind the game’s pre-order versions.

Customisation is pretty limited, then! But I’ve said more than once that not every game needs complicated options, so for what Dynasty Warriors: Origins is, I guess it’s okay that there aren’t things like hairstyles or individual costume pieces to choose from. I still think those could’ve been fun additions, but their absence wasn’t some kind of “fatal flaw” that ruined the game for me. I just think it’s worth noting that, although you get a single playable character and can choose their name, your options for customising their appearance are severely limited. That’s a bit of a shame, because Origins has a pretty fun photo mode, and not being able to customise your character limits the usefulness of photo mode, to a degree.

Screenshot of Dynasty Warriors: Origins (2025) showing the Wanderer.
There are very limited outfit choices and no other character customisation options.

Levelling up was interesting. Origins is quite generous with its skill points – but then, a lot of the options to unlock require huge amounts of points! So you’re still having to save up, even if you level up regularly. There are choices during the levelling up process, but a lot of these came down to priorities; do you want more health first, or a better attack? You’re gonna get both anyway – you kind of have to, unless you choose not to spend your skill points. But you can choose, at least, in what order to level up. This does get a bit more in-depth as the game progresses.

As above, I don’t think every game needs a complex RPG-inspired levelling system, and to be honest Origins would probably have been fine without this being included at all. However, it did add a bit of interest beyond simply choosing different weapons, and I didn’t feel it was overcomplicated on its face. I usually choose to level up health and stamina first, then weapons and damage – but players who want to go the other way, or who want to unlock specific moves, have those options.

Screenshot of Dynasty Warriors: Origins (2025) showing the Wanderer mid-jump, swinging their sword.
Jumping through the air, slashing at baddies!

Because of the way the story progresses, there are battles and missions that can’t be completed. Without getting into spoiler territory, Origins presents you with a choice of factions partway through, and when you’ve made your choice, missions and battles tied to the factions you didn’t pick are locked. This adds replayability to the game, of course – and you can create a save point right before the moment of choice if you know it’s coming, so it’s possible to go back and just replay that portion of the game without all of the preamble.

Given how I wasn’t all that invested in the characters and story… I don’t think I’m gonna go back and do that! At least not right now. I had fun with Origins, but I don’t need to see every possible faction, boss, battle, and ending all at once. If and when I go back to the game, though, it’s nice to know that there are differences that will change the experience. Origins isn’t a linear game in that sense.

Screenshot of Dynasty Warriors: Origins (2025) showing a combat tutorial.
An early training/tutorial mission.

I generally liked the way levels and battlefields were laid out. There was a good mix of narrower paths and wider, expansive areas. The narrow pathways funnel enemies at you in larger, denser waves – which could be a ton of fun! – and they also keep you on the right track; in the chaos of a massive battle, it could be easy to wander off and get lost. The more open, expansive areas tended to be where bosses entered the battlefield, but these also allowed for waves of enemies to come at you from different angles in flanking manoeuvres.

One thing you find pretty quickly is that, for skirmishes and smaller, optional battles, these battlefields are reused. For smaller-scale skirmishes, different areas can be sectioned off so you aren’t always playing on the exact same area every time – and I think I’m right in saying that there are also different times of day and weather conditions that can trigger. But you soon come to see the same layouts and landmarks, even if you’re fighting different factions or enemy types. I didn’t find this to be immersion-breaking, or anything, largely because of the frenetic pace of these engagements! But I thought it worth noting that these levels are repeated throughout the game.

Screenshot of Dynasty Warriors: Origins (2025) showing an in-game map.
A battlefield map.

So I think we’d better wrap things up; I’ve rambled on for long enough!

Dynasty Warriors: Origins was a ton of fun, and a game I’m happy to recommend to fans of action, hack-and-slash, and the kinds of “double-A” video games that used to be commonplace in years gone by. For me, it was an unexpected blast of nostalgia, taking me back to memories of playing Dynasty Warriors 2 on my friend’s PlayStation 2 a quarter of a century ago. The core gameplay of this series doesn’t feel like it’s changed very much since then – which I mean in a positive way.

However, if what you want from your games are complex role-playing or simulation elements, or a realistic, immersive story… I don’t think that’s what you get from Dynasty Warriors: Origins. It’s not a cinematic experience… it’s a hack-and-slash video game. A lot of the time, I want those intense, detailed worlds, believable characters, and gripping storylines. But every once in a while, it’s nice to kick back and cut my way through a legion of unnamed baddies while listening to an epic soundtrack! I had a great time with the game – and maybe you will, too.


Dynasty Warriors: Origins is out now for PlayStation 5, Xbox Series S/X, and PC. Dynasty Warriors: Origins is the copyright of Omega Force and/or Koei Tecmo. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

We’re Halfway Through 2025!

A Shenmue-themed spoiler warning.

Spoiler Warning: Beware minor spoilers for some of the entries on this list.

You’ve made it to the halfway point! That’s right: by my reckoning, the end of June marks the halfway point of the year, which I think makes it a great moment to look ahead and think about some of the entertainment experiences that await us. This piece isn’t for dishing out made-up awards and trophies; that’ll come at the end of December! No, what we’re gonna do today is take a look at five films, five games, and five TV programmes that are scheduled to arrive between now and New Year’s Eve.

Has the first half of this year gone by quickly? I think it’s a bit of a cliché to complain about the passage of time, but it really doesn’t seem like it’s been six months since I was taking down the Christmas tree! And yes, we’ll be thinking about Christmas again before you know it.

Stock photo of Santa Claus' hand holding a cookie in front of Christmas decorations.
I’m already thinking about it…

But until then, we’ve got a summer and an autumn to get through – with plenty of interesting-looking entertainment experiences lying ahead. As I said, I’ve picked five films, five games, and five TV shows that I think could be fun as the second half of 2025 gets underway.

As always, I have a couple of caveats. Firstly, this list is just one person’s subjective opinion, so if I recommend a production you don’t care for or miss something that you think should’ve been obvious… that’s okay! There are plenty of things to be excited for this year, and we won’t always agree on which ones look best! Secondly, all titles below are on the schedule for 2025 at time of writing, but with everything going on in the world, some or even all of them might miss their intended release dates. Finally, I’ve grouped the list into three categories, but the individual productions are listed randomly, not ranked in order of what I’m most keen on!

With all of that out of the way, let’s dive into the list.

Film #1:
Springsteen: Deliver Me From Nowhere

Promo still for Springsteen: Deliver Me From Nowhere showing the title character.

Biopics of musicians have been all the rage in recent years. After Bob Dylan, Elton John, Elvis Presley, and other performers have had their lives dramatised… in 2025 it’s the turn of Bruce Springsteen. I’m a pretty big Springsteen fan; his folk album We Shall Overcome (The Seeger Sessions) is one of my absolute favourite albums, though of course he’s better-known for his rock stuff!

Deliver Me From Nowhere is set during the creation of Springsteen’s 1982 album Nebraska – the album that spawned Atlantic City. I think it has the potential to be an interesting re-telling of an important chapter in the singer’s life, as well as an entertaining film to boot. If nothing else, it’s gonna have a great soundtrack!

Film #2:
I Know What You Did Last Summer

Promo photo/behind-the-scenes photo from the set of I Know What You Did Last Summer (2025 version) showing the famous hook and a clapper board.

Do we call this a sequel? A remake? A squemake? Whatever it is, I’m cautiously interested! The original I Know What You Did Last Summer, which was released in 1997, is one of those not-so-great films that had an impact on me because of when I watched it! I went to the cinema with some friends, with no plans for what we were gonna watch, and we picked this horror/slasher film at the last minute, not really sure what to expect. I found I Know What You Did Last Summer to be riveting stuff as a teenager, and even though I don’t think it makes such a good impression these days, it has a place in my heart for that reason.

Whether this adaptation/sequel will recapture the magic remains to be seen – but I think there are some reasons to be hopeful. Returning characters from the original, combined with a new story, could make for an interesting film… but we’ll see.

Film #3:
Brick

Promo still for Brick showing two characters and the titular bricks.

I really don’t know what to expect from this German-language mystery-thriller – but the premise alone has me intrigued. Some people awaken to find their apartment building surrounded by an apparently impermeable wall, with no way in or out. The trailer showed several different characters in various apartments, some of whom may know something about what’s going on and why.

The film definitely feels “Netflixy,” if you get my meaning. But I think there’s enough of an interesting premise to carry the story, and it could end up being something of a sleeper hit. Maybe I’m wrong about that – but I’m eager to find out.

Film #4:
Zootopia 2

Promo still for Zootopia/Zootropolis 2 showing Nick, Judy, and another character.

Disney is still really into its sequels, eh? A follow-up to 2016’s smash hit, Zootopia 2 will see Judy and Nick back in action – this time both as members of Zootopia’s police force. The story will involve a renegade snake… and that’s about all we know so far! The original Zootopia was fun, though I admit I haven’t seen the Disney+ miniseries from a couple of years ago. Still, a return to this world could be entertaining, especially for the little ones.

In 2016, Zootopia and Moana seemed to clash, but this time Disney has managed to keep their sequels a year or so apart – which is good! Whether either of those films really needed sequels, though… well, I guess we’re about to find out.

Film #5:
In Your Dreams

Promo still for In Your Dreams showing two characters (and a teddy) riding on a bed through the clouds.


Another animated film now. In Your Dreams has a creative premise: two kids entering the dream world, looking to find the Sandman. I’m getting kind of a Spellbound vibe here, insofar as both films deal with kids trying to help their parents. The trailer was cute, and Netflix has done well with some of its animated pictures in recent years – so there’s definitely reason to be hopeful!

I just think the film looks great, and with Disney – as mentioned – focused on sequels, spin-offs, and remakes, there’s plenty of room for a studio like Netflix to muscle in and stake a claim in the animated realm. Last year’s Spellbound was one of my favourite films of the year, so In Your Dreams has the potential to build on that success.

Video Game #1:
Donkey Kong Bananza

Promo image for Donkey Kong Bananza showing DK punching the ground.

I don’t have a Switch 2, so chances are I won’t play Donkey Kong Bananza this year! And there are reasons to be sceptical of the game; I’m getting “double-A,” kind of mid-tier vibes from everything I’ve seen so far. However… as a big fan of DK’s last 3D adventure – Donkey Kong 64, which was more than a quarter of a century ago! – I’d be lying if I said I wasn’t intrigued. A recent trailer showing off Pauline – who appeared in the original arcade game and has recently become a mainline Super Mario character – has also piqued my curiosity.

As I said when discussing the launch of the Nintendo Switch 2: this isn’t the game you buy an expensive console for. But if I eventually get my hands on a Switch 2, I can absolutely see myself picking up Donkey Kong Bananza if for no other reason than to have another 3D adventure and maybe get some of those nostalgic Donkey Kong 64 feels!

Video Game #2:
Mafia: The Old Country

Promo still for Mafia: The Old Country showing the interior of an Italian villa.

I remember the original Mafia on the Xbox – I expected it to just be a ’30s Grand Theft Auto III clone! The game was a lot of fun in its own right, though, with a strong, engaging story populated by fun characters, not just film noir caricatures. Mafia: The Old Country is going to step back in time and hop across the Atlantic to Sicily, focusing on the growth of the Cosa Nostra at the turn of the last century. I really like this idea; not only the time period but the Sicilian location seem like they could be a ton of fun – and something a bit different.

The Mafia trilogy was remade from the ground up a few years ago, and the remakes are also well worth playing for any fan of third-person action-adventure games. It’s my hope that The Old Country will be in the same vein, and will tell an exciting and compelling crime story. I don’t want to fully board the hype train for any unreleased title… but I have high hopes for this one!

Video Game #3:
Crimson Desert

Promo screenshot of Crimson Desert showing a mounted character overlooking a lake or ocean.

At time of writing, Crimson Desert is still on the schedule for later this year. However, it’s been a while since we heard much about the game, though some journalists got to see it at one of the recent games industry events. In short… I’m not sure if we should expect a delay! But the game looks fantastic; a large fantasy open world that promises plenty to do and different ways to play.

Developers Pearl Abyss are well known for Black Desert Online, which is now over a decade old but still has a dedicated community. I think there are plenty of reasons to look at Crimson Desert with optimism… though, as mentioned, I wouldn’t be shocked if a delay pushes it back into 2026. Of all the games we’ve talked about today, this feels like the most likely one to miss its release window.

Video Game #4:
Terminator 2D: No Fate

Promo screenshot for Terminator 2D: No Fate showing a character being punched.

Playing through the events of Terminator 2: Judgement Day in a game that looks like it was made for the SNES? Sign me up, that sounds perfect! Everything I’ve seen of Terminator 2D: No Fate just gives me the nostalgic feels; like I’m a kid again, playing my SNES after school with some licensed side-scrolling game like Alien 3 or Super Star Wars. The graphics look perfect, the gameplay looks like a lot of fun, and it’s an officially licensed game based on a solid film. What could go wrong?

Alright, fine – maybe I’m getting over-excited! But it’s been a while since I saw a project quite like this one, and something about the visuals and the style of gameplay just really struck a nostalgic chord for me, even just from looking at the trailer. I really can’t wait to try it for myself.

Video Game #5:
Copa City

Promo screenshot of Copa City, showing a top-down view of a fan zone.

Copa City fills a niche I didn’t realise existed! It’s a football game where the objective isn’t to score goals as a player or take charge of the team as a manager, but where you set up the infrastructure around the matches. It sounds like a “tycoon game” where you’re managing different aspects of the football event: things like transportation, setting up fan zones, and the like.

I think it’s a really creative concept – and there are already a handful of officially-licensed teams and stadia on board. Whether Copa City can make good on a neat core idea remains to be seen, but I like what’s been shown off so far, and I’m curious to try it for myself. I don’t see it eclipsing the likes of EA FC and Football Manager, but it could easily find its own niche as a football game with a twist.

TV Series #1:
Fallout Season 2

Render from the credits sequence of Fallout Season 1 showing the New Vegas skyline.

The first season of Fallout was creative and fun – even if it wasn’t the best thing I’ve ever watched. The cliffhanger ending was compelling enough for me to want to see the next chapter, though, for Lucy, the Ghoul, and… everyone else. You know… those characters whose names I can’t call to mind right now! Bringing the world of the Fallout video game series into live-action was a good idea, and I can see why the series has been generally well-received.

It seems as if Fallout Season 2 is heading to the city of New Vegas – so fans of the game which was set there can expect plenty of callbacks and references to those events. Maybe I should finally and belatedly play New Vegas before the new season arrives in December? Don’t hold me to it, but I might give it a go if I can find the time.

TV Series #2:
King of the Hill

Still frame from the King of the Hill revival trailer, showing an older Peggy, Bobby, and Hank.

King of the Hill was one of those shows that I used to watch occasionally, when it was on. It was never a favourite, but I usually cracked a smile or two at the antics of Hank, Bobby, Peggy, and the rest of the characters. I can’t say I’m surprised to see King of the Hill being revisited; revivals and reboots are all the rage right now, so why not step back to the show and see if it can connect with a new audience?

I’m not sure what to expect, really. As with the recent Phineas and Ferb revival, King of the Hill is stepping forwards in time – by quite a ways, judging by Bobby’s age in the recent teaser! That could open up new storytelling ideas… but it could also take something away from the show and what made it so appealing to fans in the first place. Will it be soulless corporate slop… or was there a genuinely good idea for a revival? Let’s find out!

TV Series #3:
A Knight of the Seven Kingdoms

Promo still for A Knight of the Seven Kingdoms showing a character wielding a sword.

Call me overdramatic if you like, but A Knight of the Seven Kingdoms is basically Westeros’ last chance to win me over! I enjoyed Game of Thrones… until it went off the rails toward the end. But I wasn’t especially keen on House of the Dragon, and I kind of drifted away from that show after a handful of episodes. With a focus on a different group of characters in a new era and setting, though… could A Knight of the Seven Kingdoms be the series that drags me back into the world of Westeros?

Maybe? I mean, why not, right? I’m not sure Game of Thrones really needs all of these spin-offs, but given how popular the original show was in its prime, I can’t exactly blame HBO for trying to recapture some of that magic. Will it work, though? And will this series succeed where Game of Thrones and House of the Dragon didn’t? I guess we’ll find out later in the year.

TV Series #4:
Alien: Earth

Cropped promo poster for Alien: Earth showing a Xenomorph wrapped around planet Earth.

I’m not at all caught up on all of the recent movies in the Alien universe, so I hope this TV series won’t lean too heavily on those for its main narrative arcs! A story like Alien seems well-suited to a big-budget TV show instead of just a film, so I’m certainly interested to see what kind of stories and characters we’ll see in a new format. The series taking place on Earth is an interesting idea, too, as exploring this future version of Earth is something none of the films have done.

I’m not sure I’d have chosen to make Alien: Earth as a prequel, though. My other concern is this: are the Xenomorphs still scary, and will they be scary enough to carry this new television format? Some recent Alien projects have, I would argue, degraded the Xenomorphs’ fear factor somewhat. Still, I’m curious and perhaps even hopeful that Alien: Earth can do something creative and a little different with this sci-fi property.

TV Series #5:
King and Conqueror

Promo still from King and Conqueror showing William the Conqueror, a rowing boat, and the sea.

I thought we were going to see King and Conqueror earlier in the year; filming wrapped ages ago and it seemed primed for a spring broadcast. Never mind! The series, set during the Norman Conquest of England, is set to be broadcast sometime before the end of the year. Starring Game of Thrones’ Nikolaj Coster-Waldau as William the Conqueror, the series looks like it has a lot of potential to be a fun, interesting, and entertaining re-telling of an important chapter in history.

Every British schoolkid learns about the Normans in history class – but I can’t remember a big-budget adaptation of these events like this. In that sense, I think it’s going to be really interesting to see the Norman Conquest brought to life. I hope it isn’t over-dramatised, with love interests and soap opera-style personal drama getting in the way of things! But I have confidence in the BBC and American collaborator CBS to bring the story to life in a fun and engaging way.

Bonus: Star Trek!

Promo poster for Star Trek: Strange New Worlds Season 3 showing the main characters walking across an alien landscape.
Captain Pike and the crew are returning soon!

It wouldn’t be a Trekking with Dennis list without some Star Trek, eh? We have Strange New Worlds’ third season coming up very soon, and I’m really looking forward to another set of adventures with Captain Pike and the crew. Some folks have suggested that Starfleet Academy could also be broadcast before the end of the year; personally, I don’t think that’s especially likely… but you never know, I guess!

For me, Strange New Worlds has been the absolute highlight of modern Star Trek; a largely episodic series focused on exploration and adventure that brought the franchise back to its roots. Starfleet Academy, with its focus on teenage and young adult characters, could be a way into the Star Trek fan community for new, younger viewers – exactly the kinds of people the franchise needs to attract in order to shore things up. With the 60th anniversary next year, I’m hoping Paramount is holding something back to celebrate – but until then, we’ve at least got ten Strange New Worlds episodes to be sinking our teeth into!

So that’s it!

Stock photo of a little girl playing a video game.
Are you excited to play a particular game later this year?

We’ve taken a look at a few of the entertainment experiences that lay ahead of us over the next six months. I think there are plenty of fun ones and things to get excited about – and I’m sure there are others that will seem to come out of nowhere and catch me off-guard! That always seems to happen.

So we’re already at the midpoint of the year… and I’m still catching up on some of the things I missed in 2022, let alone 2023, 2024, and the first half of 2025! I’m getting old… which probably explains why I have my own website instead of a TikTok page, or something! In any case, I hope this has been a bit of fun and an interesting look ahead to some of the things we might enjoy between now and New Year’s Eve. Speaking of which… I’d better make sure I’ve got all of my Halloween, Christmas, and New Year’s decorations ready. If the first half of the year is any indication, the holidays are going to sneak up on me with lightning speed!

Have fun out there!


All titles mentioned above are the copyright of their respective studio, publisher, distributor, broadcaster, etc. Some photos and promotional art courtesy of IMDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Stories To Tell Before It’s All Over…

A Star Trek: The Animated Series-themed spoiler warning graphic.

Spoiler Warning: Beware of spoilers for the following Star Trek productions: Deep Space Nine Season 6, Enterprise Season 3, Discovery Seasons 1-5, Picard Seasons 1-3, Prodigy Season 1, Strange New Worlds Seasons 1-2, and Starfleet Academy.

Eight years ago, Star Trek returned to its small-screen home after over a decade in the wilderness. However, in 2025, thanks to a corporate merger, an under-performing, loss-making streaming platform, and some laughably idiotic decision-making by morons in suits, it feels like Star Trek might, once again, be coming to the end of the road. The cancellations of all but one series, failures to get a new feature film off the ground, and Paramount+ continuing to flail around in a competitive market all indicate to me that Paramount and Skydance are at the very least considering bringing production to a halt.

There will be time in the months and years ahead to talk about who’s to blame and what precisely went wrong. But that isn’t the purpose of today’s article. Instead, I want to take a look ahead. Beginning with the assumption that Skydance/Paramount aren’t interested in producing more Star Trek after the second half of the 2020s, what stories should the franchise’s writers and producers aim to tell over the next three or four years? Is there room to resolve dangling story threads, throw in a bit of fan service, and perhaps revisit characters and factions we haven’t seen in a while? Or… should Star Trek’s corporate overlords roll the dice again and chase trends in the hope of bringing in new viewers?

A room with a table and chairs and a banner on the wall that reads "Star Trek: Boldly Going in 2017."
An early tease of Star Trek’s small-screen return.
Photo Credit: TrekCore

2016 doesn’t feel like a particularly long time ago. But it’s been nine years since we got those early teases of what would go on to be Star Trek: Discovery, and since then, production has ramped up only to tail off again far more quickly than I’d expected. To go from the excitement of Star Trek’s return to the very real prospect of its total cancellation in the span of less than a decade is making my head spin! But realistically, after the cancellation of most of the main shows and with the corporate merger seeming to have put a stop to any new announcements… that’s where we’re at. If Star Trek isn’t bringing in viewers and helping Paramount+ on its long road to profitability… what did we expect? Corporations aren’t going to piss away money forever on something that isn’t making a profit… even if the reason why Star Trek, in its current incarnation, has struggled is, I would very strongly argue, entirely the fault of executive fuckwits making appalling decisions!

The cancellation announcement of Strange New Worlds kind of embodies that for me. Season 3 is literally days away, the cast and crew are about to start making the rounds on the interview circuit, hype for the new season is beginning to build… and that’s the moment that Paramount’s executives decide to announce that the show’s cancellation. This coming just a couple of years after they had to rapidly un-announce a new Star Trek film when it emerged that none of the cast had actually signed onto the project. After the merger is complete and these morons are all laid off… I hope not one of them ever works in the entertainment industry again.

But as I said, that’s not what we’re here to talk about on this occasion!

Former Paramount CEO Bob Bakish in an official portrait.
Former Paramount CEO Bob Bakish.

I’ve been thinking a lot about some of the Star Trek stories that I’d most like to see. If Star Trek does get fully cancelled later in the decade, and remains off the air for a good number of years as happened in the ’70s and the 2000s/2010s… this could be it for me. This could be the last new Star Trek I’m gonna see. Because of my health, sticking it out to the 2040s or beyond for a possible, hypothetical revival seems… well, it seems unlikely, to be blunt about it! So the next few years could bring me the final batch of Star Trek stories that I’m going to be able to watch. It’s with that mindset that I approach this piece.

So let’s clear a few things up before we go any further. These story ideas are pure fantasy, meaning I have no “insider information,” I’m not claiming any of them will actually be made, and it’s very likely that nothing we’re about to discuss will ever actually be seen on screen! This is a wishlist from a Trekkie, and should be taken in that spirit. Secondly, all of this is the wholly subjective take of just one person. If you hate all of my story concepts, or if I don’t mention a favourite of yours… that’s okay. There should be enough room in the Star Trek fan community for different ideas and the kind of polite discussion that doesn’t descend into argument and toxicity.

With all of that out of the way, let’s take a look at some of my story ideas.

Story #1:
Bring back the Xindi.

Still frame from Star Trek: Enterprise Season 3 showing the Xindi.
Xindi in Enterprise.

The Xindi have technically appeared in Discovery – albeit in a non-speaking, background role. And Xindi-Reptillians were also seen in a slightly bigger capacity in Prodigy’s first season. But we haven’t gotten a proper Xindi story since Enterprise – not one that examines the Federation’s relationship to the faction, at any rate. I’d love to see the Xindi revisited in a big way, catching up with them after the events of Enterprise and perhaps finding out a little more about what became of them after the disappearance of the Sphere-Builders.

Starfleet Academy could, for instance, introduce a Xindi cadet – perhaps one of the first Xindi to be a Starfleet officer in some time. Or Captain Pike could be sent on a diplomatic mission to the Xindi homeworld barely a century after the attempted attack on Earth. Either of these shows could incorporate a Xindi storyline, and it would be a lot of fun to either lay the groundwork for a future Federation-Xindi alliance or see what became of that in the far future.

Still frame from Star Trek: Prodigy Season 1 showing two Xindi characters.
Two Xindi from Prodigy’s first season.

A story set in the far future could also reference the Sphere Builders and perhaps expand upon something Discovery never really explained: the ban on time travel. It always struck me as an impossible thing to enforce, especially given the shattered state of the Federation, but perhaps a Xindi character in Starfleet Academy could lecture the cadets on the dangers of trying to interfere with the past.

If Pike and the Enterprise visit the Delphic Expanse, we could get a story about the Xindi’s first attempt to reconcile with Earth. They might’ve retreated back to their homeworld after their defeat, and this could be the first time they’ve reached out to the Federation in decades. There could even be a resurrection of the plot to attack Earth, perhaps some disaffected Xindi faction feels that it’s the only way to restore their world to greatness. If so, Captain Pike could have to follow in Archer’s footsteps and stop them!

Story #2:
A sequel to In The Pale Moonlight.

Still frame from Star Trek: Deep Space Nine Season 6 showing Garak and Sisko.
Garak and Sisko.

Have you ever wondered what might’ve happened if the Romulans ever figured out what Garak and Sisko did during the Dominion War? I have! And it’s one of my all-time favourite fantasy storylines. I don’t think this would even need to include Sisko or Garak necessarily – though I’d love to bring back both Avery Brooks and Andrew Robinson to reprise their roles. But a story set sometime after the Dominion War could revisit this absolute cracker of an episode and address some of the lingering questions that it posed.

Though this could be another far future story, I guess, where I think it would work best would be in the Picard era. Perhaps the Romulans discover, in some of the documents and data that they saved from the supernova, the fake recording that Sisko and Garak created and revisit it, finally realising that it was fake. That could have massive implications for Romulan-Federation relations… or maybe the new Romulan government, relying on the Federation for aid and supplies after the cataclysm, would choose to cover it up. If Legacy had gotten off the ground, this would absolutely be a story I’d have wanted to see in that show.

Still frame from Star Trek: Picard Season 3 showing Seven of Nine.
This could’ve been a great episode of Star Trek: Legacy

I can picture it already: Starfleet contacts the Enterprise, ordering Seven, Raffi, Jack, and the rest of the crew to parley with the Romulans. Seven’s Romulan connections from Picard Season 1 could come into play here, justifying Starfleet tapping the Enterprise for the mission. Upon arriving at the new Romulan homeworld, several angry Romulans – leaders of the Senate and Tal Shiar, perhaps – confront her over the deception. Seven and the crew genuinely have no idea what’s going on; Sisko and Garak told no one. In desperation, Seven contacts DS9, potentially being received by a familiar face.

At this point, the story could go in lots of different directions – all with plenty of those shades of grey which made In The Pale Moonlight so compelling. There could be genuinely uncomfortable real-world parallels – the lies told in order to start wars, threats of aid being withheld from desperate survivors of the supernova, and good people forced into impossible situations by the actions of others a generation ago.

Story #3:
A 60th Anniversary Special.

Promo image for Star Trek: Voyager showing Janeway and Tuvok with Rand and Sulu.
Janeway and Tuvok with Sulu and Rand from Voyager’s 30th anniversary episode, Flashback.

In 1996, two episodes were produced that really aimed to celebrate Star Trek’s thirtieth anniversary: Trials and Tribble-ations and Flashback. Both were, in my humble opinion, excellent – though fans have a clear preference for Trials and Tribble-ations! It’s been a frankly astonishing twenty-nine years since then… meaning Star Trek’s 60th is just around the corner.

A decade ago, Star Trek Beyond was the only production released during the 50th anniversary year, but Discovery was already filming. This time, I’d really love to see Paramount go all-out, using all of the resources at their disposal, to really celebrate all things Star Trek. Obviously this idea felt more likely before the recent cancellation announcements, and I would note that we’ve already had an excellent crossover between Lower Decks and Strange New Worlds that kind of occupies a similar space! But that wasn’t an anniversary special… so I think Star Trek and Paramount can do something, at least, to mark the occasion.

Still frame from Star Trek: Strange New Worlds Season 2 showing Mariner, Boimler, and Pike in the crossover episode.
Star Trek has recently done an ambitious crossover episode.

There are two shows in production that could – somehow – cross over. The best idea I can come up with at this stage would be the Starfleet Academy cadets running a simulation of Kirk’s Enterprise… which I realise sounds a lot like the maligned These Are The Voyages, but I think that same concept could’ve worked if it had been handled better and wasn’t intended to serve as Enterprise’s finale! So let’s say that, under the direction of Tilly and Vance, the cadets are aboard Kirk’s Enterprise, using the sets built for Strange New Worlds. What next?

Well, Strange New Worlds already has Kirk, Spock, Uhura, and Scotty – so we could use those characters and revisit a classic episode from The Original Series! Perhaps something like The Doomsday Machine, with the cadets observing Kirk’s actions for their assignment. This could mutate into a “the holodeck done goofed” type of story, perhaps, with the cadets having to genuinely fight for their lives alongside Captain Kirk and Spock. It wouldn’t be a pure crossover in the sense that Pike and some of the other Strange New Worlds characters would be missing… but I think it could be a huge amount of fun.

Story #4:
Save Captain Lorca!

Promo still for Star Trek: Discovery Season 1 showing Captain Lorca with a phaser.
Captain Lorca.

This has been a theory/fantasy of mine going all the way back to the announcement of Section 31 in 2019! In short, the prime timeline version of Captain Gabriel Lorca, from Discovery’s first season, switched places with his Mirror Universe counterpart before the events of the show. Mirror Lorca is dead – but we never learned what became of our universe’s version of the character. Admiral Cornwell just assumed that he’s dead… but Lorca always struck me as a resilient, resourceful man. So maybe there’s a way that he managed to survive.

Section 31 obviously went on to be a completely different thing, but we still have a show set in the 23rd Century where this kind of rescue mission might be possible: Strange New Worlds! Captain Pike confirmed back in Discovery that he knows about the existence of the Mirror Universe, and while any crossover story would have to keep characters like Spock, Uhura, and Scotty out of it, I think it could be made to work. Furthermore, we could get a glimpse of Pike’s past; perhaps he served with Lorca before either of them assumed their commands, or maybe they became friends while working together as starship captains.

Still frame from Star Trek: Enterprise Season 4 showing the Terran Empire logo.
Captain Lorca is trapped in the Terran Empire.

In my fantasy version of the story, Admiral April would contact Captain Pike with a top-secret assignment. Starfleet has received a brief message from across the divide between universes, confirming that Captain Lorca is still alive. Based on what Starfleet learned from the USS Discovery’s time in the Mirror Universe, they’ve found a way to send a small ship through the looking-glass – and Pike, as one of the few officers aware of the Mirror Universe and because of his connection to Lorca, has been chosen to lead the mission. Pike would select Ortegas to be the shuttle’s pilot and another character – perhaps La’an for security or Pelia to keep the shuttle flying and maintain its systems – for a clandestine mission akin to the one Picard undertook in Chain of Command.

Once in the Mirror Universe, Pike and the others would have to trace the source of Lorca’s signal – it’s coming from a Terran Empire prison camp. They’d come up with a plan, break him out, engage in a shootout with a few Terrans, and possibly catch a glimpse of Mirror Spock before making it home safe and sound. I think this could be a really fun story – and a great way to bring Star Trek’s current crop of shows full-circle by returning to the events of Discovery’s first season.

Story #5:
Captain Pike vs. the Borg Collective!

Still frame from Star Trek: The Next Generation Season 2 showing a Borg drone in main engineering.
The first Borg drone ever seen in Star Trek.

Okay, now we’re getting silly. But I still think that a Borg Strange New Worlds episode isn’t as far-fetched as it sounds! Let me explain why. Firstly, just like the Captain Lorca episode above, this one would have to take place in an alternate timeline. Somehow, someway, thanks to some technobabble interstellar phenomenon, the Enterprise is thrust into a parallel universe – one in which the Borg have come to dominate the entire galaxy. Pike and the crew would have to face off against a horde of cybernetic adversaries while struggling to make it home.

Characters like Spock and Una could suggest that this cybernetic race – the Borg – might not exist in the prime timeline, potentially explaining how Pike’s run-in with the Borg was never mentioned by anyone else! I think that clears up that particular issue much better than Enterprise did with its Borg episode! But I also like the idea of leaving just a little bit of ambiguity right at the end – perhaps Pike submits his report, and the camera hangs on Admiral April as he looks pensive and concerned.

Still frame from Star Trek: Strange New Worlds Season 2 showing Captain Pike in his away team armour.
How would Pike handle the Borg threat?

After Picard arguably overdid it with the Borg, I can appreciate why bringing them back so soon might not be to everyone’s taste. And when there are so many factions and races from past iterations of Star Trek still waiting to be revisited, I can entertain the argument that doing another Borg story might not be the way to go. But when I think about the most iconic villains in Star Trek, the toughest enemies to beat, and the most frightening… the Borg are absolutely up there in all three categories, and I think they’d pose a massive challenge for Pike and the crew.

The most important thing for me is setting a story like this in an alternate universe, not the prime timeline. There’d be enough wiggle-room to have an encounter like this without treading on the toes of fantastic episodes like Q Who and The Best of Both Worlds that way.

Story #6:
Push the Burn into an alternate timeline.

Still frame from Star Trek: Discovery Season 3 showing the Burn destroying starships in a flashback.
The Burn.

As a parting gift to potential future Star Trek storytellers, I can’t think of anything this current crop of shows could do that would be better than pushing the Burn and the far-future setting into an alternate reality. Don’t get me wrong: I don’t want to see Discovery and Starfleet Academy decreed to be “non-canon,” and the far-future setting had some interesting ideas that led to some genuinely great episodes. But… as the ultimate destination for the entire Star Trek galaxy, the Burn and the post-apocalyptic hellscape it created are incredibly depressing. Not only that, they risk constraining future stories, making them feel meaningless or unimportant.

Any new Star Trek project set prior to the 32nd Century becomes, by default, a Discovery prequel. And when we know how awful Discovery’s far future was for pretty much everyone… that’s not great. It completely changes how we view stories like Picard’s third season; we knew, even subconsciously in the backs of our minds, that even if Picard managed to save the day and defeat the Borg, the Burn was still going to happen. No other Star Trek project has done more to restrict and reframe subsequent productions than Discovery’s third season.

Still frame from Star Trek: Picard Season 3 showing Spacedock under attack.
Any Star Trek episode or film set in the 23rd, 24th, or 25th Centuries becomes, by default, a prequel to Discovery’s far future… and the Burn.

And I think, all things considered, “post-apocalyptic Star Trek” didn’t work as intended – at least not in Discovery with the kinds of stories the production team wanted to tell. So let’s assume Starfleet Academy will get two seasons before a cancellation in 2027 or 2028. The absolute best thing that show could do in its final episode is find some way to push this version of the future into a pocket universe or alternate timeline. You’d have to come up with some kind of technobabble and a reason why; maybe the Burn will have knock-on effects that ultimately lead to some additional disaster, and the only way to prevent it will be to travel back in time and stop the Burn from ever happening. I don’t know. But there’s gotta be someone who could write a story like that!

What this story would have to do is thread the needle. Discovery and Starfleet Academy could continue to exist for folks who enjoyed them – and I certainly hope to be among the people who enjoy Starfleet Academy! But the main storyline of the Burn could push those shows into some kind of parallel universe – paving the way for Star Trek projects in the future to not have that massively depressing destination.

Story #7:
Star Trek: Legacy.

Still frame from Star Trek: Picard Season 3 showing the Enterprise-G.
The Enterprise-G.

This one isn’t a single “story” so much as an entire TV movie! In short, I’d love to see Terry Matalas’ Legacy pitch revisited, somehow. If we stick with our assumption that cancellation is coming, then it seems beyond unlikely that a brand-new big-budget series is going to get out of the starting gate. But maybe, just maybe, there’s room to turn Legacy into a Section 31-style TV movie. If it does well in that format, then who knows? Maybe Skydance/Paramount will want a continuation.

I really hope that the negative reception Section 31 received earlier in the year won’t dissuade Star Trek’s corporate overlords from revisiting the TV movie idea. There are so many stories that could work in that format – even if they couldn’t carry an entire series on their own. While I’d absolutely love to see Legacy in its originally-envisioned form as a full-blown series, a TV movie could be the next best thing… and a way to test the waters to see if the 25th Century could be Star Trek’s saviour.

Still frame from Star Trek: Picard Season 2 showing Seven and Raffi.
Seven and Raffi could return…

I’ve argued repeatedly that the Star Trek franchise can’t just coast on nostalgia and past successes, and needs to do more to bring new, younger fans on board. That’s something I hoped Section 31 could’ve done… but that doesn’t seem to have happened, unfortunately. A restructured Legacy, with just enough of a connection to Star Trek’s past without going overboard, could be the gateway into the franchise for new fans – connecting back to characters from The Next Generation era while setting the stage for new adventures in the 25th Century.

I’ll caveat all of this by saying that no one knows what was in the original Legacy pitch – it might’ve been absolute dog shite that we would’ve all despised! And there’s clearly a reason why Paramount didn’t go for it in 2022/23. But as with other missed opportunities in recent years – like Quentin Tarantino’s film idea – I can’t help but feel the decision not to move forward was the wrong one. Perhaps Legacy can still be revived, even if it has to be a one-off TV movie instead of a full series.

Story #8:
“Cardassia Prime.”

Still frame from Star Trek: The Original Series showing the USS Enterprise with the words "Cardassia Prime" in the style of an Original Series title card.

If you’re a regular reader, you might remember my fantasy “episode pitch” for Strange New Worlds from a few months back. I titled the story Cardassia Prime, and it would tell the story of first contact between the Federation and the Cardassians. But wait, there’s more! I’d also bring an elderly T’Pol into the story, serving as an ambassador and diplomat for the Federation in her later years.

The episode would start with Captain Pike receiving new orders – a Federation colony ship has been attacked by an unknown faction, and a special ambassador is coming aboard the Enterprise to help defuse the situation. The ambassador will be revealed as T’Pol – now well over a hundred years old, but still working for the Federation. I’d love to see some interaction between an elderly T’Pol and a younger Spock; perhaps she’d have some advice for him on working closely with humans and discovering personal connections with them that could foreshadow Spock’s deep bond with Kirk.

Still frame from Star Trek: Enterprise showing an elderly T'Pol.
This episode would feature an older T’Pol.

We’ll also discover that the aggressive, territorial power T’Pol has been sent to negotiate with is the nascent Cardassian Empire – and they’ve laid claim to a system that a Federation colony ship inadvertently ventured into. This kind of hostile first contact, with an emphasis on competing claims for star systems along a shared border, could set be the precursor to the Carsassian Border Wars of the 24th Century, foreshadowing events referenced in The Next Generation and Deep Space Nine. I like the idea of a non-violent resolution; Captain Pike shouldn’t have to fire his phaser even once, despite Cardassian intransigence!

We’ve never seen how first contact between Starfleet and the Cardassians went, and I just adore the idea of an episode bringing together elements from all three of Star Trek’s main eras: the 22nd Century, represented by T’Pol, the 23rd, obviously represented by Pike, Spock, and the Enterprise, and the 24th, represented by the Cardassians, who were first introduced in that era and who were a major antagonist. If you want a longer look at my “Cardassia Prime” story outline, you can find it by clicking or tapping here.

Story #9:
32nd Century Klingons.

Still frame from Star Trek III: The Search for Spock showing a Klingon Bird-of-Prey up close.
A Klingon Bird-of-Prey.

After shooting forwards in time far beyond anything we’ve seen in Star Trek before, Discovery disappointed me by showing us remarkably little of the galaxy in this era. With storylines focused on the next “massive galactic threat” and Burnham’s soap opera-like personal relationships, the show just didn’t even try to give us a bigger picture look at some of the factions and races we remember. A few were glimpsed – literally, just glimpsed in the background with a single character, like a Ferengi or Lurian. But we’ve seen hide nor hair of the Klingons.

Of all the races in Star Trek, the Klingons are perhaps the most iconic and narratively important. So it feels odd to have spent three full seasons in Discovery’s far future without so much as glimpsing a single solitary Klingon! There are so many ways this could’ve gone, too – the Klingons could’ve become fully-fledged Federation members by this time, returned to isolationism, or even broken their alliance to become an enemy once again.

Still frame from Star Trek: Deep Space Nine showing two Klingon leaders on DS9's viewscreen.
Gowron and Martok in Deep Space Nine.

And then there’s the Burn. The Burn was, in a roundabout way, caused by a Federation citizen aboard a Federation ship… so what would the Klingons make of that revelation? How did the Burn even impact their empire – or whatever was left of it by the 32nd Century? Is there still an extant Klingon state at all, or did their empire fall apart centuries ago, with surviving Klingons existing as second-class citizens under the jurisdiction of the likes of the Breen or Emerald Chain?

I’d love to see Starfleet Academy begin the process of answering these questions! Even though, as stated above, I think pushing this vision of the far future into a separate timeline would be for the best, I’m still curious to catch up with the Klingons in this era, finding out what happened to them in the centuries after we last saw them.

Story #10:
Tie up Picard’s loose ends… or some of them, at least.

Still frame from Star Trek: Picard Season 1 showing Narek's final on-screen moment.
Hi, Narek…

Who are the “alliance of synthetic life,” and what were their goals? Who created the mysterious transwarp anomaly/weapon? Could those two stories, from Seasons 1 and 2 of Picard, be related somehow? I’d love to get some closure on these two apparently-massive storylines that Picard’s writing team dropped without bothering to explain!

This is another storyline that could’ve emerged in Star Trek: Legacy… but I think there’s at least the potential for Starfleet Academy to tie up these loose ends. Even if all we get is a short scene, a few lines of dialogue, and confirmation that the super-synths tried to attack the Federation before being defeated by a renegade Borg ally… that would be something. Maybe we could learn that Starfleet established relations with the “alliance of synthetic life” and they maintain an embassy. If the writers really wanted to lean into this idea, we could even connect it to a synthetic character like the Doctor – who we know is coming back in Starfleet Academy’s first season.

Still frame from Star Trek: Picard Season 2 showing the assembled fleet and the mysterious anomaly.
The mysterious anomaly from Season 2.

As I’ve said before, Picard was a jumbled, contradictory mess of a show – one that dumped characters and storylines with no explanation, overwrote significant story beats from one episode to the next, and while it managed to pull out a satisfactory ending to its third season… there was a lot left on the cutting-room floor as the credits rolled. Getting some kind of closure to some of these points – even centuries later in a completely different context – would be fantastic.

As Trekkies, we like the world of Star Trek to make sense. And when whole storylines which appear to involve impossibly-powerful enemies and adversaries just disappear without a trace… well, that isn’t very satisfying. Even if Starfleet Academy could find time to include a couple of throwaway lines of dialogue referencing and providing some kind of closure to the super-synths and the mysterious anomaly… I think that would do a lot to improve how I feel about those storylines.

So that’s it… for now.

Concept art of the USS Excalibur from Star Trek Online.
Star Trek Online’s USS Excalibur.

With Strange New Worlds not even halfway through its four-and-a-half season run, and Starfleet Academy having been announced but not so much as glimpsed yet… it feels strange to be thinking about Star Trek as a whole potentially being shut down in just a few years’ time. However, unless something massive changes – and quickly – that seems to be what we’re headed for. It’s a depressing thought, especially since cancellation in the late 2020s could very well mean that these upcoming episodes and stories will be the last brand-new Star Trek I’ll ever see. But what can you do, eh?

I hope this has been an interesting thought experiment, at least. There are some stories and episode ideas that I’d really love to see brought to the screen over the next few years, and if they’re to be among the last in this current incarnation of Star Trek… well, let’s just hope they’re good ones!

Thanks for tuning in, and as always… Live Long and Prosper!


Star Trek: Strange New Worlds Season 3 and Star Trek: Starfleet Academy Season 1 are in production and will be broadcast on Paramount+ in the months ahead. Other Star Trek shows and films are already on the platform now, and may also be available on DVD and/or Blu-ray. The Star Trek franchise – including all episodes, films, series, and other properties discussed above – is the copyright of Paramount Global. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek “Top Fives” – Arguing With IMDB!

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for the following Star Trek shows: The Original Series, The Next Generation, Deep Space Nine, Voyager, and Enterprise. Minor spoilers are also present for Discovery, Picard, Section 31, and Starfleet Academy.

Today I thought we could have a bit of fun with the Star Trek franchise! If you didn’t know, IMDB – that’s the Internet Movie Database; a website all about films and TV shows – allows its users to rate episodes on a scale from one to ten. The site then brings all of these ratings together, allowing you to view a ranked list of the most-popular episodes in a television series. This time, I’m gonna pick the top five highest-rated episodes for the first five Star Trek series and talk a little about them. I’ll discuss what I liked – or disliked – about each episode, and then I’ll answer a simple question: would I include this episode among my personal favourites? Would it make the cut?

If that sounds like fun, then buckle up! Some of these are going to be controversial, that’s for sure.

Before we get into the list, I have a few caveats and points of note.

Promo photo for Star Trek: The Original Series showing the main cast circa Seasons 2-3.
Star Trek’s first crew.

Firstly, all of this is subjective, not objective! If I heap praise on a story you despise or criticise one of your favourites… that’s okay. There ought to be enough room – and enough maturity – in the Trekkie community for civil conversations and polite disagreement. This is all just one person’s opinion, at the end of the day. Secondly, I’m a huge Star Trek fan, and I have been since the early ’90s. I don’t adore every single episode, but I still consider myself a Trekkie and a supporter of the franchise, so nothing said below should be taken as “hate.”

Finally, I’m covering the first five Star Trek series – from The Original Series to Enterprise – in this piece, and I’m not counting The Animated Series nor am I including the cinematic franchise. Perhaps a future article can look at the newer Star Trek shows, though they have fewer episodes each and thus picking a top five might be a bit less interesting. For now, though, I’m sticking with the first five shows – so don’t expect any Picard or Lower Decks here. I’ll start with The Original Series and move forward through the shows in chronological order, finishing with Enterprise. Episode rankings are taken from IMDB as of mid-June 2025, and are listed in reverse order – starting with the fifth-highest and finishing with the highest-rated.

Phew! With all the details out of the way, let’s get started.

The Original Series Episode #5:
The Trouble With Tribbles, Season 2
IMDB Rating: 8.7/10

Still frame from Star Trek: The Original Series showing Kirk surrounded by tribbles.

The Trouble With Tribbles is absolutely iconic, and it’s one of the few episodes from The Original Series to have genuinely cut through to the mainstream in a big way. If you asked random non-Trekkies about not only The Original Series, but the Star Trek franchise as a whole, it wouldn’t be long before someone mentioned this episode, the tribbles themselves, or the iconic Kirk meme that was born here.

The Original Series could be funny, and The Trouble With Tribbles uses humour to great effect. The character of Cyrano Jones is a ton of fun, and while the conflict with the Klingons and the infestation of tribbles can be tense at points, the episode is best-remembered for its sense of humour. Kirk dressing-down the officers involved in the fight is also an iconic scene – though one that takes a completely different tone. This episode also spawned Trials and Tribble-Ations… which I suspect we’ll discuss in more detail in a moment.

Would It Make The Cut?
✅ Yes. ✅

The Original Series Episode #4:
Space Seed, Season 1
IMDB Rating: 8.7/10

Still frame from Star Trek: The Original Series showing Kirk and the crew discovering Khan in stasis.

Here’s a “hot take:” I think Space Seed’s status is overinflated because of The Wrath of Khan and how popular that film became. Don’t get me wrong, it’s still a good episode – but because its story is basically the prelude to such an important film for the Star Trek franchise, I think some folks might be over-appreciating it just a little. There are some great moments between Khan and Kirk, including an epic fight sequence, and we get to see Khan’s “superior intellect” firsthand for the first time.

Space Seed deals with genetic engineering, looking at how wrong that could go, while also using it as a critique of racism and the idea of a “master race.” It was also one of the first Star Trek episodes to delve into the history of the future; its vision of mid-1990s Earth and the Eugenics Wars have become integral parts of Star Trek’s canon. It’s an interesting episode in its own right, and not just because it set up The Wrath of Khan. However… there are stronger episodes from the first season of The Original Series, and while Space Seed is good, there are other episodes that I prefer.

Would It Make The Cut?
⛔ No. ⛔

The Original Series Episode #3:
Balance of Terror, Season 1
IMDB Rating: 8.8/10

Behind-the-scenes photo from the set of Star Trek: The Original Series showing a crew member with a clapper board and the Romulan Bird-of-Prey filming model.

Balance of Terror is another absolutely iconic episode. It introduced the Romulans, explored their historical conflict with Earth, and their surprising connection to Spock and the Vulcans. It introduced cloaking technology, the neutral zone, and the Romulan Bird-of-Prey, all of which have become integral parts of the Star Trek franchise, even appearing in recent seasons on Paramount+. This was also Mark Lenard’s first Star Trek role, playing the unnamed Romulan commander. Lenard would go on to play Spock’s father, Sarek.

The episode draws on World War II films – particularly submarine films where tense ship-to-ship combat took place without the enemy being in sight. It was one of the Star Trek franchise’s first battle or war stories, laying the groundwork for future space battles. The interplay between Kirk and the Romulan commander – recognising one another as kindred spirits – was incredibly poignant, and the xenophobic character of Lieutenant Stiles grounded the story and gave it another real-world parallel. Stiles was one of the first human Star Trek characters to express such feelings of hatred. Balance of Terror is, in a word, fantastic.

Would It Make The Cut?
✅ Yes. ✅

The Original Series Episode #2:
Mirror, Mirror, Season 2
IMDB Rating: 9.0/10

Still frame from Star Trek: The Original Series showing Mirror Spock.

If you’re a regular reader, you may have heard me say this before, but here goes: I really don’t like the Mirror Universe. It lends itself to pantomime-style, hammy, over-acted performances, practically no Mirror characters have any nuance, as they seem to care about nothing beyond murder, torture, and torturous murder, and the whole setting just feels incredibly flat, boring, and one-dimensional. Mirror, Mirror, as the first episode to explore this setting, was interesting at first, and I’m happy to cut it a bit of slack as the progenitor of this idea, though.

Furthermore, Mirror Spock might be one of the best Mirror Universe characters, as he’s shown to be willing to listen to our universe’s version of Kirk. Compared to some of the other caricatures we meet in the episode, Mirror Spock is definitely the most interesting and complex. I suspect that, were it not for the Mirror Universe’s over-use in modern Star Trek, or if Mirror, Mirror had been a one-off, I might rate it a bit more highly. I still think its an interesting episode, and certainly one of the better Mirror Universe stories even all these years later, but it’s also not one of my favourites… and I guess it’s kind of tainted by association with some other, far less-enjoyable visits through the looking-glass.

Would It Make The Cut?
⛔ No. ⛔

The Original Series Episode #1:
The City on the Edge of Forever, Season 1
IMDB Rating: 9.2/10

Still frame from Star Trek: The Original Series showing Kirk and Spock in the 20th Century.


I knew The City on the Edge of Forever was a popular episode, but I’ll be honest: I didn’t expect to see it at the top of the list, way ahead of the competition! This is a great story, though, one which really leans into the idea Gene Roddenberry had of making Star Trek episodes akin to fables, with complex themes of morality seen through a futuristic, sci-fi lens. The choice Kirk has to make in The City on the Edge of Forever is truly heartbreaking, and the buildup to it is played exceptionally well.

The first season of The Original Series was basically flying blind, seeing what worked. And clearly, time-travel to Earth in the recent past was something that resonated with audiences in a big way. For me personally, time-travel to 20th (or 21st) Century Earth has never been my favourite story concept in Star Trek, as what interests me the most is the franchise’s look at the future. And I would humbly suggest that the existence of the Guardian of Forever could challenge and completely change Starfleet’s mission of exploration – yet the Guardian was only revisited once, in The Animated Series, before disappearing for nigh-on fifty years! Given its popularity, though, and its apparent cut-through to a wider audience, perhaps The City on the Edge of Forever could be a great starting point for new fans?

Would It Make The Cut?
⛔ No. ⛔

The Next Generation Episode #5:
The Measure of a Man, Season 2
IMDB Rating: 9.1/10

Still frame from Star Trek: The Next Generation showing Picard and Dr Maddox.

Star Trek can do courtroom drama exceptionally well, and The Measure of a Man is a fantastic example of this kind of storytelling. It’s also an episode with a complex message about the nature of life and sentience – ideas which are arguably more important today, thirty-five years later, than they were at the time of its production. Because we’re attached to Data as a character after spending two seasons with him, and we’ve come to see him as a member of the crew, Bruce Maddox comes across as a real antagonist – someone who’s trying to use his position and a legal loophole to, in effect, “kill” Data.

The episode presents a challenge for both Picard and Riker, too. Riker arguably gets the tougher brief, having to argue against his friend’s right to exist and his sentience. But, as Data would tell him at the end of the story, he did what he had to do and played his part; refusal would’ve led to Data being turned over to Dr Maddox. Picard’s speech about the nature of life, and Starfleet’s mission to seek out new forms of life, is incredibly powerful, too. But… is The Measure of a Man one of the absolute best of the bunch from The Next Generation, when there are so many other outstanding episodes and stories? I’m not even sure it’s the show’s best courtroom episode, with The Drumhead being a genuine rival for that title!

Would It Make The Cut?
⛔ No. ⛔

The Next Generation Episode #4:
All Good Things…, Season 7
IMDB Rating: 9.1/10

Still frame from Star Trek: The Next Generation showing Beverly Picard in an alternate future timeline.

I’m pleasantly surprised to see the series finale here. All Good Things is a fantastic episode, and a great way to bring The Next Generation full-circle. Q makes a return, setting one of his best and most complex puzzles yet, challenging Picard to think about time itself in a non-linear way. Having three distinct time periods on the go in a single story was challenging, but it was so creative and clever how Picard instantly moved between them. There was some fantastic cinematography on this side of the story, too, with close-up shots lingering on Picard as he slid between the three different eras.

It was great to welcome back Denise Crosby as Tasha Yar, and to catch a glimpse of our characters’ lives in the future, too. Some of the ideas originally presented here would later become plot points in Star Trek: Picard more than twenty-five years later, keeping a thread of consistency across different iterations of the franchise. All Good Things was a spectacular finale, one that brought together the entire crew in different and creative ways, and its anti-time eruption was a genuine challenge and puzzle for Picard.

Would It Make The Cut?
✅ Yes. ✅

The Next Generation Episode #3:
The Best of Both Worlds, Seasons 3-4
IMDB Rating, Part I: 9.3/10
IMDB Rating, Part II: 9.2/10

Still frame from Star Trek: The Next Generation showing the Borg cube on the Enterprise's viewscreen.

For some bizarre reason, IMDB ranks the two halves of The Best of Both Worlds separately, but I’m amalgamating them for my list. This story brought back the Borg for their first major clash with Starfleet – and what a clash it was! The Battle of Wolf-359, Borg assimilation, Picard’s transformation into Locutus, Riker’s challenging relationship with Commander Shelby, and the Borg’s first major attempt to attack Earth. The tension builds slowly across the first part, culminating in Picard’s abduction and assimilation – a cliffhanger to end Season 3 in just the most shocking and incredible way!

Part II picks up the action, and sets a huge challenge for Riker – and the entire Federation. The crew of the Enterprise-D want to rescue Picard and undo the damage done to him by the Borg, but they’re also Earth’s last line of defence after the Borg Cube made light work of the assembled Federation ships at Wolf-359. The plan to kidnap Locutus, then Picard managing to break through his Borg assimilation just enough to strike the crushing blow… it was all pitch-perfect, fantastic, outstanding television. There’s a reason why The Best of Both Worlds is held in such high esteem.

Would It Make The Cut?
✅ Yes. ✅

The Next Generation Episode #2:
Yesterday’s Enterprise, Season 3
IMDB Rating: 9.2/10

Still frame from Star Trek: The Next Generation showing Picard, Riker, and Yar in an alternate timeline.

Now that I see how highly-ranked Yesterday’s Enterprise is, suddenly the decision to bring back the character of Rachel Garrett in the recent Section 31 movie makes a lot more sense! Joking aside, this really is a fun episode. One question I remember having, as a Trekkie in the early 1990s, was this: what happened to the Enterprise-B and Enterprise-C? Yesterday’s Enterprise introduces the Ambassador-class Enterprise-C and explains its pivotal role in history, maintaining the alliance with the Klingons and preventing a catastrophic war that threatened to wipe out the Federation.

We get an examination of a disturbing alternate reality, one in which the Federation and Klingons have been at war for years. Guinan plays a hugely important role, too, being the only character aware of how different the timeline could be. Tasha Yar makes a return, and this episode also tees up Sela as a future villain. Yesterday’s Enterprise also presents an impossibly tough decision for Picard, Garrett, Yar, and Lieutenant Castillio – returning the Enterprise-C to its own time means certain death for all on board, but staying in this war-ravaged future would likely mean the demise of the entire Federation.

Would It Make The Cut?
✅ Yes. ✅

The Next Generation Episode #1:
The Inner Light, Season 5
IMDB Rating: 9.4/10

Still frame from Star Trek: The Next Generation showing the Ressikan flute.

This wasn’t a huge surprise. The Inner Light is widely praised by fans of The Next Generation as one of the show’s best episodes. But I’ll level with you: I’m just not into it. There’s some emotional storytelling, sure, and the impact of these events would have repercussions for Picard. But I struggled to really connect with most of the long-dead people of Kataan, and this episode’s deliberately slow pace and departure from the Enterprise-D and most of our familiar characters just… well, to be blunt, I find it pretty boring.

I don’t hate The Inner Light, but it’s actually been a while since I even watched it; I tend to skip over it when re-watching The Next Generation as it just doesn’t do much for me. There are some positives, and I appreciate that this episode’s events were referenced more than once going forward; the impact it had on Picard’s character was significant. It also spawned one of the Star Trek franchise’s best and most-recognisable melodies: the Ressikan flute theme. However… it’s not among my favourite episodes, not from The Next Generation as a whole nor even from Season 5, which I generally consider to be the show’s strongest individual season.

Would It Make The Cut?
⛔ No. ⛔

Deep Space Nine Episode #5:
The Way of the Warrior, Season 4
IMDB Rating: 9.0/10

Still frame from Star Trek: Deep Space Nine showing Sisko firing a phaser.

The Way of the Warrior brought the character of Worf to DS9, establishing him as a regular for the second half of the show’s run. At first, I gotta admit that it felt a little odd to see Worf interacting with Sisko, Dax, and the others… but it didn’t take long for him to settle into his new role! The Way of the Warrior also re-established the Klingons as antagonists – at least for the remainder of the season. After the transformation in Federation-Klingon relations that we saw in The Next Generation, this was a change of pace, and it set up several fun episodes across the season.

Gowron and Martok were fun additions to the story, which also progressed the changeling infiltration storyline that was a precursor to the Dominion War. Worf’s inner conflict between his Klingon heritage, his friendship with Gowron, and his ties to Starfleet was on full display, and the way he had to navigate that difficult environment was riveting stuff. Michael Dorn put in one of his best and most complex performances as Worf, and Sisko got a bit of an arc that harkened back to his own considerations about his future in Starfleet from the beginning of Season 1. All in all, a fun, action-packed episode.

Would It Make The Cut?
✅ Yes. ✅

Deep Space Nine Episode #4:
Duet, Season 1
IMDB Rating: 9.0/10

Still frame from Star Trek: Deep Space Nine showing Darheel/Marritza's arrest.

Duet is an episode of twists and turns, double-bluffs and triple-bluffs – and it presents a fascinating story of a man trying to atone for the crimes of his government. Through the character of Marritza, Duet also examines the idea of the complicity of low-ranking personnel in heinous crimes, something we deal with all too often in the real world. Marritza forced Kira – and us as the audience – to see the Cardassians as more than just faceless thugs and murderers, exploring the complex nature of Cardassian morality and using that sci-fi lens to examine real-world conflicts.

Duet is a powerful story for Kira, and Nana Visitor puts in one of her best performances. It’s also a good story for Odo, as we see his steadfast dedication to finding out the truth – no matter what others might’ve wanted to believe or think. Duet builds its twists and turns masterfully, eventually leading to a genuinely heartbreaking conclusion. It’s a powerful episode, one that showed the benefits of Deep Space Nine’s slower pace and focus on a single setting.

Would It Make The Cut?
✅ Yes. ✅

Deep Space Nine Episode #3:
The Visitor, Season 4
IMDB Rating: 9.1/10

Still frame from Star Trek: Deep Space Nine showing Sisko zapped by some kind of electrical energy.

The Visitor has some interesting elements. It’s always fun for me, as a Trekkie, to catch a glimpse of a possible future for some of our beloved characters, and The Visitor shows us that. It’s also a relative rarity insofar as it’s a Jake Sisko episode – Jake only appeared in 71 episodes across Deep Space Nine’s run. Tony Todd, playing the older version of Jake, gives a genuinely emotional performance, which has to be one of the best individual performances by a guest star pretty much anywhere in Star Trek.

So I appreciate what The Visitor does. Its story highlights the importance of Benjamin Sisko and his role in the history of the Federation, it’s a great Jake-Ben story, focusing on their relationship, and its glimpses of the future were fun. However… it’s not one of my absolute favourites in Deep Space Nine, despite all of the positives. There are simply other episodes that I find to be more enjoyable, powerful, emotional, or entertaining, and while I’m not surprised to see The Visitor at or near the top of other fans’ lists… it wouldn’t be there on my own list. There isn’t one overwhelming “issue” or “problem” I can point to, which I guess is a tad frustrating. It’s simply that I could think of at least a dozen episodes I’d rank higher.

Would It Make The Cut?
⛔ No. ⛔

Deep Space Nine Episode #2:
Trials and Tribble-Ations, Season 5
IMDB Rating: 9.3/10

Still frame from Star Trek: Deep Space Nine showing O'Brien and Bashir with Kirk's crew.

Made to celebrate Star Trek’s thirtieth anniversary, Trials and Tribble-Ations was an incredibly creative episode. The filmmaking technology required to blend new actors in with old footage was still relatively new, having been pioneered by the film Forrest Gump, and I’m fairly sure I’m right in saying that this episode was the first time it was used for television. As a celebration of the Star Trek franchise, you could hardly think of anything better than a story connecting the old with the new – in this case, having Sisko and his crew travelling through time, meeting Captain Kirk and visiting the original USS Enterprise.

Such a premise could’ve felt gimmicky and fan-servicey. Worse, it could’ve been poorly-written! But Trials and Tribble-Ations was fantastic, and I can vividly remember watching it when it premiered, absolutely stunned at seeing the DS9 crew in TOS uniforms – and Captains Sisko and Kirk meeting face-to-face. The frame narrative involving the Department of Temporal Investigations was fun, too, and kept the story grounded in the 24th Century. The premise was exceptionally fun, the technology worked perfectly, and the end result was exactly what the writers and producers intended: a genuine “love letter” to Star Trek and the Trekkie community.

Would It Make The Cut?
✅ Yes. ✅

Deep Space Nine Episode #1:
In The Pale Moonlight, Season 6
IMDB Rating: 9.4/10

Still frame from Star Trek: Deep Space Nine showing the iconic "it's a fake" scene with Senator Vreenak.

Yes, yes, yes! In The Pale Moonlight is an absolutely outstanding episode, full of moral grey areas, sneaky schemes, and one of Star Trek’s most recognisable memes to boot! There was a time, shortly after its broadcast, when In The Pale Moonlight seemed incredibly controversial in the Star Trek fan community; I vividly remember conversations online about “betraying Gene’s vision of an enlightened future” and Sisko’s actions being so far beyond the pale that they’re indefensible! I’m both astonished and thrilled to see that the passage of time has been kinder, and that fans now appreciate just how brilliant this episode is.

Sisko and Garak made for a wonderful pair in this episode, scheming together to drag the Romulans into the Dominion War under false pretences. What holds the episode together, though, is the absolutely incredible log entry that Captain Sisko records. This is one of Avery Brooks’ best performances in the entire series, showing off his wonderful range as Sisko runs the gamut of emotions, re-telling the story of how he lied, broke various laws, and was complicit in the murder of a Romulan senator. An absolutely riveting, must-watch episode for any Trekkie.

Would It Make The Cut?
✅ Yes. ✅

Voyager Episode #5:
Message in a Bottle, Season 4
IMDB Rating: 8.7/10

Still frame from Star Trek: Voyager showing three Romulans on the bridge of the Prometheus.

I adore Message in a Bottle. The episode marks the halfway point of Voyager’s run, making it the perfect moment to establish a tentative link between the stranded ship and the Federation back in the Alpha Quadrant. It was also a ton of fun to get a story where the Romulans are the antagonists! Guest star Andy Dick made a perfect foil for Robert Picardo’s Doctor as a newer version of the Emergency Medical Hologram, and the two performers had great on-screen chemistry, leading to some absolutely hilarious interactions.

The USS Prometheus was an incredibly fun concept, too, and we got a really detailed look at the ship both inside and out, which was great. It was such a clever idea to send the Doctor’s programme to the Alpha Quadrant, and what resulted is not only one of Voyager’s funniest episodes, but one that packs a powerful emotional punch right at the end. After more than four years alone, Captain Janeway and the crew finally have one small link to Starfleet, and Starfleet promises to work on ways to get them home.

Would It Make The Cut?
✅ Yes. ✅

Voyager Episode #4:
Living Witness, Season 4
IMDB Rating: 8.7/10

Still frame from Star Trek: Voyager showing the Voyager simulation.

Living Witness has been a topic of discussion for a while here on the website thanks to Discovery’s far future setting! It was an interesting idea for an episode, one that took on the complex idea of the unreliability of history and memory, initially painting the crew of the USS Voyager as villains centuries after the ship passed by a planet. It’s definitely a story with a message, one that’s in keeping with Star Trek’s established formula of looking at real-world issues through a sci-fi lens.

Parts of Living Witness can feel challenging and even uncomfortable, as we’re forced to watch some very inaccurate depictions of the crew of Voyager. The Doctor has a hard time convincing people of his version of events, too, which adds another layer to this. But that’s part of the point and message of the story! All that being said, I think there are better Voyager episodes. Living Witness is creative and clever, and really, nothing about it is bad per se. I can just think of other episodes that I’d rank more highly.

Would It Make The Cut?
⛔ No. ⛔

Voyager Episode #3:
Timeless, Season 5
IMDB Rating: 8.7/10

Still frame from Star Trek: Voyager showing Chakotay, Kim, and the icy wreck of the USS Voyager.

Timeless shows us just how badly wrong Voyager’s journey could’ve ended up! Trying a new method of propulsion to reach the Alpha Quadrant, the ship ends up crash-landing, killing everyone apart from Chakotay and Harry Kim. The older versions of these characters – who’ve had years to sit with the consequences of what happened – travel to the wreck site to right that wrong. The crash sequence and the visual of the wrecked Voyager beneath the ice are both absolutely stunning and incredibly impactful.

I’m not usually wild about episodes where the magical, perfect Seven of Nine is the only one who can save the day! But in Timeless, her involvement works really well, and scenes with the Doctor and the older Chakotay and Kim are intense and emotional, too. It was also great fun to see Geordi La Forge in an episode of Voyager! A very creative premise and great execution.

Would It Make The Cut?
✅ Yes. ✅

Voyager Episode #2:
Scorpion, Seasons 3-4
IMDB Rating, Part I: 8.9/10
IMDB Rating, Part II: 8.8/10

Still frame from Star Trek: Voyager showing three Borg cubes and a large explosion.

IMDB counts the two halves of Scorpion separately, but I’m combining them. To be honest, Scorpion is a story I have mixed feelings about. Voyager over-used both the Borg and Seven of Nine in the second half of its run, and both of those issues kind of began here. On its own merit, Scorpion is great. The Borg and Species 8472 are both powerful and dangerous enemies, and the idea of Janeway teaming up with the Borg when there were no other options was a great twist on the anticipated Borg conflict. Seven of Nine, despite my later feelings about the character, also gets a great introduction.

And I guess the point of this exercise is to try to judge these episodes on their own. Scorpion may have led to too many Borg and Seven stories later on, but it should get a pass as the first of them – and arguably the best, too. It was definitely an explosive cliffhanger to end the show’s third season, and I like how truly different and “alien” Species 8472 feel compared to a lot of other Star Trek races we’ve seen. It’s also an important episode for Voyager, introducing Seven of Nine and setting the stage for Kes’ departure.

Would It Make The Cut?
✅ Yes. ✅

Voyager Episode #1:
Blink of an Eye, Season 6
IMDB Rating: 9.0/10

Still frame from Star Trek: Voyager showing the USS Voyager in orbit.

I’ll level with you: I did not see this coming! The only Voyager episode rated 9/10 by IMDB’s users is… Blink of an Eye? Really? I guess I’m more out-of-touch with the Trekkie community than I thought! Don’t misunderstand me: I don’t particularly dislike this episode. It’s an interesting premise and a fun look at a very “alien” kind of world. But as the best episode in Voyager’s entire run? Did the writer or director start a campaign to get people to upvote it, or something? I just… I genuinely would not have expected to see Blink of an Eye hailed as everyone’s favourite.

There was something in Blink of an Eye that I felt didn’t work particularly well. The Doctor supposedly spent years alone on the planet after a transporter glitch, but after a couple of lines of dialogue the profound impact that had wasn’t really explored or acknowledged. With that exception, though, I think Blink of an Eye makes good on a quite creative core idea. I certainly enjoy the episode and what it has to offer. But as the absolute best of Voyager? I’m afraid I’m still not convinced.

Would It Make The Cut?
⛔ No. ⛔

Enterprise Episode #5:
Zero Hour, Season 3
IMDB Rating: 8.5/10

Still frame from Star Trek: Enterprise showing three Xindi characters.

As the culmination of a season-long arc to stop the Xindi and their super-weapon, Zero Hour is intense. Hoshi is traumatised, Archer seems to make the ultimate sacrifice, and T’Pol commands Enterprise on a mission to destroy the Sphere-Builders’ base. There’s a lot going on, but it builds to an explosive finale… with just enough left at the very end for one final twist, a twist which sets up the beginning of Season 4 and the end of Enterprise’s Temporal Cold War storyline.

I found the conflict with the Xindi to be interesting overall, but there’s no denying that the season dragged its feet reaching this point. The time travel stuff was never my favourite part of Enterprise, so in that sense I’m glad to see Zero Hour as the beginning of the end of that particular ongoing storyline. Where this episode succeeds is with its core characters. Two pairings/interactions stand out: T’Pol with Trip and Archer with Hoshi. However, the story finds time to give everyone a moment in the spotlight, and its bittersweet moment as Archer is apparently killed while succeeding in his mission was, on first viewing, at least, genuinely impactful.

Would It Make The Cut?
⛔ No. ⛔

Enterprise Episode #4:
Azati Prime, Season 3
IMDB Rating: 8.5/10

Still frame from Star Trek: Enterprise showing Archer piloting a submarine.

Another episode from near the end of Season 3’s ongoing conflict with the Xindi and Sphere-Builders, Azati Prime sees Archer and the crew getting closer to their objective. We get to see Archer confront the creator of the Xindi weapon, Degra, and a bit more of an exploration of who the Xindi are and how the Sphere-Builders have been able to manipulate them. Archer’s “suicide mission” attack plan always felt a bit over-the-top, but in the context of the story it works well enough.

This is also the episode where we see the Enterprise-J – a future version of the famous starship. I enjoy the Enterprise-J sequence; I just wish the episode’s budget had allowed us to spend a bit more time in this setting! Though the Temporal Cold War was never my favourite part of the show, this moment with Daniels and Archer was surprisingly fun. As an episode taking place partway through a season-long story arc, it can be hard to know where to place Azati Prime, but I think it does its thing well enough.

Would It Make The Cut?
⛔ No. ⛔

Enterprise Episode #3:
Carbon Creek, Season 2
IMDB Rating: 8.5/10

Still frame from Star Trek: Enterprise showing the Vulcan Mestral.

I usually don’t enjoy Star Trek stories, in any series, which involve time travel to 20th or 21st Century Earth. So Carbon Creek, which is primarily a flashback, not even featuring most of the regular cast, taking place in the 1950s… it shouldn’t be an episode I care for very much. But you know what? It’s a surprising amount of fun, and watching a crew of pre-First Contact Vulcans struggling to exist in human society made for some funny and even emotional moments.

I’m glad there aren’t too many Carbon Creeks in the Star Trek franchise. Any franchise which overcomplicates its own fictional history risks turning viewers away or making future stories less impactful. But as a genuine one-off episode, this ’50s setting, dripping with cute Americana, really does work. The Vulcan characters are all distinct and engaging, T’Pol’s frame narrative as she recounts the tale to Archer and Tucker is fun, too, and yeah. Just an all-around enjoyable affair, and a bit of a change of pace.

Would It Make The Cut?
✅ Yes. ✅

Enterprise Episode #2:
Regeneration, Season 2
IMDB Rating: 8.5/10

Still frame from Star Trek: Enterprise showing Borg drones.

If you read my provocatively-titled piece Ten Star Trek Storylines That Should Be Non-Canon a few weeks ago… you might think you know where I stand on this one! Long story short, the history of Borg-Federation contact is already stupidly overcomplicated thanks to Voyager and First Contact. Throwing in this episode with Archer coming face-to-face with 24th Century Borg drones, and ending with them transmitting a message to the Delta Quadrant? I mean… it’s just another narrative hurdle, in a sense.

However! Regeneration is a ton of fun if you take it on its own merits. No one expected Captain Archer and his 22nd Century crew to encounter the Borg, and given that these Borg are from the future to boot? It made the Collective feel genuinely frightening and dangerous again, something I’ve argued that Voyager had begun to lose toward the end of its run. So yes, this episode complicates things for Star Trek as a whole, and it kind of makes Starfleet look incompetent! But… I really like it. And I’m pleased to see the controversy that swirled around the episode at the time of its broadcast has died down.

Would It Make The Cut?
✅ Yes. ✅

Enterprise Episode #1:
Twilight, Season 3
IMDB Rating: 8.6/10

Still frame from Star Trek: Enterprise showing Captain Archer laying in a medical machine.

I knew Enterprise fans thought quite highly of Twilight, but I don’t think I expected to see it top the list! This episode takes place in an alternate timeline, one in which the Xindi weapon was successful. I liked the subtle callback to The Wrath of Khan’s Ceti Alpha V, and the implication that, even if humanity had been able to remain hidden, another disaster was only a century away. That just added to the tragedy of the situation.

Where Twilight excels, though, is in its character relationships. This version of T’Pol, having lived with Archer for years as his caretaker, is much softer and completely different, and the relationship between them has clearly evolved. Jolene Blalock plays this incredibly well, so it’s no wonder, really, than this episode is held in such high esteem. Phlox, Tucker, and others also get moments in the spotlight as the Xindi finally track down humanity’s last outpost, and while the episode’s conclusion has always felt a little rushed to me, I think overall it’s a pretty solid story. After Season 3’s serialised arcs, this alternate timeline made for a fun change of pace.

Would It Make The Cut?
✅ Yes. ✅

So that’s it.

Photo taken during construction of the USS Enterprise set, circa 1977-78, during production on Star Trek: Phase II/The Motion Picture.
The USS Enterprise engineering set (later used for The Motion Picture and The Next Generation) under construction.
Photo Credit: Forgotten Trek

We’ve looked at the top five highest-rated Star Trek episodes for the first five shows… according to the randos over at IMDB, anyway! There were a few surprises in the mix – both in terms of inclusions and exclusions. Looking down the full episode ranking lists, I was genuinely shocked to see some of my favourites languishing in the lower reaches, and some episodes I generally don’t care for soaring high! But I hope this has been a bit of fun, at any rate.

I’m already formulating another idea – maybe taking a look at a few of the lowest-rated Star Trek episodes and sharing my thoughts on those, or doing the same thing again with the modern shows. If I’m gonna do that, though, I’ll actually have to finish watching Lower Decks and Prodigy! Those are still on my to-do list.

Thanks for joining me this time. And thanks to IMDB for publishing these ratings and lists. It was a lot of fun to revisit these episodes and spend a little more time in the Star Trek galaxy.


All five Star Trek series discussed above can be streamed on Paramount+ in countries and territories where the platform is available. The Star Trek shows are available to purchase on DVD; The Original Series, The Next Generation, and Enterprise are also on Blu-ray. The Star Trek franchise – including all shows, films, and other properties mentioned above – is the copyright of Paramount Global. Credit to IMDB for the episode ratings, which were accurate at time of publication in June 2025. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Bethesda Rumour Roundup!

Over the past couple of months, leading up to and in the immediate aftermath of the big Xbox Games Showcase presentation, I’ve been hearing rumours about Bethesda Game Studios. Today, I wanted to get into some of what I’ve heard – and debunk a couple of commonly-repeated rumours, too!

Bethesda was notably absent from Xbox’s big summer presentation, with no mention of either Starfield or the upcoming Elder Scrolls VI. To be blunt with you: I’m not surprised that either of those games were absent. In fact, I’d probably have been more surprised if Todd Howard had toddled out onto the stage to make a big pitch! The Elder Scrolls VI is – as we’ll get into in more detail in a moment – still multiple years away from release, and Bethesda has already been burned by its way-too-early announcement. And Starfield? Well, let’s talk about that.

Screenshot of Starfield (2023) first person view, aboard a spaceship.
What – if anything – is next for Starfield?

When Starfield wasn’t so much as mentioned at the Xbox Games Showcase, I saw a lot of folks overreacting. “Starfield is being abandoned!” said one. “Bethesda is ignoring it and moving on!” cried another. While I agree with the overall sentiment that Starfield underwhelmed in terms of both critical reception and sales, and is certainly in trouble, I don’t believe that we need to write its obituary quite yet. Let me explain why.

Starfield is, according to solid insider information, getting a PlayStation 5 port in the not-too-distant future. I wouldn’t be shocked to hear talk of a potential Switch 2 port, too, but that’s much more speculative on my part. But Microsoft and Xbox wouldn’t want to announce this news at their event; it’s like saying “you might as well just buy a PS5!” Instead, it seems much more likely to me that Starfield will be announced for PlayStation 5 later in the year – almost certainly in time for Christmas. Alongside that announcement may well be another piece of DLC.

Promo image of a PlayStation 5 console and control pad.
Starfield may be landing on PS5 soon…

Starfield hasn’t yet had a standalone expansion pack that Microsoft can really use to measure its future prospects. By that I mean that Shattered Space was sold as part of Starfield’s premium edition bundle, which players needed to buy if they wanted to play the game on its real release date in 2023 instead of a week later. Many folks who may have switched off from Starfield already paid for Shattered Space, even if they didn’t play it, and the expansion’s standalone sales in 2024 will be impacted by that. I feel absolutely convinced that Bethesda has enough in the tank for one last Starfield push – and a second expansion pack is certainly gonna be a part of that.

If Bethesda and Xbox have good sense, they’ll announce a PlayStation 5 “deluxe edition” port of Starfield, including not only Shattered Space but also the new DLC, as well as a similar release of the bundle for Xbox and PC. I’d imagine this DLC will be later this year; Shattered Space was in the autumn, so expect anywhere from September to November for this DLC. Some have pointed to Bethesda tradmarking the name “Starborn;” that could be the next DLC’s title.

Screenshot of Starfield (2023) showing the player hitting an invisible wall.
“You cannot go that way.”

So Starfield should be getting a second piece of DLC and a PS5 launch – with a potential Switch 2 port if things go well. But things are not going well right now, and Starfield is really in the last chance saloon. Failure to light up the board on PS5, and/or another poorly-received expansion pack will almost certainly lead to the game being quietly abandoned. There might still be occasional patches to fix major bugs and issues, but if Starfield doesn’t get its redemption arc soon, there really won’t be any point in Microsoft greenlighting even more money on the game’s continued support.

So Starfield isn’t dead… yet. We’ll have to see whether the next DLC addresses the game’s many issues, and whether it’s as big and transformative as it needs to be. Starfield needs something on the scale of Cyberpunk 2077′s Phantom Liberty, as I’ve said before. Whether Bethesda can even do something like that, though… well, we’ll find out later in the year, perhaps.

Steam DB's player numbers for Starfield as of October 2024.
Reviews for Starfield on Steam have been mixed, and the game’s former players didn’t show up in big numbers for Shattered Space.

Up next is The Elder Scrolls VI. I’ll level with you: I’m astonished that anyone thought they’d see this game at the Xbox Games Showcase this year. Some super-fans are still clinging to the desperate “cope” that The Elder Scrolls VI is coming out next year. It isn’t. It simply is not. It’s way too early in its development cycle – a cycle that has only lengthened over time. No, The Elder Scrolls VI might – if Bethesda pushes and Microsoft is okay with a buggy mess – make a late 2027 release date. But realistically, I still think 2028 or even 2029 are more likely.

Starfield took five full years of work. There were changes to Bethesda’s creaking, zombified, thirty-year-old game engine which took up some of that time, sure, but the game still took five years to make and polish. Microsoft insisted on a year-long delay which was largely spent on bug fixing; I shudder to think what Starfield might’ve looked like if it had been pushed out on its original release date! But why, then, have some folks convinced themselves that The Elder Scrolls VI will be ready in half the time? Bethesda hasn’t been working on the game since 2018; development only started in earnest after Starfield’s release in late 2023, and realistically, a significant portion of Bethesda’s team was still assigned to Starfield for several months after, working on hotfixes, patches, and DLC.

Still frame from the Bethesda Games event in June 2018 showing Todd Howard.
Todd Howard announced The Elder Scrolls VI seven years ago.

So let’s be bold and make a prediction: you will not see The Elder Scrolls VI this year. Not a teaser, not a trailer, not concept art… nothing. You probably won’t see any of that stuff next year, either, unless Microsoft has supreme confidence in the game and its ability to make a 2027 release date. The Elder Scrolls VI is still a ways off and it needs time in the oven. And there’s another potential wrinkle in this equation, too: the Oblivion remaster that was released earlier this year.

This is a little technical, but bear with me. Oblivion was remastered using a process that combined two different game engines. Oblivion’s original code is still there, running on Gamebryo/the Creation Engine. But layered on top of that is Unreal Engine 5, which renders the game’s graphics. This process has led to Oblivion looking absolutely fantastic, by the way… so might Bethesda want to implement the same technology into The Elder Scrolls VI? I mean, it would be pretty awkward if the game launches and people begin comparing it unfavourably to the Oblivion remaster! If Bethesda does choose to go down that route, that could add to the game’s development time – and it’s something Bethesda may not have even considered until recently.

Promo screenshot of The Elder Scrolls IV: Oblivion Remaster.
The Oblivion remaster adds Unreal Engine 5 graphics to the game’s original code.

There is one additional consideration here, one that could bump up The Elder Scrolls VI’s release date a little. It seems that Microsoft may be intending to launch new hardware in 2027 – and you could hardly get a better-sounding launch title than the sequel to Skyrim! Microsoft might want The Elder Scrolls VI to be the new Xbox console’s “killer app;” a system-seller that could potentially outmanoeuvre PlayStation. If that’s the case, maybe the 2027 holiday season could be a targetted release window.

Finally, there’s talk of a remaster of Fallout 3 using the same process as Oblivion. With a new season of the Fallout TV series officially on the schedule for December this year – a mere six months from now – could we see that remaster sooner than we think? Timing it to coincide with the new season would be perfect, if Bethesda and partner Virtuos could manage it. It might be a tall order to release the Fallout 3 remaster so soon after the Oblivion remaster, though! Still, there could be news of that game sometime around the holidays, as hype for the show’s second season builds.

Still frame from the Fallout TV series showing Lucy.
Could a potential Fallout 3 remaster be released in time for the show’s second season?

So that’s it for now. Those are the Bethesda rumours I keep hearing – and my response to them!

I’ve been a Bethesda fan since I played Morrowind on the original Xbox back in 2002. I still consider that game to be one of the best I’ve ever played, and I’ve enjoyed other Bethesda titles in the Elder Scrolls and Fallout franchises, too. But I’ll be honest with you… I’m not excited about anything the studio has on the slate right now. Starfield’s absolutely appalling microtransaction marketplace – which feels like something from a shitty free-to-play mobile game – speaks volumes about the company’s current direction and how they view their audience. Even if The Elder Scrolls VI looks great, and even if Starfield were to get a miraculous new update and expansion that completely transformed the game… I just don’t want to support that kind of behaviour in the single-player space.

Look around at other single-player role-playing games. Baldur’s Gate 3, Cyberpunk 2077, Kingdom Come: Deliverance… none of them have the kind of egregious in-game marketplace and paid mods that come baked-in with Starfield. If you think The Elder Scrolls VI will be spared the same fate, well… I wouldn’t bet on it. Bethesda has been trying to implement these kinds of paid mods and microtransactions for years, and I don’t see the company being persuaded to stop now.

Screenshot of Starfield (2023) showing the in-game microtransaction store.
Words cannot express how much I hate this.

Whether you’re okay with that… that’s up to you. For me, at the very least it’s reined in my potential hype or excitement for The Elder Scrolls VI. And even if Starfield were to get that Phantom Liberty-sized DLC that it desperately needs, if the microtransactions and paid mods remain in place, I’m still not inclined to play it or support it. It’s sad, because Bethesda used to be one of my favourite developers and, as I said, they created one of my favourite games of all-time. But this greed… it’s just sickening, to be honest with you.

Anyway, we got a little off-topic there at the end, but I think I said everything I wanted to about The Elder Scrolls VI and Starfield based on the rumours I keep hearing! I hope this has been interesting, at any rate. A lot of this is speculative, but I’m fairly confident about most of my predictions and my analysis!

Until next time!


Starfield and The Elder Scrolls IV: Oblivion Remastered are out now for PC and Xbox Series consoles. All titles discussed above are the copyright of Bethesda Game Studios, Xbox Game Studios, and Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Phineas and Ferb: Season 5 Review

A spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for Phineas and Ferb, including all of Season 5.

Phineas and Ferb’s fifth season was one of my most-anticipated entertainment experiences of 2025. I’m a pretty big fan of the show, having first encountered it shortly after its original premiere in 2007 or 2008, back when I used to have a satellite TV subscription! When Season 5 premiered on Disney+, I didn’t just binge the entire thing right away; I wanted to take things a bit slower and give each episode a chance to settle. That being said, I still finished the whole season in under a week, so maybe my self-control isn’t as good as I thought!

If you just want the tl;dr, here it comes: Phineas and Ferb Season 5 was wonderful. Some episodes were truly outstanding, reaching the bar set by those earlier stories in the 2000s and 2010s. Others weren’t as spectacular, but even in the ones I found less enjoyable, there were still fun moments, creative storytelling, or jokes that managed to win a chuckle. I think I laughed out loud at least once while watching all eighteen/nineteen episodes (the numbering gets a little bit weird; we’ll cover that as we go), which I think says a lot.

Still frame from Phineas and Ferb Season 5 showing Phineas with a Fireside Girl at school.
Phineas at the beginning of the new season.

I think we should start by getting a handful of negative points out of the way before we talk about all of the good stuff.

First of all, the new season was quite self-referential, calling back to episodes, story beats, jokes, and even internet memes spawned by Phineas and Ferb’s original run. That, in itself, is not a problem, and at least some of these “meta” moments were funny, added something to the story, or just plain worked. But for me, Season 5 came very close to crossing a line that basically no series ever gets right, turning in-jokes and winks to the audience into cringeworthy fan-service. Relying too heavily on the past, even in a revival like this, doesn’t allow new storylines to stand on their own two feet, and while some self-referential “meta” moments in Season 5 were incredibly good fun… others strayed too close to that line for comfort.

Secondly, Season 5 basically ignored Dr Doofenshmirtz’s character arc from the latter part of Phineas and Ferb’s original run. The season premiere saw him – apparently at random – deciding to “turn evil again” after an entire year of being a good guy, and then none of that was ever acknowledged again. Doof was back as we last saw him – which, for me, felt a little hollow. Don’t get me wrong: it was fun to see him back in his element, and to have more wacky adventures with him and Perry. But the way it was handled left something to be desired. I’m not sure how the show could realistically have done a better job here – except, as I mentioned more than once before Season 5 aired, if these new episodes had been set in the same endless summer as before, instead of one year later.

Still frame from Phineas and Ferb Season 5 showing Doofenshmirtz firing one of his inators.
Doof is evil again.

The one year time jump wasn’t mentioned a lot, and didn’t really do much for most of the characters. Though nominally “older,” the only kid character whose age was even mentioned was Candace, and that was just a throwaway line. Everyone just kind of… reverted to type, if that makes sense. And for a show whose main characters are children, I’m not sure that feels right if you step back and think about it. When you’re a kid, one year is a massive amount of time, and none of us were the same at age ten as we were at nine, or at sixteen as we were at fifteen. While I’m not saying I wanted to see whole character arcs for the kids or big personality changes, what I am saying, again, is that the time jump doesn’t seem to have achieved very much. I’m left wondering why it was included at all.

We saw Candace finally achieve one of her biggest goals – something she’d been pushing for going all the way back to the beginning of Season 1: getting her driver’s license. And the episode was funny – we’ll touch on that in a moment when we look at each episode in turn. But… after getting her driver’s license, Candace literally didn’t use it again for the entire rest of the season. In the very next episode, we even see her riding her bike.

Still frame from Phineas and Ferb Season 5 showing Candace on her bicycle.
This was literally the episode after Candace passed her driver’s test.

As with Doofenshmirtz above, this kind of speaks to a bigger issue for me. Candace has grown as a character over the course of an entire year, and finally scored one of her biggest accomplishments – something even her brothers don’t have. This happened early in the season, and there were fifteen more stories in which Candace could’ve driven a car, even just in the background of a scene, not necessarily as a major plot point. But it didn’t happen. I love episodic television, and a big part of Phineas and Ferb is that it’s an episodic show where things “reset” from one episode to the next. But for something so important and meaningful for a character to be completely sidelined… it doesn’t feel right, somehow. And it all adds to that same feeling I was talking about with the time-jump: was it really necessary?

There were eighteen individual stories in Season 5 – the opening pair of episodes form a single story, and the Meap episode was also feature-length. Across those episodes, we spent at least some time with most of what I’d consider to be the show’s recurring characters… but by no means all. There were some noteworthy absences, as well as several characters whose roles were very minor. The likes of Jeremy and Norm got very few lines, Roger Doofenshmirtz was seen but didn’t really interact with the plot in a big way, Love Handel only appeared in the background to sing a song, and Irving – who’d climbed the ranks to become an honourary member of the friend group by Season 4 – was entirely absent aside from a couple of background cameos.

Still frame from Phineas and Ferb Season 5 showing Irving looking sad.
Irving was notably absent in these new episodes.

There were also a few character groups or pairings that didn’t appear in Season 5. The relationship between Dr Doofenshmirtz and Vanessa was barely touched upon, as they hardly spent any time together. The Flynn-Fletcher family didn’t actually do anything all together, either; no family vacation, no road trip, not even sitting down for a meal. With Roger and Norm effectively absent, Doofenshmirtz didn’t have either of them as character foils, and there was no Charlene, either. Major Monogram only had Carl. And Candace spent very little time with Stacy, Jeremy, or any of her other friends.

As above, there wouldn’t have been time for every conceivable duo or group to get an outing, and there’s still Season 6 to come. The first four seasons took time to even introduce some of these characters, let alone build up relationships between them, and I’m not really trying to demand everyone everywhere all at once! But… I felt some of these absences. Doof and Vanessa not getting any time together was particularly noteworthy given how the show’s original run ended and how important Vanessa is to Doof’s arc. Norm’s absence was similarly felt. Then for the kids, Irving disappearing and Jeremy getting basically a single scene all season long kept things focused on the principal characters, sure, but it also limited their potential interactions outside of their core friendship group. None of it is egregiously awful, and if you just watch a single episode, you wouldn’t even notice anything was amiss. But taking the entire season as a whole… it felt odd to reach the end with the absences and lack of interactions we’ve discussed.

Still frame from Phineas and Ferb Season 5 showing Mayor Roger Doofenshmirtz.
Roger didn’t get much screen time – or any scenes with his brother.

I guess the positive spin I could put on all of that would be that this is a revival, and the writers and producers may have wanted to take their time re-establishing the show’s core formulae and character dynamics before adding in too many secondary characters and side characters. That’s a reasonable argument in some ways, as Phineas and Ferb Season 5 is also intended to bring in new viewers alongside returning fans.

Okay, okay. That’s probably enough negativity for now. Phineas and Ferb doesn’t need to be nitpicked to death. So let’s move on and talk about the things I enjoyed. Thankfully, that’s pretty much everything else.

If you read my pre-season “wishlist,” you might remember me saying that what I wanted out of this revival was, in a word, more Phineas and Ferb. And that’s pretty much what I got: the show has returned to its classic formula, with two-and-a-half storylines that intersect, plenty of wacky inventions, fun musical numbers, and a good-natured sense of humour. Not every episode was perfect, but I’d happily watch all of them again… and again. No season of television is going to be filled with five-star episodes, but there were several in Phineas and Ferb Season 5. Even when the new season was at its worst, there were still laugh-out-loud moments, emotional scenes, enjoyable songs, beautiful animation, and other things to enjoy. No episode this time was irredeemably awful, and I’d say that the new season’s overall quality was about where I expected it to be. Perhaps it’s closer in tone and quality to Season 4 of the original run than to Seasons 1-3 – and if you know me you’ll know I felt Season 4 wasn’t quite reaching the bar of those earlier seasons. But it was still good – and so is Season 5.

Still frame from Phineas and Ferb Season 5 showing the Doofenshmirtz Evil Inc. building.
You can just hear this image, right?

When I reviewed Candace Against The Universe a few years ago, I said that one of the best things the film did in its opening moments was re-establish the world and characters of Phineas and Ferb, making it feel like nothing had changed and that everyone we remembered was still there, living their lives in the Tri-State Area. And once we got over the new season’s opening sequence, which was set at the kids’ school, I think the rest of Season 5 nailed that feeling again. Most of the main storylines felt like they could’ve been lifted from the show’s original run, and with the exception of the season premiere and its obvious time-jump, narratively the rest of the episodes blend in with the rest of the show. In a few years’ time – and regardless of whether more Phineas and Ferb is produced after Season 6 – it probably won’t even be noticeable to play some of these episodes in a random order, mixed in with others from the show’s original run.

One of the biggest differences – and where Season 5 might actually be noticeably different from Season 1-4 – is in the animation. Some character outlines felt softer and less blocky, colours tended to be flatter, with less differentiation, and there’s something about a lot of the characters’ eyes – particularly background and secondary characters – that just felt a little… off. I don’t know how else to put it. I will say that, despite some pre-season fears, this was something I got used to. And I think the animation lines up with Season 4 and Candace Against The Universe more than it does with Seasons 1-3. It wasn’t bad per se, but maybe there’s been a change in Disney’s animation software or a different animation studio… and I think it’s worth mentioning, at least.

Still frame from Phineas and Ferb Season 5 showing minor characters in a crowd scene.
A selection of background and secondary characters.

The songs were all top-class, and I enjoyed all of them. I would note that it was a bit strange how not every episode got its own original song this time around; the episodes More Than An Intern and Agent T (For Teen) got versions of songs from the original run of the show rather than their own compositions. They were fine, though.

My favourite songs of the season would have to be When The Tri-State Aurora Comes Around and No Sleepin’ At A Slumber Party, both of which were great fun. The Tri-State aurora sequence – which we’ll talk about more in a moment – was absolutely stunning, and the music elevated it even more. It really was a great sequence. The rest of the songs were good; Submarine Sandwich Submarine and License to Bust felt the most “classic,” like they’d come from the show’s original run. But all were in keeping with the tone of the series, really.

Next, I’ll run through each episode one by one and talk about what I liked (and didn’t like) about each of them. Then at the end, I’ll share my final thoughts on Season 5 as a whole.

Summer Block Buster/Cloudy With A Chance Of Mom:

Still frame from Phineas and Ferb Season 5 showing the main kid characters performing a musical number.
The opening musical number – and a cheeky reference to Hamster and Gretel.

This episode had the difficult task of re-establishing Phineas and Ferb’s world five years after we last saw it. And I think it hit all of the right notes. We got to see the last day of school before summer – and I like the implication that the boys’ “What I Did Last Summer” presentation took the entire year. Doofenshmirtz “turning evil again” was skipped over too quickly, but that says more about the decision to set this new season a year later than anything else. The big musical number at the beginning was a ton of fun, and felt in line with some of the epic songs from special episodes like Summer Belongs To You.

As a season premiere, the second half of the story was kinda risky! It didn’t follow the show’s typical formula; mixing things up by involving Linda directly in the story. But that decision gave real stakes and emotional weight to what the kids had to do, and I think it worked exceptionally well. All in all, a wonderful way to kick off the new series. And yes – I’m counting these two episodes as two halves of one story!

Submarine Sandwich Submarine:

Still frame from Phineas and Ferb Season 5 showing a very large submarine sandwich with several characters.
The sub under construction.

I liked the callback to Candace’s sandcastle-building award from the previous summer – but this was a storyline where I definitely felt the absence of Jeremy. Even if Stacy or one of Candace’s other friends had been there I think her side of the story could’ve worked just a little bit better. The boys’ side of the story was neat, though, and I liked the visual impact the submarine made. The giant fish was kind of random, but weirdly in keeping with other sea monsters the show has introduced!

Doof and Perry had a classic battle in his lair, one that reminded me a little of their famous hot dog/bratwurst duel, thanks to the abundance of food. Doofenshmirtz’s inator did cover up the boys’ invention – literally, covered it with sand – but was also a bit of a twist on what viewers might’ve been expecting. As noted above, this episode also had a very classic song, and the whole thing had the feel of a Season 2 or 3 episode – which I mean as a compliment.

License To Bust:

Still frame from Phineas and Ferb Season 5 showing Candace and her driving instructor.
Candace taking her driver’s test.

The boys’ gecko gear was cool, and reminded me a little of their rubberisation ray from Night of the Living Pharmacists insofar as it allowed the kids to bounce all over town. This invention wasn’t the main focus of the story, though. As mentioned above, I’m a little disappointed that Candace getting her driver’s license – finally, after more than four seasons! – wasn’t so much as mentioned in subsequent stories, and that puts a little bit of a downer on the ending of her storyline here.

That being said, the driving test sequence was a ton of fun, as was the song. And Doofenshmirtz’s inator – while arguably less destructive than some of his creations – interfered in just the right way to bring everything together. If future episodes do more with the idea of Candace being able to drive, I’ll definitely place License To Bust higher in my rankings! For now, it was fine as a one-off story.

Dry Another Day:

Still frame from Phineas and Ferb Season 5 showing the kids on their luge invention.
Luging through town!

Phineas and Ferb has done the “it’s the hottest day of the year, so let’s do something icy” thing more than once, but the infinitely rolling luge wheel definitely made the concept feel fresh! Candace skiing was a fun visual, and the entire sequence with the song was fantastic, too. The concept reminded me a little of Season 4’s “foam town,” probably because both were big rolling wheels, but the luge idea was definitely original.

We got a glimpse at a Doofenshmirtz backstory! Hooray! Doof told us a little about his childhood as he schemed to store his oil at the swimming pool. That was fun, and the water park was actually a surprisingly detailed and interesting location to visit. The hammerhead shark slide was especially creative. Again, this just felt like a classic, fun Phineas and Ferb episode that I’d happily revisit.

Deconstructing Doof:

Still frame from Phineas and Ferb Season 5 showing Candace and Doofenshmirtz's therapist.
The therapist.

This felt like a pretty “meta” story concept at first, but the way it brought together Doofenshmirtz and Candace – who worked so well together in the Season 4 finale in 2015 – was genuinely fantastic. It makes sense, if you think about it, that someone might be able to piece together the unusual goings-on around Danville, figuring out why these wonderful inventions are always gone by the end of the day. Does that take something away from the “magic” of an animated show? Well… maybe. But I think it worked pretty well.

I wasn’t particularly keen on this episode’s main song; it was fine but just not to my taste, I guess. Not every callback in every episode worked or won a smile, but the therapist’s line about a platypus being a metaphor definitely did! The reference to the Season 2 episode Brain Drain was played deadpan and absolutely perfectly, and it was just a ton of fun. I had to pause the episode for fear of laughing so much I’d miss something good!

Tropey McTropeface:

Still frame from Phineas and Ferb Season 5 showing the "mother mugger" being caught.
The arrest of the “mother mugger.”

I didn’t expect much from this episode when I saw the title, I’ll be honest. But the story was, surprisingly, much more coherent and fun than I’d been expecting. The story of Michael Bublé’s involvement is actually sweet: his son had been a huge fan of the show, and they’d watched it together when he was suffering from a serious illness, with Phineas and Ferb becoming something positive for them both at a difficult time.

There was quite a lot going on in Tropey McTropeface aside from the titular zoetrope; a mugger loose on the streets of Danville, Perry and Candace’s bath appointment, Doof’s plan to rotate city hall… it was a busy episode, but still connected everything together. I don’t think it was the highlight of the season, but a better episode than I expected based on the title.

Biblio-Blast:

Still frame from Phineas and Ferb Season 5 showing Doofenshmirtz gardening.
Doofen-plants!

Perry’s lair entrances were one of Phineas and Ferb’s original elements, but as the series dragged on, they became less prominent. Biblio-Blast has one of the best, though: that pinball sequence was incredibly detailed and great fun. Though a bookcase might not seem like the wildest idea at first, it was another part of the episode that felt like it was harkening back to earlier episodes where the boys’ inventions were sometimes a bit more child-like and grounded. The sequence of the bookcase being built – set to the show’s Quirky Worky Song – was also in that classic vein.

Doof’s story with the evil plant monsters reminded me a little of Night of the Living Pharmacists, and it’s certainly one of the worst backfires of any of his inventions! The design of the plants was quite unsettling, too, meaning they worked well as antagonists on this side of the story. The main song was definitely one aimed at kids – but hey, if it encourages anyone to read more or stick with reading, that can only be a good thing! Oh and the plant-themed reprieve was genuinely cool. Buford also had some great lines in this episode.

A Chip To The Vet:

Still frame from Phineas and Ferb Season 5 showing Buford and Cadace at Mr Slushy Dawg with Jeremy.
Buford, Candace, and Jeremy.

I think I’m right in saying that A Chip To The Vet is the only episode in which Jeremy speaks – though with a different voice actor in Season 5. As noted above, I think his absence was felt, and even here, really, he didn’t play a huge role or advance Candace’s story in a big way. The main vet-themed portion of the story was neat, though, and seeing Perry and Doofenshmirtz doing battle in a completely new location was fun. You’d think the OWCA would be equipped to deal with something as common as microchipping – but then again, it is just a cartoon!

Okay, the goat jump-scare? It got me – and it was hilarious. As was Doof listing all the things he could chip before figuring out he could use the chipper on Perry. The kids’ pet wash was fun, too, and as with Doof and Perry it was great to see them do their thing somewhere other than the back yard. We also got a rare “platypuses don’t do much” line right at the end, too!

More Than An Intern:

Still frame from Phineas and Ferb Season 5 showing Carl looking dejected.
Carl.

This story has a message that I think will resonate very strongly with Phineas and Ferb’s returning fans. A lot of folks are working multiple jobs in the “gig economy,” just trying to make ends meet. And while I wouldn’t have expected a critique of this phenomenon from what is nominally still a kids’ show… I think it’s actually a powerful story. Carl – OWCA’s unpaid intern – has to work multiple other jobs just to pay the bills, and even while he loves his work with the agency, he’s forced to take on all of these other jobs. Major Monogram’s obliviousness is also a big part of this story – perhaps a comment on the “boomer” generation and their unawareness of how tough things really are.

As with Candace and her driver’s license above, this is a story that I would’ve wanted to see have genuine repercussions. Even if Carl doesn’t immediately get paid by the agency, having Major Monogram show a little more appreciation in subsequent episodes would’ve been nice. The rest of the episode was fun, don’t get me wrong, and I’m aware we’ve really only commented on the messaging this time. But it really is an important message, and one I was pleasantly surprised to see the series tackle. Carl really was the perfect character for this story, too.

The Aurora Perry-Alis:

Still frame from Phineas and Ferb Season 5 showing the aurora.
The Tri-State Aurora.

This episode was actually pretty mixed for me. I loved the cruise ship setting, the song, and the whole sequence with the aurora. The animation work to bring the aurora to life was genuinely beautiful; among the best parts of a season where environments have all been outstanding. However, I think The Aurora Perry-Alis maybe tried to cram in just one element too many. Between Monogram’s aunt, Vanessa reconnecting with Monty, the kids building their inventions, Candace and Linda at the spa, Perry and Stacy, Doof and Perry getting miniaturised, the disgruntled cruise employee, and Lawrence stuck in a conga line… there wasn’t quite enough time for every character and narrative beat to shine in the way I’d have wanted.

That being said, I really enjoyed the episode when it settled down, particularly near the end. The moment where everyone just stopped to enjoy the aurora was sweet, and it reminded me a little of the calm, relaxed feeling at the end of the New Year’s Eve episode from Season 4. A mixed bag, for sure, but a great song, some stunning animation, and a solid ending manage to hold it together.

Lord of the Firesides:

Still frame from Phineas and Ferb Season 5 showing the Fireside Girls turning against Isabella.
How could a disagreement about cupcakes get so out of hand?!

I’m glad that we got one episode where Isabella was with her Fireside Girls group and separate from the core characters. The conflict between the two groups of girls was pretty basic, and the twist – that it was all caused by one of Doof’s inators – wasn’t exactly concealed! But it was solid enough, and led to plenty of fun moments as the Fireside Girls’ meeting rapidly descended into chaos. The heavy metal-inspired song and red, firey imagery all worked well on this side of the episode.

Doof and Perry’s story – renewing their business licenses – was neat. Having the pair on roughly the same team works well as an occasional change of pace, and a story about bureaucracy is in line with what we saw of Danville in episodes like Season 4’s Where’s Pinky? which was also set at city hall. Definitely a bit of a change from the characters’ usual shenanigans – but one that worked.

The Candace Suit:

Still frame from Phineas and Ferb Season 5 showing Stacy, Buford, and a pile of Candace suits.
So many Candaces…

You know how some episodic shows have a throwaway line, joke, or scene that works in context but just… doesn’t have the legs to be a standalone thing? Yeah. That’s The Candace Suit for me, at least on the side of the story involving Buford and his life-size moulds. When that was brought up in Season 3’s Doofapus, the idea of a random character like Buford making life-size moulds of people was such a non-sequitur that it was funny. For me, The Candace Suit dragged out that idea way too far, killing the joke… but also taking a strangely dark turn that, while arguably in character for someone like Buford, didn’t sit right.

Perhaps because I found the premise stretched too thin, I wasn’t wild about this episode’s song, either. Doofenshmirtz and Perry didn’t have as much time in the spotlight this time – which is fine in theory, but I wish the main storyline had been stronger. I know this all makes it sound like I detested this episode; I really didn’t. I just think it exhausted its core premise pretty quickly, and over-stretched what should’ve been a throwaway one-liner that, in my view, didn’t really have enough in the tank to be a fully-fledged story on its own.

Agent T (For Teen):

Still frame from Phineas and Ferb Season 5 showing Stacy on Perry's moped.
Stacy gets a turn in the spotlight!

If The Candace Suit took a narrative beat from the show’s original run and overdid it, Agent T (For Teen) is an example of how to do things right. Taking Stacy’s knowledge of Perry’s secret identity from Season 4’s Happy Birthday, Isabella, Agent T (For Teen) picks up that storyline and expands upon it. Stacy’s role here was a lot of fun, and it’s great that another secondary character got a spotlight episode like this. Stacy’s interactions with OWCA – first through the funny instructional video and later when speaking to Major Monogram – were fantastic.

The earlier part of the episode, which saw Stacy and Candace working together at a fancy event, was also funny, but where Agent T (For Teen) really excelled was in those moments with Stacy, Perry, Doof, and the returning Dr Diminutive. I’d wondered if anyone from L.O.V.E.M.U.F.F.I.N. might appear in these new episodes; I wouldn’t have chosen Dr Diminutive necessarily, as Rodney is by far the more iconic character, but his role was surprisingly fun. Doof’s evil organisation also seems to have gotten a serious upgrade… will that come into play in a future story, perhaps? Oh, and the reworked “Agent P” song? Cute.

The Haberdasher:

Still frame from Phineas and Ferb Season 5 showing the OWCA haberdasher.
The titular character.

This is another episode that just… didn’t wow me, to be honest. The callback to the “I’d have x number of nickels” meme was fun, sure, and guest star Alan Cumming gave a genuinely great vocal performance. But something about the deep dive into OWCA’s hat-making and the character of the Haberdasher himself just… didn’t do it for me. I realise that’s horribly subjective, by the way!

Doof’s evolution into a weird mothman-hybrid was truly disturbing, though, and I’ll definitely give the episode its dues for that particular design! And seeing Buford, Baljeet, and Isabella interacting and building things without Phineas and Ferb was a fun idea – one I wish we’d seen a bit more of, to be honest.

Out Of Character:

Still frame from Phineas and Ferb Season 5 showing Buford holding a film camera.
Buford Van Stomm: film director.

When an episode takes established character traits, or introduces new ones, as part of a storyline, things can work really well. When an episode – with an ironic name – introduces something that doesn’t seem to fit a character for the sake of artificially manufacturing a storyline… well, you get an episode like Out Of Character. I can’t remember if Baljeet has had to act before, I think he must’ve at least once in an earlier episode, though! But even if he hadn’t, surely someone as smart as he is could grasp the concept of acting. As a result of that, I felt the bulk of the kids’ story was built on a bit of a flimsy premise.

However! That didn’t ruin Out Of Character for me, and I loved the return of the Space Adventure fictional franchise. The retro sci-fi, kind of Star Wars or Star Trek-inspired vibe was beautiful, and seeing the kids getting all invested in their roles was an absolute blast. Doof’s inator – turning people’s faces forgettable – was a creative idea, and led to a fun visual effect, too. I also felt a cute little nod and wink to Act Your Age, with Buford taking on a leading role in the filmmaking process. A fun episode – even if the premise was a bit annoying!

Meap Me In St. Louis:

Still frame from Phineas and Ferb Season 5 showing Meap walking away from an exploding car.
Remember this clip?

I’ll level with you: the two Meap episodes weren’t really my favourites from the original run of Phineas and Ferb. I’m not sure why, exactly; I’m a huge sci-fi fan and both episodes had fun moments, backstory, and character interactions. But they didn’t blow me away, so Meap Me In St. Louis wasn’t exactly at the top of my list when I was looking ahead to Season 5! That being said, there were still plenty of fun moments in this feature-length episode. I felt the “checklist” of moments from the trailer was a bit too on-the-nose, and the core story of Big Mitch seeking out a substance he could use to rule the galaxy was a tad repetitive… but other than that, it was a surprising amount of fun.

Meap Me In St. Louis (which I’m pretty sure is supposed to be pronounced “Saint Lew-iss,” but one battle at a time, eh?) gave most of the main characters plenty to do. Meap teaming up with Candace was fun, Perry and Doof working together again was also cute, and while the song was very silly, I actually kind of liked it. Again, some beautiful animation work to bring the outer space and seasonal changing sequences to life, too.

No Slumber Party:

Still frame from Phineas and Ferb Season 5 showing the "Friends" parody.
I loved this.

I already highlighted this episode’s song, which was just fantastic, and really the entire premise was a blast. Doof’s desire to spread evil by spoiling a TV show (a hilarious Friends parody) was absolutely pitch-perfect for his level of evil-doing, and his stay awake-inator was on theme, too. I’m surprised Disney okayed a Friends parody, given that the show is owned by a competitor, but I’m glad the higher-ups were good with it because it was genuinely hilarious.

The kids’ competing slumber parties were cute, too, and it was nice to get at least some interaction between Vanessa and Candace before the season ended! The boys’ invention looked really cozy – exactly the kind of thing I’d want to hang out in and watch movies! And Candace’s attempt to get Linda to see it was one of the best in the season as she dragged her downstairs, with the awake-inator missing her multiple times. A really fun episode that took place at night for a bit of a twist, and that had a fun song to boot.

The Ballad Of Bubba Doof:

Still frame from Phineas and Ferb Season 5 showing Doofenshmirtz and his cousin in a faded photograph.
Dr Doofenshmirtz with his swamp-dwelling cousin.

I can see a universe in which “Doofenshmirtz has a redneck Cajun cousin” works as a premise. However… I wasn’t wild about this character in this version of the story. Firstly, it felt a bit mean-spirited; too many stories across the world of entertainment look down their noses at rural or small-town America, particularly in the Appalachian and southern regions, and some of the stereotyping just leaned into that in an uncomfortable way. And secondly, I just didn’t find Bubba to be particularly fun or engaging as a character.

There are some positives to this episode, though. I liked Bubba’s inventiveness, and his successful trapping of Perry. Monogram and Carl had some fun scenes together, and it was nice to see them outside of the OWCA headquarters in a completely different environment. The kids’ forced perspective town was fun, leaning into the Western genre in a big way. Not entirely original, perhaps, but still good. All in all, though, I wouldn’t say this was the strongest end to this new season.

In Conclusion…

Still frame from Phineas and Ferb Season 5 showing most of the main characters at the end of episode 2.
Most of the main characters in the season premiere.

So we’ve talked about all of the individual stories. While researching for this article, it seems as if there might be four more episodes to come later this summer… so maybe this isn’t the full Season 5 review, after all. I wonder why Disney did that and didn’t drop those remaining stories at the same time as the rest of the season?

Anyway, setting that aside, I had a great time with Phineas and Ferb’s revival. There were some fun stories with the kids, Candace, Perry, and Dr Doofenshmirtz, and after such a long time away, it felt incredible to be back in the Tri-State Area all over again. Phineas and Ferb’s fifth season, while imperfect, is still the best animated series I’ve seen in 2025, and will absolutely be a contender for “TV show of the year” when I do my annual end-of-year awards in December. Check back after Christmas to see if it makes the cut!

Still frame from Phineas and Ferb Season 5 showing Dr Doofenshmirtz sitting in a chair holding a bowl of popcorn.
I watched (most of) Season 5 with a big grin on my face!

I’ve rambled on for long enough, so it’s time to wrap things up. There were some episodes and storylines that weren’t as strong as others, and there were a few weird quirks with the animation, especially for secondary characters. But despite those glorified nitpicks, I had a wonderful time. I felt genuinely sad when I realised I was coming to the end of the season; I just didn’t want it to be over! For anyone with Disney+ and who enjoyed even one Phineas and Ferb episode in the past, Season 5 is an easy recommendation.

If there are four extra episodes to come in July, be sure to check back because I’ll definitely share my thoughts. And when Season 6 is ready, I hope to be able to review those episodes, too. Until then, if you want to check out ten of my favourite episodes from Seasons 1-4, you can find them by clicking or tapping here. And I wrote a longer piece about the Christmas special back in December to mark its fifteenth anniversary, which you can find by clicking or tapping here. Until next time… and have a wonderful summer!


Phineas and Ferb is available to stream now on Disney+. Season 5 is also being broadcast on the Disney Channel in the United States. Phineas and Ferb – including all episodes mentioned above – is the copyright of Disney Television Animation. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Bad News For Strange New Worlds…

A Star Trek spoiler warning graphic.

Spoiler Warning: Beware of very minor spoilers for Strange New Worlds Seasons 1 and 2, Discovery Seasons 1 and 2, and Picard.

If you follow Star Trek on social media, or really any of the big Star Trek fansites or channels, you’ve probably already heard the news that Strange New Worlds is to be cancelled after a truncated fifth season. I find this to be an especially disappointing blow, as Strange New Worlds has been the best show – and by far the best live-action show – since Star Trek’s small-screen resurrection back in 2017. Captain Pike has been telling us in voiceover form that the Enterprise is on a “five-year mission,” of course, but I’m not gonna lie: a big part of me was hoping that this show would continue to go from strength to strength, pushing past that five-year mark.

This decision is quite clearly coming from the corporate side. Paramount’s finances have been bad for a long time, Paramount+ is on shaky ground as very much a second-tier streaming service, and the ongoing Skydance merger seems to be pretty convoluted, even by industry standards. So I’m not stunned at this news – just as Discovery’s cancellation, Lower Decks’ cancellation, and the lack of interest in Star Trek: Legacy didn’t shock me too much, either. But that doesn’t make it any more pleasant or easy to digest.

Logo of Skydance - the corporation soon to merge with Paramount.
Skydance and Paramount are involved in a messy buyout/merger.

It seems odd to announce the cancellation at this stage: a few weeks before Season 3’s premiere, and potentially two, three, or even four years before the show’s fifth and final season will be broadcast. Is it not at least possible that high viewership and a strong fan reaction to Seasons 3, 4, and 5 could make the show a more intriguing business proposition? With the Skydance merger still ongoing and a new leadership team potentially coming in, mightn’t they be interested in the flagship series for one of Paramount’s biggest franchises? Or conversely, did Skydance insist on cancelling Strange New Worlds – and perhaps other Star Trek projects, too – ahead of the merger?

We may never learn exactly what happened or what the ins and outs of it all were. But it’s disappointing in more ways than one to learn that Strange New Worlds isn’t being given more of a chance. I don’t know what the show’s viewership has been like, but I would remind everyone that Season 1 wasn’t available internationally at first, so there’s only really been one full season that was available around the world on Paramount+ on broadcast day. It feels premature to cancel the show when you bear that fact in mind. And that’s not to mention that, historically speaking, Star Trek shows tend to improve as they go along, picking up more support and viewers from their second seasons onwards.

Behind-the-scenes photo from the set of Strange New Worlds Season 4 showing Adrian Holmes and Anson Mount in costume.
Adrian Holmes (Admiral April) with Anson Mount (Captain Pike) on the set of Strange New Worlds Season 4.

Then there’s the shortened fifth season. Season 5 will run to a mere six episodes instead of the usual ten. What, were those extra four episodes really fucking up the budget that badly? Is Paramount so broke that the corporation can’t stump up a few extra dollars for four episodes of a series that’s already in production, where the majority of its sets are already built, and the main roles are already cast? C’mon… that’s just pathetic.

Strange New Worlds has been the high-water mark of modern Star Trek. But, as with almost everything Paramount’s executive fuckwits have touched over the past decade, some appalling decision-making at the highest levels has worked against the show and its prospects. Oversaturation of the Star Trek brand is a major contributing factor, with Strange New Worlds having to compete for attention against four other Star Trek shows at various points, including episodes of Picard which were literally broadcast on the exact same day. Then there was the piss-poor decision to cut off the series from anyone outside of the United States during its critical first season. And even when Strange New Worlds was available and wasn’t being trodden all over by other Star Trek shows… it didn’t get much of a marketing budget, hardly any tie-in merchandise, and Paramount always seemed to treat the show as secondary to Discovery and Picard. Even as those shows came to the end of their runs, there wasn’t as much love for Strange New Worlds as there should’ve been.

Still frame from Strange New Worlds Season 1 showing Captain Pike on horseback.
Captain Pike in the series premiere.

I heaped praise on Paramount back in 2020 for commissioning Strange New Worlds. The show wouldn’t have come to exist without the incredibly positive reaction fans had to Pike and Spock’s roles in Discovery Season 2, and I think it’s worth acknowledging how at least some folks at Paramount had the basic business acumen to recognise that. Strange New Worlds was prioritised ahead of Section 31, arguably contributing to that series being put on hold and eventually re-worked into the TV movie we got earlier this year. And I stand by what I’ve said multiple times: that was the right decision. Fans were clamouring for more adventures with these versions of Pike and Spock, as well as for an episodic series that returned Star Trek to its roots. It’s no exaggeration to say that Strange New Worlds is the Star Trek show that I and many other Trekkies had been waiting for for a very long time.

There’ll be time in the months and years ahead to give Strange New Worlds a proper autopsy, discussing what went wrong, what went right, and what lessons the newly-formed Skydance-Paramount corporation can learn for Star Trek’s future… if Star Trek has a future beyond the next few years. But for now… I just feel like wallowing, to be honest with you. The timing of the news caught me off-guard, with Season 3’s marketing campaign ramping up, and while a five-season run is in keeping with modern Star Trek and with Pike’s “five-year mission,” I’m still disappointed to learn that the end is nigh for Strange New Worlds.

Still frame from Strange New Worlds Season 2 showing the USS Enterprise.
The USS Enterprise.

Let’s talk a little about the timing, because this really is a bit of an oddity, isn’t it?

We’re weeks away from Season 3’s premiere. A new trailer was released just a few days ago. The cast are soon gonna be out and about on the interview circuit. This is categorically not the time to announce that the show is being cancelled! It risks overshadowing the marketing push for Season 3, and it risks turning away potential viewers. What’s the point, after all, in tuning in for Season 3 if the show’s about to be canned? A lot of people won’t read the whole press release; they’ll hear “Strange New Worlds is being cancelled” and push the series out of their minds. Paramount has always struggled with timing – and with plenty of other incredibly basic things that practically every other entertainment corporation handles better – but even by their standards this is pretty bad.

The only thing I can think of to justify the announcement is this: the news was about to be leaked. Someone at Paramount got wind of an imminent leak and jumped in first, trying to head it off. Maybe that’s what happened… I don’t know. It seems to me to be the only logical justification for the timing of this announcement.

Promo photo from Strange New Worlds Season 2 showing Spock.
Spock.

So what does all of this mean for Star Trek’s future?

This might have to be the subject of a longer piece in the weeks ahead (when I’ve had more time to process things and get my thoughts in order) but I have a couple of things to say at this stage.

Firstly, I sincerely hope Strange New Worlds can be Star Trek’s last prequel series – at least for a good long while. There were fun moments in Enterprise, Discovery’s first couple of seasons, and the Kelvin films… but for a franchise that’s always been about looking to the future, prequels have never felt right to me. Strange New Worlds has, in my view, been outstanding… but if there is to be more Star Trek on our screens in the years ahead, let’s move the timeline along instead of re-treading old ground. Many Strange New Worlds episodes would’ve worked just as well – if not better – had they been set in the Picard era. A few small tweaks here and there and you’d be all set!

Still frame from the Strange New Worlds Season 3 teaser showing Captain Pike.
Star Trek doesn’t need another prequel series.

Secondly, I feel increasingly certain that, by the time we get to 2028 or 2029, Star Trek as a whole will cease production.

There are other projects in production right now: two seasons of Starfleet Academy and potentially at least one season of Tawny Newsome’s “workplace comedy” show. To me, a reasonably plausible timeline might see us get Starfleet Academy next year, Strange New Worlds Season 4 in 2027, Starfleet Academy and/or the comedy show in 2028, and Strange New Worlds’ finale in 2028 or 2029. But after that? Paramount’s merger will have fully concluded, and it’ll be up to the new executives to decide what – if anything – they want to do with Star Trek.

When Paramount+ was beginning its painfully slow rollout a few years ago, I said that I wouldn’t be surprised if the streaming platform doesn’t make it to the end of the decade. And despite talks of a potential merger of Paramount+ with another platform, I feel like that looks more and more likely, too. The future of streaming feels like it’s going to consolidate around a few large, profitable platforms, meaning second-tier, unprofitable ones like Paramount+ are on the way out. I don’t see the merger changing that, either.

The logo of Paramount+ on a blue background.
Will Paramount+ survive the decade?

What that means for Star Trek is that, if the franchise survives, it’ll likely be licesned out to someone like Netflix or Amazon in the future, rather than being made for Paramount’s own platform. Even in the Paramount+ era we’ve seen this; Prodigy was recently licensed to Netflix, though that deal is shortly coming to an end. With Netflix having been burned before, though, with both Discovery and Prodigy… will they want to make another investment in this beleaguered brand? If Star Trek kind of fizzles out in the second half of the 2020s, will it be an appealing prospect to any big streaming platform in the future?

Maybe we’re getting ahead of ourselves. It’s still possible that the remaining seasons of Strange New Worlds or Starfleet Academy will bring in new viewers, attracting new eyes to Star Trek at just the right time to greenlight more from the franchise! Maybe that’s a little too optimistic for this moment, but my point is that you never know. Strange New Worlds is fantastic with its episodic storytelling, and Starfleet Academy has the potential, at least, to appeal to younger folks. There are a couple of glimmers of hope there, I feel.

Still frame from the Strange New Worlds Season 3 trailer showing multiple main characters with wine glasses.
Here’s to Strange New Worlds

But none of that can hide the disappointment of today. Strange New Worlds – the show spawned by a fan campaign and which quickly became the best thing Star Trek has done in years – is cancelled. And Season 5 won’t even manage a measly ten episodes.

I’m glad that Star Trek was resurrected in 2017, and there have been some fantastic, hilarious, and emotional episodes produced over the past eight years. But we’re seeing the effect of Paramount’s epic mismanagement now; shows failing to find an audience, being either cut off from the world or squashed up too tightly together, and ultimately the result is premature cancellation. I don’t know what the future might hold for Star Trek beyond Strange New Worlds’ finale… but I hope whoever’s in charge of the franchise by that point does a better job than the current crop of executive morons.

Despite this disappointing news, I still hope to watch and review Strange New Worlds Season 3 later this summer, so be sure to check back for that. Until then… well, I don’t really have any encouraging or optimistic words to end on, I’m afraid.


Star Trek: Strange New Worlds Seasons 1 and 2 are available to stream now on Paramount+ and are also available on DVD and Blu-ray. Season 3 will premiere on the 17th of July. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – remains the copyright of Paramount Global. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Future of A.I. Entertainment?

I have a longer piece in the pipeline about a document titled A.I. 2027, which you may have seen doing the rounds. I’ll save most of my thoughts on A.I. and its future disruptive potential for that, so be sure to check back. But today, I wanted to tackle a more specific use for artificial intelligence, and how we could see a change in the way we engage with and consume entertainment in the not-so-distant future.

This was prompted, in part, by a conversation I was having with a friend about A.I. 2027. Spoiler alert for my longer piece, but I compared the possibility of a “do-everything” general A.I. system to things like 3D televisions, Google Glass, and the Concorde supersonic jet. All three are examples of technologies that seemed to be on the cusp of revolutionising various aspects of our lives… but didn’t. I can’t help but feel that future predictions of general or super-intelligent A.I. – either as a horseman of the apocalypse or as a revolutionary technology about to deliver some kind of utopia – are, at best, far-fetched! But generative A.I. models, which are more limited in scope, do have the potential to play a huge role in the future of entertainment.

And that’s what I want to address today.

ChatGPT's text box with the words "Ask anything" prominently displayed.
Is A.I. about to revolutionise entertainment?

If you’d asked me in 2005 what the future of entertainment would look like, I would not have been able to predict user-generated content on platforms like YouTube and TikTok becoming massive, popular, and hugely profitable. But in 2025, barely 24 hours go by for me without watching at least one video on YouTube or spending a little time scrolling TikTok. The widespread adoption of broadband internet, social media, and smartphones with built-in connectivity and cameras facilitated this transformation in the way literally billions of people engage with entertainment.

It’s not a stretch to say that there are people today – adults as well as kids – who don’t care much for television, films, or even video games. Their primary sources of entertainment come from social media – and from user-generated content specifically. It turns out that a lot of people enjoy watching things no media executive could’ve ever dreamed of: vlogs, workout routines, makeup tutorials, video game “let’s plays,” and even ASMR. If you’d told me in 2005 what some of the most popular YouTube and TikTok pages would look like twenty years later, I’d have struggled to believe it!

Four YouTube thumbnails from different genres of video.
These kinds of videos didn’t seem like they’d be the future of entertainment just a few short years ago!

All of this is to say that a revolution in how we engage with media is nothing new. It’s already happened over the past fifteen to twenty years – and that came after a century of changes as we went from live music and theatre productions to the cinema, television, video recording, video games, and so on. Nothing in the entertainment sector stays still for very long, so there are definitely changes coming. Whether my prediction is right… well, if I’m still here in a decade or two, we can revisit this piece and see!

So what is my prediction, exactly? What is this big, revolutionary, A.I.-driven change that I foresee?

In short: user-controlled movies, TV shows, and perhaps even video games. All monetised by big corporations, all licensed and based on subscription models, and all generated by A.I.

Artwork of a traditional cinema film reel on a gold-coloured background.
Are A.I.-generated films and TV shows going to be part of the future of entertainment?

Imagine Star Trek’s holodeck, where you can tell the computer what you want to see, but on a flat screen. The biggest names in entertainment at the time will have either developed or bought out A.I. systems to power this content, and you’ll see celebrities, actors, and anyone famous copyrighting or trademarking their likeness and voice, ready to be licensed out. Some performers will be contracted solely to one big entertainment powerhouse, others might be “jobbing it” wherever they can make a buck. “Traditional” – i.e. human-created – films, TV shows, and games will still be made, and social media likely won’t go away, either. But A.I.-generated, customisable, tailored entertainment is going to be a big deal very soon.

You can already see the beginnings of this. Google’s Veo software is just one example of text-to-video A.I., and people are already using it to make their own videos of all kinds of things. The real revolution in the implementation of this technology won’t actually be its development, but its monetisation; how big companies can extract the most money possible for their service will determine how it’s used going forward. Right now, if I ask one of these programmes to generate me a video of Darth Vader in a hot tub, it’ll do it without question – but LucasFilm and Disney won’t be happy about that. As soon as there’s a viable method for monetising these things, we’ll see A.I. models go the way of film and TV streamers – walling off their own intellectual property, and licensing it out for a fee.

Screenshot of Google's Veo 2 software generating a video from a text prompt.
Google’s Veo video generator is one of several that already exist.

Maybe one of the big names in entertainment today – Netflix, for example – will buy out one of the big A.I. companies, using their software exclusively on their platform. Or conversely, maybe one of the big A.I. companies will buy out someone like Disney or Netflix, in a not dissimilar way to how Amazon was able to purchase the venerable MGM Studios a few years ago. Both of those seem possible – but the end result will be the same: content and IP locked behind a paywall, available only to those willing and able to pay.

But for those lucky folks, a world of possibilities opens up.

You’ll sign into your new A.I.-Netflix hybrid, and along with the pre-made programmes and perhaps other user-generated content, there’ll be a simple prompt: “What would you like to watch today?”

A mock-up of Netflix's logo with the subtitle "Powered by ChatGPT" in the same font.
Big entertainment corporations – like Netflix – surely see the potential in A.I.-generated content already.

From there, your only limit will be your imagination. “I want to see a film that’s about two hours long, starring John Wayne as a mercenary in outer space, with Kate Mara as his love interest, and a pink robot voiced by Brent Spiner as the villain. They should pilot a spaceship called the R.M.S. Wombat, there should be a soundtrack by Bon Jovi, and the entire story should be a metaphor for the dangers of secondhand smoking.” A split-second later… and bang! You’re watching your fantasy film with whatever parameters you’ve given the A.I. It’ll be capable of pulling off shocking twists, bringing long-dead actors back to life, and even generating brand-new stories in established fictional universes.

Imagine being able to fire up Paramount’s A.I. (or, let’s be realistic, the A.I. company that owns whatever remains of Paramount by that point) and generate brand-new Star Trek stories. Maybe you’ve always wanted to know what would’ve happened if Captain Picard died after his assimilation by the Borg, or what might’ve happened if the USS Voyager was destroyed, with a handful of survivors being taken in by Chakotay and his Maquis crew. Or perhaps you want to see an expanded look at an existing story, potentially filling in some of the blanks in between established events. You could even look at a story from the other side, like seeing the Dominion War from the Cardassian perspective. All of those things feel plausible with A.I. integration.

Still frame from Star Trek VI: The Undiscovered Country showing the USS Enterprise-A.
We might be able to make our own Star Trek stories one day…

As A.I. technology gets better, its ability to retain information will improve. This means that, the more you use an A.I. programme, the more it gets to “know” you – or at least it gets better at predicting your reactions, your likes, and your dislikes. This means that our hypothetical A.I.-Netflix hybrid will very quickly get to know what kinds of stories you like, what generates the best responses from you, and will be able to use that information to fine-tune and personalise the content it generates for you.

It’ll be kind of like having your own personal film studio. As the A.I. retains all of the information and storylines it’s generated, it’ll be able to make sequels, prequels, and expand on certain story points. If you really liked a character in an A.I.-generated film, it’ll be able to make a spin-off, just for you, tailored to what you liked about the character and the kinds of stories it knows you responded well to elsewhere. Heck, it could even generate a casual vlog-style series based on your favourite celebrity or character, kind of like how we see A.I. chat bots based on fictional characters today.

Photo of a Hollywood film studio.
Imagine having your own film studio in your TV or phone, ready to turn your ideas and thoughts into real, ready-to-watch content.

By now, you’ve heard the criticisms of A.I. Its supercomputers use more energy than entire countries. It’s stealing people’s art, writing, and more. It’s capable of “lying” or “hallucinating” falsehoods, spreading misinformation. It’s going to put millions of people out of work. And I don’t dispute any of those things, nor am I “championing” the use of A.I. in the entertainment space. This prediction is based on what I’ve seen from my limited engagement with the world of A.I. so far. I don’t actively use A.I. myself; I don’t really have a place in my life for an A.I. chat bot, and I’ve never needed to use A.I. to generate anything. But I see people using it more and more, and to me, the scenario outlined above feels like a plausible next step for the technology as it currently exists.

The big things from the corporate side are how to lock down their A.I. models and monetise them, as well as how to prevent competing A.I. systems from “trawling” their content and using intellectual property that they claim ownership of. After all, it’d be no good to offer your service for sale if a free competitor could do the exact same thing without the price tag! But if there’s one thing I can say with certainty after more than forty years of existing in this capitalist economy, it’s that you should never underestimate the ability of corporations to find a way to monetise… everything.

Photo of a briefcase overflowing with $100 bills.
Whichever corporation figures this out first is gonna make a lot of money…

Twenty years ago, I wouldn’t have been able to predict the rise of social media, user-generated content, and subscription services. All of those things seemed to come out of nowhere, catching me off-guard. The idea that people would spend hours each day watching what are basically other people’s home videos… that would’ve seemed positively ludicrous, even in 2005. But some people did see that potential, and more importantly, were able to get in early and monetise the heck out of it.

With generative A.I. being the current trend, it’s easy to write it off as a flash in the pan; another 3D television or MiniDisc. And maybe that’s still going to be the case; I haven’t watched a 3D movie in years, and my MiniDisc player has been gathering dust in the attic since the mid-2000s. But right now, with the amount of money being thrown at generative A.I. software, it feels at least plausible to me that, a few years from now, we could all be generating our own high-quality films, TV programmes, and perhaps even video games from simple prompts, with the only limitations being our imagination… and our wallets.

Stock photo of a Sony MiniDisc.
Remember MiniDisc?

I don’t know if that’s the kind of future I want… but I gotta be honest: part of me feels intrigued by the possibilities A.I. could offer. Being able to get tailor-made, fully customisable movies… there’s genuine appeal there, and whoever gets it right first stands to make a ton of money. I don’t think such a marketplace means that films, TV shows, and video games created by human beings will disappear; there will still be a place for creativity, imagination, and innovation. But there could be far, far fewer of those types of films, TV shows, and games being created if the big corporations go all-in on generative A.I. in the way I’ve outlined above. As with all things A.I., that basically means a ton of people are gonna be out of work. That undeniably taints the finished product; A.I. will come with an obvious, and pretty devastating, cost.

But for a lot of people… well, we already know that the cost to human lives doesn’t matter if they enjoy the finished product. Video games are still frequently created under “crunch” conditions, an exploitative practice I saw firsthand when I worked in the video games industry. Batteries rely on cobalt and lithium, mined by underpaid or even enslaved workers in horrible conditions. People pay for cheap clothes and shoes made in sweatshops. The list goes on… and my point is simple: don’t expect some kind of moral crusade against A.I. to change a lot of minds if it hasn’t in the cases we just mentioned.

Whether A.I. is here to stay, and whether I’m even close to being right about its potential future role in entertainment remains to be seen. I don’t know how much time I’ve got left, but if I’m still here in a decade or two, let’s revisit this piece together. Perhaps we’ll share a chuckle about how wrong I was, and how I exaggerated a flash in the pan technological fad way beyond its capabilities. Or not.


All brands and properties mentioned above are the copyright or trademark of their respective studio, distributor, broadcaster, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Uh-Oh: The Nintendo Switch 2 Is Still In Stock

When the Nintendo Wii launched here in the UK in late 2006, pre-orders sold out well in advance. I was on a waiting list that was months long, and it wasn’t until almost half a year later that I managed to finally get my hands on a console. In 2017, though I wasn’t on a waiting list and didn’t buy a Switch right away, I was well aware that there were waiting lists and some folks found it difficult to get their hands on a console on launch day. That’s to say nothing of the problems Sony and Microsoft had when the PlayStation 5 and Xbox Series consoles launched a few years ago. Those machines were out of stock everywhere for basically an entire year – at least here in the UK.

Nintendo emailed me shortly after the Switch 2 was announced; a marketing circular hyping up the new console and inviting pre-orders. I didn’t actually meet Nintendo’s stringent pre-order requirements, having cancelled my Switch Online membership for lack of use a while ago! But Nintendo has been pushing hard for pre-orders, and there was even a minor controversy a few weeks ago when it seemed that Game, the UK’s only remaining chain of video game shops, had messed up some folks’ pre-orders. The Switch 2 was all set to be the hottest piece of tech of 2025 and looked like it’d be hard to find!

Which makes it feel profoundly odd that today, on launch day, consoles are available everywhere I look.

Screenshot of Amazon UK showing a Nintendo Switch 2 console.
The Nintendo Switch 2 hasn’t sold out… at least here in the UK at time of writing.

I don’t think it’s necessarily a damning indictment of the Switch 2 that it hasn’t sold out. In fact, if you remember my criticisms of Microsoft and Sony back in 2020, you’ll know that I argued then that companies needed to do more to ensure they had enough stock to go around before launch. Playing into the hands of touts and scalpers was really poor from both Xbox and PlayStation, and on the one hand I’m glad that Nintendo seems to have been better-prepared.

But on the other… I can’t shake a funny feeling. Nintendo has never been well-prepared for… well, anything. Go back twenty years and you’ll find jokes and memes doing the rounds about Nintendo machines and games being unavailable or out of stock, and I think I’m right in saying that even the beleaguered Wii U had stock issues when it was released back in 2012. So… has Nintendo finally got it right? Did the company, for what could be the first time ever, manage to gauge public interest perfectly, and successfully manufacture and ship enough units all across the world?

Promo image of the Nintendo Wii and a Wii Remote.
The Wii was out of stock everywhere for months after its launch.

Or could there be another explanation?

Is the Switch 2 still in stock today because… well, there just isn’t as much interest in the console as Nintendo had hoped? Even if you’re the hardest of hard-core Nintendo fanatics, you can’t deny that the Switch 2’s marketing campaign has been dominated by the high price of games, as well as the increased price of the system itself. I warned that pitching the Switch 2 at a comparable price to Xbox and PlayStation consoles would invite potentially unfavourable comparisons, and for gamers interested in a handheld, there are cheaper and more versatile handheld PCs on the market.

Then there’s the launch lineup. As I said last time, the only game I’d really call a “system seller” or “killer app” is Mario Kart World – the game which has attracted a ton of criticism for its price tag. Donkey Kong Bananza isn’t a launch title, and as a game in a second-tier franchise I doubt it would be a huge mover of Switch 2s on its own anyway. What other games are there at launch that are going to attract players? Enhanced ports of a handful of Switch 1 titles and underwhelming versions of games that look and run better on other consoles? I don’t mean to be unkind, but I doubt many folks are buying a £400 console to play Kunitsu-Gami: Path of the Goddess or the paid-for demo Welcome Tour.

Promo still of Mario Kart World showing Mario on a snowmobile wearing a cowboy hat.
Nintendo is clearly banking on Mario Kart World to shift a lot of consoles.

Maybe this is a weird quirk of the UK market, and perhaps gamers in the United States, Europe, and Japan are going to be waiting a while to get a chance to play on Nintendo’s latest machine. But I’m not so sure, and I’ll be very curious to see the Switch 2 sales figures – if Nintendo announces them – sometime in the autumn when the company talks about the current financial quarter.

There are issues in the UK with the ongoing cost-of-living crisis, inflation, and a government that seems hell-bent on punishing the poorest and least-well off in society. So that could absolutely be a contributing factor to why people aren’t confident in investing in a brand-new, relatively expensive, luxury item like a games console. But if that were true, I’d have expected to see sales of Xbox, PlayStation, PC, smartphones, and other gadgets in decline – which is something that hasn’t happened.

Screenshot of UK retailer Game, showing a Nintendo Switch 2 console.
Another UK retailer (Game) has Switch 2 consoles in stock.

So what’s going on? Maybe I’ll check back in a couple of days’ time and find that Switch 2 consoles are out of stock. Or maybe Nintendo finally got one right and managed to produce enough consoles to meet launch demand. There’s a first time for everything, after all. But I can’t shake the feeling at this very early stage that something isn’t quite going to plan, and that the Switch 2 might not be reaching the sales targets Nintendo and their corporate investors had in mind. But I’m not going to write the console’s obituary just yet! There’s still plenty of time for things to change; it’s literally the machine’s first day on sale. However, the simple fact that consoles haven’t already sold out has definitely caught me off guard.

If you put a gun to my head and told me to predict, right now, how well the Switch 2 would perform across its lifespan… I’d say that I still expect it to do well with Nintendo’s core fanbase, but that it might struggle to reach the same number of units sold as the original Switch. The price tag is a big part of that… but so is the console’s uninspired design. For decades, Nintendo consoles were new, innovative, and fresh. Sometimes that worked, and sometimes it didn’t work quite so well, but what you could never say about Nintendo was that they were stagnant. The company built a reputation around innovative, fun, family-friendly games. The Switch 2 is the company’s first console to feel repetitive and samey… and maybe, just maybe, that could be another contributing factor.

Or I could be totally wrong and by Saturday, it’ll be a six-month wait to get a Switch 2! Still… strange times.


The Nintendo Switch 2 is available to purchase now. The Switch, Switch 2, Super Mario, and other properties discussed 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.

Phineas and Ferb Season 5: Hopes, Fears, and Expectations

A spoiler warning graphic

Spoiler Warning: Beware minor spoilers for Phineas and Ferb, including the Season 5 teasers and trailers.

By the time you read this, the season premiere of Phineas and Ferb’s revival might already have aired! I’m working hard to get this piece out before the full season hits Disney+, though!

I’ve talked about Phineas and Ferb on a few occasions here on the website. The show is unironically one of my all-time favourites, and moreover, it’s something I often turn to when I’m not feeling great or struggling with my mental health. To say Phineas and Ferb is one of my “comfort shows” wouldn’t be wide of the mark.

So I have a few thoughts about its imminent revival!

Two promotional posters for Phineas and Ferb Season 5 (2025).
The revival’s promo posters.

It goes without saying that all of this is the entirely subjective opinion of just one viewer, so if you hate my take, think I’ve missed something important, or I’m excited about something that sounds awful to you… that’s okay! There should be enough room in the fan community for polite and civil discussion. I think it’s also worth noting, in a piece like this, that I don’t have any “insider information,” and I’m not trying to pretend that anything we’re about to discuss can, will, or must be included in Season 5.

Phew! Now that that’s out of the way, let’s talk about some of my hopes, fears, and expectations for Phineas and Ferb’s revival.

Original concept art for Phineas and Ferb Season 1.
Early character designs from the show’s original pitch.

This first point is a big one, but it can be kind of difficult to quantify. Too many reboots and revivals feel corporate and forced; soulless, money-grubbing “content” created not with any artistic vision or integrity, but to please shareholders and/or pad out the increasingly meagre lineup of a streaming platform in a fractured marketplace. I remember that, in the mid-2010s, the rumour was that Phineas and Ferb’s creators felt they had ideas for a potential fifth season – so that’s good news. But at the same time, I’m acutely aware that Phineas and Ferb is being revived for business reasons; Disney wants to use the revival to sign up and retain as many Disney+ subscribers as possible.

Corporate executives tend to treat existing brands and IP much more favourably than something new. We can see that in the marketing push Phineas and Ferb’s revival has gotten; comparable recent projects, even from the same creative team, like Milo Murphy’s Law or Hamster and Gretel didn’t get the same love and attention from Disney. And that’s to say nothing of shows like Hailey’s On It, which was cancelled after just one season and seemed to get absolutely no marketing budget whatsoever.

Photograph from the Phineas and Ferb S5 premiere showing Olivia Olson with a Perry the Platypus costumed figure.
Olivia Olson (left) with Perry the Platypus at the Season 5 premiere.
Photo Credit: The Walt Disney Company

In short, will Phineas and Ferb feel… hollow? Will it be noticeably more corporate in its tone, and will that impact the enjoyment of the finished product? Anything Disney is and always has been corporate, but in its original form Phineas and Ferb was at least an original idea. Will this version be noticeably worse for being revived a decade after it went off the air?

Another way to think about this point is like this: are there genuinely good ideas left and new stories to tell with these characters? Or will it be obvious from the first episode that everyone involved just came back to earn a stack of money? There are some reboots and revivals that are so nakedly corporate that they’re painfully unwatchable; think Dexter or Sex and the City, for instance, though those shows are far outside of Phineas and Ferb’s animated comedy genre. I guess I’m just worried that there’s nothing left in the tank; that all of the good episode ideas were made during the show’s original run, and that this revival will not only fail to recapture the magic… but might even taint the original series by being obviously soulless and so much weaker.

Photograph from the Phineas and Ferb S5 premiere showing the co-creators.
Co-creators of Phineas and Ferb Dan Povenmire and Jeff “Swampy” Marsh at the Season 5 premiere.
Photo Credit: The Walt Disney Company

And I think there’s a valid cause for concern in that regard. I don’t believe it’s an especially “hot take” to say that, outside of a few special feature-length episodes, the quality of Phineas and Ferb seemed to dip during its fourth season. It seemed, even then, that some premises had been done and done again, and that certain characters were more or less played out in terms of how far their arcs could take them. There were still some enjoyable episodes in the mix, but they tended to be ones that flipped the script or tried something different.

This ties into my next point. The revived series is going to be set one year later, meaning everyone will be a bit older. What impact will that have on character dynamics? Will Candace be as high-strung at sixteen as she was at fifteen? Will Phineas and the gang still be together on the same terms as before? The character this matters most for is Dr Doofenshmirtz; after an entire year as a “good guy,” and having had multiple adventures in Milo Murphy’s Law, how will he be different and how will that impact his relationships with Vanessa and Perry?

Promotional image for Phineas and Ferb Season 5 showing Dr Doofenshmirtz at a therapist's office.
How will the time-skip (and character regression) affect Doofenshmirtz and his relationships?

I can’t help but feel it was a mistake to move the timeline along. It risks undermining the powerful and emotional ending that the show’s original run got in 2015, and for an episodic series… would anyone really notice if the new episodes were set in that same endless summer? We can argue that some characters didn’t really change a lot over the course of the show, but Doofenshmirtz definitely did – and having him “become evil again” after going through everything and promising to change for Vanessa’s sake just… it doesn’t sit right, somehow.

The opposite problem might also arise. If we’re saying the kids are all a year older, it’ll seem strange if they look, dress, and behave exactly the same way, won’t it? I think it’s unlikely that the time-skip will do anything narratively; there won’t be some big off-screen adventure that happened during the school year that will be called back to. So if the time-skip doesn’t do anything for the story, and doesn’t seem to have affected most of the characters either, based on what we’ve glimpsed from trailers and teasers… why do it? Why not set the new episodes in that original summer, before the events of the series finale?

Still frame from the Phineas and Ferb Season 5 trailer showing the kids mid-jump.
If all the kids look and behave the exact same way, why not set the new episodes during the original summer?

The combination of Doofenshmirtz’s arc being potentially regressed or overwritten and the apparent lack of change to any of the other characters has me concerned that the time-skip will be seen as a mistake. I can see the reasoning behind it, and the temptation to give the kids another 104 days to plan all-new adventures. But there are drawbacks to it, too, and I can’t help but feel that these outweigh any potential benefits.

I mentioned that Phineas and Ferb was, in its original incarnation anyway, an episodic series. And one of my biggest hopes for the revival is that it stays that way! I don’t need Phineas and Ferb to become some kind of weird serialised cartoon, with each episode setting up the next and ending on a cliffhanger. There’s more than enough serialised storytelling out there; one of the most appealing things about Phineas and Ferb has always been that each episode is a self-contained adventure.

Still frame from the Phineas and Ferb Season 5 trailer showing Candace and Linda.
Linda and Candace as they appear in the Season 5 trailer.

Many episodic shows from the past are being brought back in a new, serialised form. Just look at the Star Trek franchise as an example, but I’m sure you can think of plenty of others. Episodic storytelling was the order of the day a few years ago, but in the aftermath of successful shows like Lost and Game of Thrones, every media executive seems to be demanding season-long narrative arcs nowadays. I hope that Phineas and Ferb won’t fall victim to this, and that Disney’s producers have recognised that the show’s episodic style is a core part of its identity and one of the biggest reasons why it worked so well.

Two-part episodes, feature-length specials, and the like are all okay, of course! But I don’t want to log in to Disney+ to find that each episode leads directly into the next; that Season 5 is one long narrative arc. It just wouldn’t be right for Phineas and Ferb, and it would almost certainly make it feel much more corporate, bland, and unexceptional in the ways we were discussing above.

Photograph from the Phineas and Ferb S5 premiere showing the co-creators on stage.
Dan Povenmire and Jeff “Swampy” Marsh on stage at the Season 5 premiere.
Photo Credit: The Walt Disney Company

I have one specific casting concern, and I’m not really sure how best to broach this. Richard O’Brien – who voices Lawrence, the boys’ father – is 83 years old at time of writing. And throughout the revival’s marketing campaign, I haven’t so much as glimpsed him. Is O’Brien part of the revival? He’s tentatively credited on IMDB, but only for one episode of Season 5, which feels like a placeholder. I haven’t heard talk of the role of Lawrence being re-cast, but I haven’t seen or heard anything from Richard O’Brien himself or the show’s production team to confirm his involvement.

Phineas and Ferb is no stranger to re-cast roles, of course. Ferb – literally one of the title characters – was re-cast in 2020 for Candace Against the Universe, and I think that passed by inoffensively enough. But it would be a shame to lose Richard O’Brien, or to see the role of Lawrence diminished if he’s not able to voice the character as often or as freely any more. I guess we won’t know for sure until the new season arrives, but O’Brien’s absence and silence have left me a little concerned about a potentially reduced role for one of the core members of the Flynn-Fletcher family. Lawrence may not have always been the centre of attention in the way Linda is with Candace, but he’s often been an important presence in episodes, setting up key storylines or just butting in with a funny one-liner.

Cropped still frame from Phineas and Ferb Season 3 showing the boys with their dad.
Lawrence with the boys in Season 3.

I’m not an artist or an animator, so please be aware of that caveat as I make this next point. From the clips and still images I’ve seen so far, something feels “off” about some of the background characters. I’m not sure if it’s something in their eyes, something to do with the colour palette used, or how they’re integrated into scenes, but some of these secondary characters feel floaty and lifeless. It’s like they’re not really there; ghostly, almost transparent presences.

Could that be connected to Disney using a different animation studio, or even just different digital animation software? I’m not sure. I hope it’s not something that’s gonna be too noticeable throughout the revival, though! The main characters – at least from what I’ve seen so far – stay true to their original designs and don’t seem to be impacted by whatever animation changes have been made. That’s positive, for sure, and visual/artistic styles are usually something I can get used to (or get over) given enough time. But from what I’ve seen so far, some of these secondary characters have left me feeling unimpressed.

Still frame from the Phineas and Ferb Season 5 Sneak Peek showing multiple characters during a musical sequence.
I’m not wild about how some of these secondary characters looked in the trailer and sneak peek.

So I think that’s everything I had to say on the negative side of things. Let’s try to be a bit more positive now and look ahead to some of the things I’m most looking forward to!

First of all, to counter some of the negative thoughts I had about the show’s time-skip, I think there’s at least some potential in that idea. It gives the writing team – who are a mix of old hands and newbies – a virgin, unspoiled landscape for telling new stories. There’s no need to worry about how certain character beats or narrative moments might impact stories which are supposedly set further along the show’s timeline, and there’s unlimited room for growth for pretty much all of the characters. In an episodic series – which I’m crossing my fingers and hoping Phineas and Ferb will continue to be – there’s perhaps less of a need for consistent character growth, but the potential is still there.

Behind-the-scenes photo from Phineas and Ferb Season 5 showing the production team.
The team during production on Season 5.
Image Credit: Dan Povenmire

With the kids all being one year older, that could potentially open up new storylines, too. The original run of the show saw various characters develop crushes, but only older characters like Candace and Jeremy got to take things further and develop a full-blown relationship. Could someone like Buford or Ferb get a partner this time? That could be an interesting thing to explore.

And on the teen side, with Jeremy potentially leaving for university and Candace old enough to drive, there could be new storytelling potential. How would Candace react to Jeremy leaving, for example? If she’s able to drive, could that mean more adventures for her and her friends, or her and her brothers, without any adult supervision? That could definitely open up new locations further afield for adventures and building projects!

Promo image for Phineas and Ferb Season 5 showing Candace driving a car.
Is Candace gonna get her driver’s license?

One of my favourite episodes of Phineas and Ferb is the Christmas special from Season 2, and even though it’s June and the show’s usually set in summer… I wonder if we could see another holiday-themed episode either this season or sometime further along in the revival. There were a couple of Halloween episodes during the show’s original run, too, and that’s always a fun holiday to visit! It would be fun to see at least one episode – even if it’s not feature-length – set outside of the summer during one of the holiday events.

And speaking of special episodes – how about another vacation or travel story? Phineas and Ferb took characters to Hawaii, Africa, France, Japan, and my native UK… but there’s huge potential to visit locations all across the United States and around the world. The boys could visit Australia, the Amazon rainforest, or even Antarctica as part of one of their adventures, or maybe Dr Doofenshmirtz will visit a country like Spain or South Africa while pursuing an evil scheme. There’s a huge amount of storytelling potential when characters step outside of their usual environment, and the show used this to great effect last time around.

Still frame from Phineas and Ferb Season 1 showing a depiction of famous British landmarks and buildings.
Phineas and Ferb visited England in Season 1.

So far, I’ve only heard one song from the revived series: Summer Is Starting Right Now which is from the season premiere. The songs in Phineas and Ferb have always been one of the best parts of the show, and at least the first song from the revival seems to keep that trend going in the best possible way! The song feels like it’s right out of the original series, in tone, in terms of vocal performances, and everything. Given that I want to feel like Phineas and Ferb basically picked up where it left off, the revival’s first song definitely hits the right notes for me.

And I think that last point pretty much encapsulates what I want to see from this revival. Sure, there are going to be new stories to tell and new ways for characters to interact and for the two-and-a-half storylines to intersect. But for me, the point of doing a revival of this type is to give fans new stories which stay true to the original formula. That isn’t to say there’s no room for experimentation, but fundamentally, what I want out of a Phineas and Ferb revival is quite simply… Phineas and Ferb.

Still frame from the Phineas and Ferb Season 5 trailer showing the kids on toboggans.
I hope Season 5 is going to be a blast.

I want to see Phineas and the gang inventing and building impossibly awesome and fun projects. And I want to see Dr Doofenshmirtz work on an evil scheme to conquer the Tri-State Area. Candace should be on top form trying to get the boys in trouble, and Perry needs to be pushing Doof’s self-destruct buttons. These storylines should come together at the climax of the plot, with Doofenshmirtz’s inator somehow causing the boys’ mom not to see what they’d built. That’s Phineas and Ferb in a nutshell, and it’s what made the show so enjoyable to watch during its original run. I really hope the revival won’t stray too far from that wonderful formula.

Despite some concerns, I’m genuinely excited to welcome Phineas and Ferb back to our screens after such a long absence. You might remember me talking about the show’s Christmas special back in December; it’s something I revisit with fondness every holiday season. Phineas and Ferb is one of my favourite shows, and I really hope this revival will succeed at recapturing the magic.

Check back some time soon for a review… I’ll be sure to let you know if it achieves that objective!


Phineas and Ferb Season 5 will premiere on the 5th of June 2025 on the Disney Channel in the United States, with all ten episodes being available on Disney+ on the 6th of June 2025 in the United States and “select markets.” The rest of the world will follow later in the year. Phineas and Ferb is the copyright of Disney Television Animation and/or The Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Doctor Who Is Officially Out Of Ideas…

A Simpsons-themed spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for Doctor Who, including the finale of Season 15.

Almost five years ago, I wrote a piece here on the website titled Another New Doctor Won’t Fix Doctor Who. In that article, I argued that the revived series had pretty much run its course. The Doctor’s old adversaries were played out and had lost their fear factor, new villains were bland and forgettable, and the quality of the writing – particularly when it came to companions, but also for villains and even the Doctor – seemed to have taken a nose-dive. So… have the most recent seasons and specials changed my mind about that? I bet you’ve already guessed my answer from the title of this piece!

I’ll hold up my hands and openly admit that I’m no longer a regular Doctor Who viewer. I’m approaching this subject as an ex-fan; a viewer who’d be willing to come back if things changed, but not someone who regularly tunes in any more. If that makes my take somehow less valid to you… that’s totally okay. But I wanted to be up front about where I stand before we go any further. As I like to say, all of this is the subjective, not objective, opinion of just one critic!

A promotional image for Doctor Who showing the first eleven Doctors plus the War Doctor.
I haven’t been a regular Doctor Who viewer for a while.

When it was announced a couple of years ago that David Tennant would be reprising his role – not for a crossover with Jodie Whittaker’s Doctor, nor for a special episode set in an earlier era – I rolled my eyes so far back in my head that I thought I’d gone blind. Nothing screams “desperation” quite like trying to bring back a long-dead character… and for all intents and purposes, regeneration in Doctor Who is akin to “death” for that incarnation of the character. Tennant’s return to the role smacked of a desperate attempt to play the nostalgia card by a showrunner and writers who’d run out of ideas.

Disney recently stepped up to partially fund Doctor Who’s production, with the expectation that new episodes would air on Disney+ around the world. That investment gave the show a significantly higher budget, but it will have come with expectations or even demands from Disney to meet certain viewership milestones. Tennant’s return can certainly be seen through that lens; Doctor Who’s writers recognised that something hadn’t been working really since Matt Smith’s departure all the way back in 2013, and tried to course-correct the only way they knew how. It didn’t work, and that’s putting it mildly.

Still frame from Doctor Who Season 15 (2025) showing the Doctor's regeneration.
The Doctor regenerates.

Billie Piper, who played Rose Tyler in the first couple of seasons of the revived Doctor Who, appeared at the end of the most recent season finale – apparently as a new incarnation of the Doctor. As with Tennant’s return above, this smacks of utter desperation and a flailing attempt to use fan-service to bring back the show’s wayward viewers. As one such wayward viewer, I wanted to share my thoughts on this move… and why I don’t expect it’ll work.

The first and most obvious thing to say is this: stories end. Every story has a natural lifespan, and when character arcs are complete, storylines are played out, and there’s nowhere left to go… that’s it. It’s time for the curtain to fall, the credits to roll, and everyone involved to move on. Given the lack of success and dwindling viewership Doctor Who has been finding of late… the show’s at that point. To be blunt, it’s been there for a while. And while there have been creditable attempts to revive its fortunes, these just haven’t worked and the decline has continued.

Still frame from a behind-the-scenes look at Doctor Who Season 15 (2025).
Behind the scenes during production on a recent episode of Doctor Who.

This is not meant to be an attack on any of the actors involved in recent seasons of Doctor Who, nor of casting decisions, either. On the contrary, I think both Jodie Whittaker and Ncuti Gatwa are fine performers, and from what I saw of them in the title role, they gave it their all. But some actors are too late to the party, arriving too late into a show’s run to have an impact. Peter Capaldi will forever be my case study in that regard; he was, in my view, pretty much the perfect actor to play the ancient time-traveller, but he got absolutely awful, boring, and uninspired stories for pretty much his entire time in the Tardis.

Some fans may be happy with Billie Piper’s return and the idea of some kind of Rose-Doctor hybrid. I don’t really engage much with the “Whoniverse” fandom online, so I’m not really in a position to judge. But her return isn’t just about pleasing hard-core fans; it’s much more cynical than that. It’s an attempt to shine a spotlight on Doctor Who and to convince lapsed viewers to give the series a second (or third) look. But it’s also an admission from the showrunner and writers that there are no more original ideas in that writing room; that the only thing they can think of is to recycle actors and characters over and over again. When Billie Piper’s done in the Tardis, who’s coming back next? Matt Smith? Noel Clarke?

Still frame from Doctor Who Season 1 (2005) showing Mickey and the Ninth Doctor.
Doctor Who is running out of actors and characters to bring back…

I stand by what I said almost five years ago: if there’s no one at the BBC (or Disney) with a genuinely good, original idea any more, then the show should take a break. Time has flown by, but it’s been twenty years – two entire decades – since Doctor Who returned to our screens in 2005, and this incarnation of the show just feels like it’s run its course and has had everything possible thrown at it. With ratings in what seem to be a terminal decline, putting the brakes on before any more harm is done to the brand is arguably the least-bad course of action.

Doctor Who has huge spin-off potential, though, so I don’t believe the end of the main series needs to mean the abandonment of the “Whoniverse.” I wouldn’t like to say what the hard-core fandom might be interested in, but speaking for myself, I’d certainly be interested in a miniseries or film set during the Time War, potentially building on the excellent 50th anniversary special from 2013. There are other spin-off ideas, too, like a series following UNIT or even a revival of Torchwood.

Still frame from the Doctor Who special episode The Five Doctors showing the headquarters of UNIT.
There are other things that the BBC could do with the Doctor Who IP without continuing the main series.

But for the main series? This should really be the end. Billie Piper’s return is the clearest indication yet that the writers have completely run out of ideas, and it’s genuinely sad to see one of the sci-fi genre’s oldest institutions reduced to this bland, uninspired, fan-servicey slop. In theory I get it: you’ve tried new things and they haven’t worked, so retreat to familiar ground and give the fans some “red meat;” something you’re sure will attract attention and get people talking. But it’s just so… empty. So hollow and pathetic, and so very far away from the excellence that was on show in 2005.

Nowadays, it seems as if well-established programmes and franchises aren’t allowed a dignified end. They must be strung out at all costs until every last ounce of value has been extracted from them, no matter the implications for fans and viewers. In the age of streaming, big corporations want well-known names and brands to pad out the lineup on their platforms, and it seems to me that Doctor Who has fallen victim to both of these malicious entertainment industry trends. It isn’t Billie Piper’s fault, by the way, any more than it was Ncuti Gatwa’s, Jodie Whittaker’s, Peter Capaldi’s, or David Tennant’s. She just happens to embody the failure of Doctor Who’s writing, ambition, and overall direction in this moment.

Promotional image for Doctor Who showing fourteen of the fifteen Doctors.
Almost all of the Doctors…

I’m not going to watch Doctor Who for the foreseeable future. And I was a bit of a Billie Piper fan back in the day; I bought her album Honey to the B back in 1998! But her return to this series at this moment feels unnecessary, forced, and like a total desperation play by writers who are out of their depth and out of ideas. Maybe there’s a way for Doctor Who to ride out this current slump and come back stronger – but if there is, it’ll take a total overhaul on the production side, not just a particularly egregious example of stunt casting.

This is usually the point where I’d tell you that I’ve been wrong about these things before and I’ll keep my ear to the ground when Doctor Who returns to see what Billie Piper’s role will be and what her take on the Doctor might look like. But the truth is… I don’t think there’s any realistic chance that the next season of the show will be any better than the last few. Whether Billie Piper is going to be present for a one-off special or a whole season, I don’t think it matters. The series has already lost pretty much everything that made it work, and desperately bringing back a long-gone actor in a way that doesn’t make sense or line up with anything in-universe just… isn’t gonna change that.

Still frame from the end of Doctor Who Season 15 (2025) showing Billie Piper as a new incarnation of the Doctor.
This won’t save Doctor Who.

As a Brit, I want to see British entertainment properties and brands succeed. There’s a weird sense of pride in something like Doctor Who; a series that used to be able to hold its own in a genre dominated by American brands with significantly higher budgets. But I’d rather see the money being thrown at the show invested elsewhere, perhaps giving a new sci-fi or fantasy series a chance. Doctor Who did some great things in both its original incarnation and after its 2005 revival. But in both cases… it ran out of steam. And just as happened in the late ’80s, it’s time to recognise that. It’s time to put the show to bed for a while. Maybe in another fifteen or twenty years, a new generation of writers who grew up on the revival will come in with fresh ideas and the Doctor and the Tardis can make a return. But right now? It’s sad to say, but I think it’s over.

If a new Doctor couldn’t turn things around, if reimagining the Doctor in different ways didn’t help, and if revisiting David Tennant’s popular and successful time in the Tardis also made no difference… what hope does Billie Piper have? I fear that, whatever the writers may have in mind for her, she’s walking into a bear pit. Her exit from the show in 2006 was heartbreaking, but it was also impactful, powerful, and part of an engaging storyline. I fear that her return to the show, in whatever form it may take, will be none of those things. It would be such a shame if one of the show’s most memorable companions ends up being tainted by a totally unnecessary and desperate return.


Doctor Who is out now and may be streamed on Disney+ around the world and on BBC iPlayer in the United Kingdom. Most seasons of the revived series are also available on DVD and Blu-ray. Doctor Who is the copyright of the BBC, BBC Studios, and/or Bad Wolf. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Marathon: Just Cancel It

I almost titled this piece Anthem: Just Cancel It, accidentally using the name of BioWare’s failed live service title… which I think is a reflection on how bland, generic, and forgettable Marathon is as the name of a video game. I’ll be honest: Marathon was never going to be my thing. I’m not interested in extraction shooters, competitive FPS titles, or really even online multiplayer in general. I didn’t play Bungie’s Destiny or Destiny 2 over the past ten-plus years, and in my humble opinion the company hasn’t really done anything halfway interesting since Halo Reach back in 2010. But the controversy swirling around Marathon has been inescapable over the past few days, so I felt compelled to share my thoughts on the upcoming game anyway.

Marathon should be cancelled. That’s the bottom line, and the reason is simple: right now, Marathon is on course for a Concord-esque failure, something which would surely condemn Bungie itself to the ignominious fate of being shut down. Although a lot of money has been invested in this game from Bungie, Sony, and elsewhere, it stands absolutely no chance of making its money back due to the controversies it’s embroiled in. Wasting more time on development is pointless; even a significant delay and total re-working of the game and its art assets won’t save Marathon now. If Sony and Bungie push ahead they’re just pissing away even more money. It’s time to cut your losses and try something else.

Promo art for Marathon showing a digital avatar.
Just cancel Marathon.

This didn’t start with stolen art, but the revelation that Bungie – or, according to the studio, an unnamed “ex-employee” – stole a significant number of pieces of artwork that “somehow” ended up in the game has completely ruined whatever reputation Marathon might’ve been able to garner after an unimpressive closed play-test. Given how integral many of these art assets are to the game – literally defining its visual style – even removing the blatant thievery won’t be enough.

Marathon employs a deliberate visual style. When I saw it, quite honestly I didn’t like it. The game looked unfinished to my eye, as if character models and environments were all using placeholder images, waiting for higher-quality finished assets to be implemented. If you’ve ever seen an early build of a video game, you might know what I’m talking about. Marathon just looked like an early alpha version… unfinished. But that’s kind of beside the point, because that was a deliberate choice on the part of the developers. Unfortunately, however, it turns out that that entire aesthetic was stolen without accreditation or reimbursement from an artist who was never employed by Bungie.

Screenshot of a Twitter post by AntiReal alleging plagiarism by Bungie.
AntiReal’s tweet.

Like Concord last year, Marathon is arriving too late in a saturated market. Like Concord last year, Marathon is going to charge would-be players money up-front in a genre where the most popular titles are free-to-play. Like Concord last year, Marathon doesn’t have enough maps, characters, or basic features (like proximity chat) that other games in the genre have. And like Concord last year, Marathon has a generic and uninspired name, bog-standard gameplay, and really nothing special at all… other than its visual style.

I might not have been impressed with the way Marathon looks, but I can’t deny that the game’s aesthetic gives it something to help it stand out. In fact, it’s pretty much the only unique selling-point that Marathon could’ve reasonably been said to have. Art styles are a very subjective thing, but I can see a game that looks like Marathon finding an audience, or at least having its visuals as a key talking point at launch. That alone could bring in players… but now it’s ruined; soiled by Bungie’s incessant plagiarism.

Promotional screenshot of Marathon showing a first-person viewpoint.
The only thing Marathon arguably had going for it was its visual style.

This has happened before. Bungie has plagiarised art assets in Destiny 2 not once but twice, and has admitted as much. The studio is also embroiled in a lawsuit at present over stealing written work; in this case the storyline to one of Destiny 2′s expansion packs. And when Bungie launched a Nerf gun as a merchandising tie-in for Destiny 2, it turned out that the studio had also stolen the artwork that they used for that product. Plagiarism has become a way of life for Bungie, it seems.

Earlier in 2025, some players got to get their hands on an early version of Marathon – and the reaction was pretty poor. Some praised the game’s art style – ironically, given the theft of assets that has since been revealed – but noted that the game itself needs more time in the oven. There aren’t enough levels, the game is missing basic features, and while gameplay isn’t bad per se, it still needs a lot of work to reach the bar that fans of the extraction shooter genre would expect from a premium title. Marathon was already in big trouble… so this plagiarism controversy should be its death knell.

Promotional artwork for Marathon showing a weapon.
A close-up look at one of Marathon’s weapons.

It can be difficult to admit defeat and recognise that something you’ve worked hard on isn’t going to achieve its objectives. I get that, believe me. But to be realistic, that’s where Marathon is. I don’t think a delay is going to be enough. I don’t think stripping out all of the stolen art is going to be enough. I don’t even think that reworking the game from the ground up is going to be enough. At this point, it’s time to strip the game down to its basic parts, see if any of it is salvageable, and if possible, bring those pieces over to another project. There are bound to be some things – like animation work, weapon designs, or tweaks to the game engine – that could be recycled into another game.

Last year, the writing was on the wall for Concord before it even launched. And in 2025 (or 2026 if Sony and Bungie insist on a delay) the same feels true of Marathon. And I would argue that Marathon was already doomed before it emerged that Bungie had, once again, used stolen art assets all over the game. But given how controversial this blatant plagiarism has become, any residual support Marathon might’ve been able to count on seems to have evaporated. I really don’t see any successful path forward for the game at this point.

Still frame from the Concord trailer in 2024 showing the main characters.
If Marathon launches, it’ll be this year’s Concord.

I’m glad that AntiReal (or 4nt1r34l), the artist whose work was shamelessly stolen, was able to draw attention to what happened. Big companies can often feel like they’re above the law; that “little guys” have no power over them so they can do whatever they like. Social media and internet activism have shown, at least in this case, that people can come together when a company misbehaves. And make no mistake: Bungie would not have acted nor made any public statement on the issue if it hadn’t gone viral and picked up attention online. They’d surely have tried to brush it under the carpet and ignore it.

So it’s time to cancel Marathon. The game had a bunch of other problems even before it emerged that its entire visual identity – basically the only thing it had going for it – was based on thievery and plagiarism. This really should be the final nail in its coffin. Pressing ahead and trying to rework the game ahead of a purported launch this autumn won’t lead to any kind of success, so it’s better for Bungie and Sony to cut their (significant) losses and cancel the game. Unless they’re hoping to break Concord’s record as PlayStation’s biggest-ever failure.


At time of writing, Marathon is targeting a September 2025 release date. Marathon is the copyright of Sony and Bungie (or at least, the non-plagiarised parts are). Concord is the copyright of Firewalk Studios and Sony. Some images, screenshots, and promo artwork courtesy of Bungie and/or IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

A Minecraft Movie: Film Review

A spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for A Minecraft Movie.

In mid-2011, I was dating a partner who loved watching YouTube “Let’s Play” videos. One of their favourite games to watch was the as-yet-unreleased Minecraft, and they insisted I download it and give it a try. So while I can brag that I played Minecraft while it was still in beta… I’m sorry to say that I was unimpressed at first! I remember thinking that the game was a scruffy-looking thing all about building mud huts and digging holes in the dirt, but I played it with my partner for their sake more than mine. I eventually got the hang of it, and I remember building a few fun things like a castle with a lava moat and a pyramid made of red bricks that took forever to craft!

If you’d told me then that Minecraft would remain at the top of the charts for the next fifteen years, be worth billions of dollars, and be the subject of a big-budget Hollywood film, I’d have called you out on your bullshit – because there was no way any of that would be possible. Shows what I know, eh? A Minecraft Movie is the latest adaptation or addition to a growing franchise, one which now comprises multiple spin-off games, toys, merchandise, and even books. Minecraft has become a well-established brand in its own right; a household name that even elderly relatives and non-gamers are familiar with!

Cropped promo poster for A Minecraft Movie (2025) showing the main characters.
The main characters.

Even having seen Minecraft’s phenomenal growth and success, I still wouldn’t have thought it was a good choice to adapt for a narrative feature film. The main game is all about creativity and making your own fun – something that I felt wouldn’t translate well to a linear narrative on the big screen. But Warner Bros. teamed up with Mojang and owner Microsoft to do just that, bringing in established names like Jack Black and Jason Momoa to lead a star-studded cast. And you know what? I actually really liked A Minecraft Movie.

A Minecraft Movie was an incredibly fun watch. I sat there the whole time with a smile on my face as its fast-paced but easy-to-follow story raced past, and there were plenty of laugh-out-loud moments along the way. I felt the film was self-aware, not taking itself too seriously while staying true to what I remember of its source material. There was nothing ground-breaking here in terms of narrative or filmmaking, but that’s just fine. A Minecraft Movie’s writers, producers, actors, and director knew what kind of film they wanted to make and went all-in. The result was a surprisingly fun time. In fact, A Minecraft Movie is the best thing I’ve seen so far this year. Does that mean I have the emotional intelligence of a twelve-year-old? Let’s talk about that!

Promo art for Minecraft or the Minecraft franchise showing characters and animals at sunset.
Minecraft has gotten its own feature film adaptation.

I chose those words carefully, and I don’t mean it as any kind of insult. A Minecraft Movie is a kids’ film first and foremost, but I’ve always said that the best films made for children have something to offer to adults, too – and A Minecraft Movie is firmly in that camp. While watching it, I felt echoes of being a kid all over again, as if it was a Saturday afternoon and this was the film my friends and I had chosen to watch at our local cinema. I got swept along in the simple good-and-evil story, the emphasis on creativity, and a typical yet incredibly fun and high-energy Jack Black performance… and I genuinely had a whale of a time.

The story that the team created was a good fit. It took elements from Minecraft’s surprisingly deep lore and used them to tell a pretty basic “stop the evil villain from conquering the world” story, one which found time to include most of its main characters and even had a sub-plot about a man missing his dog! I was concerned going into A Minecraft Movie that the story would be too basic; too much of a cookie-cutter storyline. But there was enough of a setup, enough characterisation, and enough of a journey for Henry and Steve in particular to make it absolutely stick the landing.

Behind-the-scenes photo from the set of A Minecraft Movie showing a marketplace.
A behind-the-scenes look at one of the sets constructed for the village.
Photo Credit: Minecraft Wiki

Jack Black is one of those performers who’s instantly recognisable in basically every major role he’s ever played. He brings a ton of energy to his performances – and I think that worked incredibly well here, even though I admit I was sceptical at first! In Minecraft (the main game, at least; I’m less familiar with the spin-offs), Steve is a blank slate for the player to inhabit. A film needs characters with understandable motivations and recognisable personality traits, and there were more than enough of both in this depiction of Steve. In one sense, Steve represents the ultimate escapist fantasy – he quit his mundane and boring life to chase his dreams, and found a whole new world in the process.

The high-octane energy that Jack Black brought to the role was pitch-perfect for the kind of film A Minecraft Movie wanted to be and for the kind of young audience it sought out. It was also a ton of fun to watch, as Jack Black’s performances usually are! Steve’s desire to reunite with his pet dog Dennis (a name I appreciated for obvious reasons!) kept him grounded, and it was a perfectly understandable reason for him to team up with the rest of the main characters.

Still frame from A Minecraft Movie showing Steve in the Overworld.
Steve.

Henry felt like the film’s point-of-view character, at least at the beginning, and I think he worked well in that role. He was the “player character” insofar as he was figuring out the rules of the world before the gang encountered Steve, and I think anyone who’s played Minecraft, especially in the early days, can relate to figuring out how to knock down trees and craft basic structures! As an outcast, someone with few friends, and someone who struggled to fit in, Henry was also someone that I think a lot of the film’s younger audience will be able to relate to – as well as older folks like myself who remember being in a similar position once upon a time.

Continuing the idea of A Minecraft Movie as an escapist fantasy, Henry is kind of in the same category as Steve – looking to get away from a troubled life plagued by bullies in a new school. He’s introduced to a world where his creativity and imagination – two things kids have in droves – are incredibly important, and where he can put his unique skills and talents to use.

Still frame from A Minecraft Movie showing Henry in the principal's office.
Henry escaped to a fantasy world.

Henry’s sister, Natalie, was less keen on hopping over to a new world – but she rose to the occasion! Natalie had struggled with taking care of her brother, but her adventures in the world of Minecraft helped her discover her inner strength and build a stronger bond with him. Though she was in focus less of the time, she still got a satisfying arc.

Teaming up with Natalie for parts of the film was Dawn, and though I wouldn’t say she got as much of an “arc” insofar as she began and ended the story in a similar place, her love for animals shone through – and became important as the story reached its climax. She was a fun character, and made a great foil for Garrett and teammate to Natalie throughout the adventure.

Still frame from A Minecraft Movie showing Natalie and Dawn.
Natalie and Dawn.

Garrett was an interesting character. Maybe this is just me, but I felt echoes of a real-life gamer personality called Billy Mitchell in the conceptualisation of Garrett. Mitchell, if you’re unaware, was world champion of the original Donkey Kong arcade game and achieved the highest possible score on Pac-Man, and was the subject of the 2007 documentary The King of Kong.

If Henry and Steve represent the escapist fantasy, Garrett was actually the character who felt closest to reality. His financial struggles were relatable, and the facade he put up while dealing with the potential collapse of his business – and his own loneliness and self-esteem issues – is something that hit close to home. In terms of his personality, Garrett was obviously a bit of a clown and someone we aren’t meant to really root for. Someone who presents as arrogant, cocky, and just rude isn’t going to be the easiest character to support. But A Minecraft Movie was surprisingly delicate in its handling of this character, and what we glimpsed beneath the surface was a deeply lonely, sad, and self-pitying man – one who (eventually) stepped up to help his newfound friends.

Still frame from A Minecraft Movie showing Garrett.
Garrett had an interesting arc across the film.

A Minecraft Movie felt, in places, like a kids’ film from the ’80s or early ’90s, and perhaps that’s part of why I liked it so much. Seeing Henry struggle as the new kid at school with bullies before running away to a fantasy world… it’s giving me The NeverEnding Story vibes, which is one of my favourite films from when I was a kid! The two are different in tone, style, pacing, effects, and so on… but there are also some similarities in terms of characterisation and story that I think were important for me personally in relating to A Minecraft Movie.

Visual effects in A Minecraft Movie took a bit of getting used to, to be honest. The game’s pixellated art style was completely changed for the film, with semi-realistic textures applied over Minecraft’s trademark cubes and blocks. When it came to things like trees and stones, I was fine with it. When it came to faces and animals… that’s where it took me a minute to adjust! I can see this being a possible point of contention; some game fans might not like the realistic direction, and some folks who are less familiar with the games might struggle with the blockiness of characters and animals in particular. But once I got used to the way the film looked, I didn’t have a problem with it. Some of the landscapes and vistas were genuinely impressive, and the way the film blended CGI with real actors and props was seamless and impressive.

Behind-the-scenes photo from the set of A Minecraft Movie showing several of the villagers in their costumes.
Behind-the-scenes with some of the villagers!
Photo Credit: Minecraft Wiki

The soundtrack was fantastic, too. An up-tempo score and high-energy pop and heavy metal songs were pitch-perfect for the film and its fast pace. Battling the bad guys – particularly toward the end of the film – was elevated by the use of music, and the entire soundtrack just made the film so much better. I’d also be remiss not to mention Steve’s Lava Chicken – the song reached number 9 on the UK music charts (and also charted in the United States and elsewhere) becoming the shortest-ever song to crack the top 20 at a mere 34 seconds long!

So that was A Minecraft Movie. It was fun. Simple, child-friendly fun.

I had a way better time with A Minecraft Movie than I could’ve anticipated, to be honest with you. This picture could’ve gone either way – it might’ve been utterly awful; the kind of kids’ film that might make the little ones smile but does absolutely nothing for me. Or it could’ve been “so bad it’s good;” the kind of film that’s worth watching ironically because of how poor the quality is across the board. But instead, A Minecraft Movie was genuinely enjoyable – a fast-paced, modern kids’ film that feels like a throwback to the ’80s and ’90s in the best possible way.

Still frame from A Minecraft Movie showing Henry, Steve, and Garrett in a runaway mine cart.
A Minecraft Movie was a fun ride.

A Minecraft Movie is an easy recommendation now that it’s available to watch at home. Whether you have little ones or not, and whether you’re familiar with the video game or not, I think it’s a ton of fun and easy to get stuck into. Having some basic knowledge of Minecraft might help elevate some plot points here or there, but the film is a soft landing for folks who don’t have that background, and I don’t think you’re going to miss much if you’ve never played the game or any of its spin-offs.

I doubt I’ll say that A Minecraft Movie is my favourite film of 2025. There’s still more than half of the year to go and some big blockbusters on the way. But in terms of pure entertainment and laugh-out-loud fun? I had a blast switching off and going on a whirlwind adventure in this strange blocky world! Definitely check out A Minecraft Movie if you haven’t already.


A Minecraft Movie is available to buy or rent now via Amazon Prime, Google Play, and other video-on-demand platforms. A Minecraft Movie will be released on DVD and Blu-ray in June 2025. A Minecraft Movie is the copyright of Warner Bros., Legendary Pictures, Mojang Studios, Vertigo Entertainment, and/or Microsoft. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

The End of an Era

A Star Trek-themed spoiler warning graphic

Spoiler Warning: Beware of minor spoilers for Star Trek: Enterprise.

I’m a few days late (my cat needed an emergency trip to the vet; she’s fine now, don’t worry!) but the 13th of May was the twentieth anniversary of Enterprise’s final episode. These Are The Voyages saw the controversial series end in similarly controversial fashion, with what many fans continue to believe is one of the least-impressive finales in the franchise’s history. But this piece isn’t about These Are The Voyages. Instead, I thought it would be interesting to step back in time to those dark days in 2005 and think about how far Star Trek had fallen – and the franchise’s seemingly-impossible resurrection barely four years later.

I’ll let you in on a little secret – a secret which, for someone who runs a website partly themed around Star Trek, might seem shocking! I wasn’t a regular Enterprise viewer during the show’s original run. Here in the UK, Enterprise was broadcast on Channel 4 in the first half of the 2000s, and while I still considered myself a Trekkie at the time, I just found myself less interested in the show and what it was trying to do. It coincided with a busy period in my life, too, which probably didn’t help!

A sketch of the NX-01 Enterprise from Star Trek: Enterprise (originally a downloadable desktop wallpaper from the official Star Trek website).
A sketch of the NX-01 Enterprise.

It wasn’t until years later, after Enterprise had gone off the air, that I bought the DVD box sets and watched the series in full. I’ve said it before and I’ll say it again: I misjudged Enterprise when it was in production, and I regret not watching the show and doing more to support it during its original run. For me, Enterprise has become a great counter-argument to an expression one hears all the time in online fan communities and the wider discourse around media in general: “no one asked for this/who’s asking for this?” In 2001, I don’t think many Trekkies were asking for a prequel series like Enterprise. But twenty years later the series’ reputation has been rehabilitated for a lot of those folks, with Enterprise routinely being held up alongside the shows of The Next Generation era and included in Star Trek’s “golden age.”

I first came to hear of Enterprise’s announcement on the radio sometime around the turn of the millennium, and I can vividly remember thinking that I didn’t want a Star Trek prequel. The franchise had always been about looking ahead to the future, so stepping back in time for a kind of navel-gazing series about its own fictional history – which would have to be heavily constrained by the weight of hundreds of episodes dictating what could and couldn’t be introduced – just seemed wrong for Star Trek. And all of this was happening at a time when another infamous prequel – The Phantom Menace over in the Star Wars franchise – had been received incredibly poorly. I tuned in for Enterprise’s premiere in late 2001, but after that I only watched the series sporadically until I picked up those DVDs.

The main cast of Star Trek: Enterprise Season 3.
The main cast in a publicity photo for Season 3.

But as I said: this isn’t meant to be all about Enterprise!

In 2005, although I hadn’t been a regular viewer of Enterprise, I was still bitterly disappointed to learn that no more Star Trek was being made. Ever since I’d first found my way into the fan community almost fifteen years earlier, Star Trek had been a mainstay on our TV screens. I’d bought most of the films and a few episodes on VHS, I was starting to collect The Original Series and The Next Generation on DVD (remember those big chunky plastic boxes the first sets of DVDs came in?) and I had action figures, video games, and other merch, too. Star Trek’s apparent cancellation felt… personal. It felt like I was losing a part of myself – and a connection to my childhood/adolescence.

By 2005, I was done with school and university and I was working full-time. When we’re in our late teens and early twenties, life can feel like it’s changing fast, and that was the case for me, too. I’d moved out, first to a shared flat at university, then all the way across the Atlantic for a year-long exchange programme, and then again to a large city for work. I was in what I thought was my “forever” relationship and was working toward an engagement, and juggling all of these changes while balancing my fragile mental health. One of the few consistent things in my life was Star Trek, and even though I wasn’t particularly bothered about Enterprise at the time, I just expected the franchise would continue indefinitely. I guess you could say I was taking Star Trek for granted, unable to conceive of the idea that there’d be no new films or episodes being produced.

Photo of the chunky plastic boxes used for Star Trek: The Original Series DVDs in the mid-2000s.
Remember when Star Trek DVD box sets looked like this?

I was also far less aware of behind-the-scenes events in those days – or perhaps I just didn’t do the legwork to find out! I was dimly aware of the fact that Enterprise and Nemesis hadn’t been well-received in some quarters of the fan community and hadn’t been financially successful, but what that really meant for Star Trek was kind of over my head. The idea that the franchise might disappear entirely due to this lack of support – and an inability to turn enough of a profit – was something that didn’t really click for me until it happened.

If you’d asked me in the days after Nemesis but before Enterprise’s cancellation what I thought the future held for Star Trek, I’d have said that I’d expect Enterprise to run to the “standard” seven seasons, and toward the end of its run there’d be at least one new series announced. On the Star Trek forums and fansites of the time, rumours abounded of pitches for new shows! Two that we know were actively worked on included one set on the USS Titan with Troi and Riker, and another titled Star Trek: Federation, which would’ve been set hundreds of years after The Next Generation era. Ironically, both of these ideas would be seen on screen – albeit in very different ways from how they were originally pitched – in the rebooted Star Trek franchise after 2017!

Still frame from Star Trek: Lower Decks Season 2 showing Riker.
We did eventually get to see Riker’s time in command of the Titan!

All of this is to say that Enterprise’s cancellation, and the fact that Viacom/Paramount weren’t interested in commissioning a new series, came as a huge shock in 2005 – and a bitter personal blow. Star Trek had been a big part of my life, especially in the 1990s as I navigated school, social life, adolescence, and all of the drama and nonsense that comes with that! It had been an escape from the real world sometimes, a chance to feel like I was part of a better world, and even a way to connect with people around me – especially at university. It took a while for the idea of Star Trek’s cancellation to sink in – and I’d be lying if I said it wasn’t a depressing idea and something I struggled with.

I was far from the only person to have been left disappointed by a television show being cancelled, of course. And I’m sure we all have our examples of single-season shows that didn’t get the love and attention we feel they deserved! Two of mine, by the way, would be Space Precinct and Terra Nova – but those are stories for another time, I guess! To get back on track, Enterprise’s cancellation was – as I say in the title of this piece – the “end of an era.” The series had come to an end, but so had Star Trek itself. That was difficult for me to really wrap my head around, and I spent several days in a bit of a tailspin, frequenting Star Trek forums and fansites, desperate for any news of a new show or some kind of last-second reprieve. Obviously nothing was forthcoming.

Still frame from Star Trek: Enterprise 4x26 showing Troi on a holographic replica of the NX-01 operating a scanner.
Scanning for signs of life…

Taking stock of Star Trek as a whole felt incredibly bittersweet. There had been some fantastic adventures with all of the different crews of Deep Space Nine, Voyager, and the various Starships Enterprise – but I still wanted more. After feeling lonely and isolated as the only Trekkie in the small rural area where I grew up, I’d gone on a journey with the franchise as it grew in popularity, finding new friends who shared at least some of my passion for Star Trek. I’d even tried to introduce my then-girlfriend to the franchise – though she wasn’t particularly interested, despite my best efforts!

I could appreciate the good times I’d had with Star Trek: classic stories like The Best of Both Worlds, the intrigue of tales like In The Pale Moonlight, and Voyager’s epic seven-year journey home. With the franchise being converted to DVD, and re-runs still happening on television, I didn’t feel like I was in danger of never seeing Star Trek again… but I still wanted more. This property that had been so big in the ’90s, so omnipresent on our television screens, and just so damn good couldn’t possibly be over. I was left feeling dejected.

Still frame from Star Trek: The Next Generation Season 2 (The Royale) showing the Enterprise-D orbiting a green planet.
I’d been a massive fan of Star Trek through the 1990s.

For the franchise to have fallen so far in such a short span of time was stunning. The second half of the ’90s saw three Star Trek shows on the air pretty much continuously here in the UK: The Next Generation, Deep Space Nine, and Voyager were on television three nights a week, and when new seasons weren’t airing re-runs of older episodes would take their place. Star Trek books, action figures, and other products were in shops, even in the small towns around where I grew up. Star Trek versus Star Wars was the nerdiest argument you could have… and it just seemed as if the franchise was on top of the world. Star Trek had made it – so how did it all go so wrong so quickly?

In 1996 and 1998, there’d been three Star Trek projects in the span of a single calendar year: seasons of Deep Space Nine and Voyager, and the films First Contact and Insurrection. It seemed like you couldn’t move for Star Trek, and as the Trekkie in my friend group, I was finding myself being asked more and more often about the franchise and which episodes were best. Star Trek’s growth just seemed… unassailable.

Still frame from Star Trek: Insurrection showing Data wielding a phaser pistol.
In 1998, there’d been three Star Trek projects on our screens at the same time.

By early 2005, rumours of Enterprise’s struggles were all over fansites and forums. But even so, I genuinely expected a reprieve for the franchise as a whole. Enterprise could be written off as an unsuccessful experiment, and Star Trek could get back to producing another show like The Next Generation or Deep Space Nine. That was how I felt, and even when I saw people discussing cancellation and talking about the failures of Nemesis and Enterprise together, I guess I was just in denial about the severity of the problem.

When the news broke, it was a shock. And it really felt like the end of an era; we’d soon come to see Star Trek as this complete package – ten films, five shows, and that’s it. The recent arrival of the DVD box set meant that Star Trek would never be too far away, and I planned to finish my collection and acquire every single episode! But when it seemed as if Star Trek was really over… I was upset.

Still frame from Star Trek: Enterprise 4x26 showing holo-Archer in a damaged section of his ship.
Captain Archer (or rather, a hologram of him) in These Are The Voyages.

It wouldn’t be too long, though, before a new rumour hit the internet! A Star Trek revival was being planned, helmed by the incredibly successful J J Abrams – creator of Alias and Lost and the director of Mission: Impossible III. To go from the dejection of Enterprise’s cancellation and Star Trek’s apparent end to this reboot within a year or so was wild; the mid-2000s were a strange time to be a Trekkie, that’s for sure! This film would ultimately turn out to be Star Trek ’09, the reboot that kicked off the Kelvin timeline trilogy.

So what’s the point of revisiting 2005 twenty years later? Why drag up those old feelings and memories now that Star Trek is back on our screens in a new streaming landscape?

Promotional poster for Star Trek: Strange New Worlds Season 3 showing Pike and the crew.
Star Trek’s back… right?

The truth is… I feel echoes of 2005 right now. If you’re a regular reader, you might remember my essay 2022: A Great and Terrible Year for Star Trek, in which I took Paramount and the franchise’s producers to task for the many missteps and mistakes they’d been making. The worst problem, at least as far as I see it, is franchise fatigue. Star Trek has quickly become oversaturated in the first half of the 2020s, and it’s genuinely difficult to keep up with everything, even as a big fan and as someone who literally runs a Star Trek website.

Moreover, Star Trek’s fan community doesn’t seem to be adding a lot of new members, despite some valiant attempts by writers and creative folks. Projects like Prodidy, Strange New Worlds, and Section 31 should’ve been rolling out the welcome mat to untold numbers of new viewers and fans, but mismanagement by Paramount has squandered many of those opportunities. At time of writing, I think Star Trek is maybe a year away, two at the most, from another 2005.

Still frame from Star Trek: Prodigy 1x01 showing the discovery of the USS Protostar.
The wreck of the USS Protostar…

And I don’t want that to happen. There are still lessons that Paramount hasn’t learned from 2005 that need to be applied. And there are new challenges that the franchise faces in a transformed media landscape that Paramount has utterly failed to get to grips with. As I’ve said before: 20th Century thinking is desperately failing to keep Paramount afloat in the 21st Century.

I love Star Trek. I loved it in 2005 and I love it today. I want to see Star Trek continue because I want as many people as possible to fall in love with this incredible universe and the wonderful characters who inhabit it. But as Paramount is caught up in a complicated buyout/merger, and as its streaming platform continues to struggle, I don’t see a bright future for Star Trek. I hope that I’m wrong, and I hope the franchise’s name still has the power to bring in curious viewers. But as I look around at cancellations, mismanaged projects, franchise fatigue, and more… I definitely feel echoes of 2005 all over again. I hope the next couple of years won’t also turn out to be the end of an era.


Star Trek: Enterprise and most other Star Trek films and shows discussed above can be streamed on Paramount+ in countries and territories where the platform is available, and may also be available on DVD and/or Blu-ray. The Star Trek franchise – including all properties discussed above – is the copyright of Paramount Global. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Grand Theft Auto VI: The Delay and the Trailer

I was partway through writing this article about the recently-announced delay to Grand Theft Auto VI when Rockstar unexpectedly released the game’s second teaser trailer – so bear with me while I re-write a few sentences and shuffle things around!

The delay to Grand Theft Auto VI is going to be disappointing to a lot of people – but it’s also unquestionably the right call. Developer Rockstar Games is well-known in the industry for its abusive “crunch” practices in the run-up to big launches, so anything that potentially mitigates that and makes the working environment better for people is a hugely positive thing. Given Rockstar and Take-Two’s insane financial resources, and the continued revenue stream from Grand Theft Auto V’s online mode, there’s absolutely no justification for pushing to meet a self-imposed, arbitrary release window. If the game needs more time and more work, then delaying it is the right move.

Grand Theft Auto VI has been delayed to May 2026.

From a gameplay perspective, a delay is the right call, too. Since internet connectivity became commonplace on home consoles in the Xbox 360/PlayStation 3 days, more and more corporations have taken what I call the “release now, fix later” approach to game design – releasing a broken, unfinished game with the promise of patches and updates later to smooth things out. This rarely works as intended, and there are so many examples of games which should’ve been good that ended up being soiled by a poor launch. Even success stories, like Cyberpunk 2077, are still tainted for a lot of players, and will always have a little asterisk next to them explaining that, while the final version of the game may have been great, the launch version was piss-poor.

I don’t have any “insider information” from Take-Two or Rockstar, so I don’t know what might’ve been going on behind the scenes to prompt this delay. There wasn’t even an official release date for Grand Theft Auto VI, just a vague “2025” from the original announcement. As I said at the time, a delay felt like a reasonable prospect, so I’m not particularly surprised by the news. A second delay from spring to autumn 2026 also feels plausible – so watch this space, I guess!

Part of the game’s open world as seen in the recent trailer.

I’ve said it before and I’ll undoubtedly say it again: game delays are a good thing and should be celebrated, not criticised. I get it: it’s never fun when you hear that a game you’re excited about is going to be delayed, but if it means the finished product will be better (and, y’know, actually finished) then it’s going to be worth it. A game as large as Grand Theft Auto VI purports to be will take time for QA testers to work through, and I’m content to give Rockstar and Take-Two additional time to polish the experience and launch a better, more stable, less glitchy game. Even if that means waiting a year or two!

Thankfully, the reaction to delays from most players and fans these days is mature and acknowledges that simple reality. I think all of us have been burned at least once by a buggy, glitch-riddled, clearly unfinished game – and nobody wants to go through that again! There will be some upset players, of course, but I think most folks are mature enough to understand that this news, while it may be disappointing, will ultimately mean the launch version of Grand Theft Auto VI will be more polished and just an all-around better experience.

Hopefully Grand Theft Auto VI’s delay will result in a better finished product.

I do have a couple of things to add about the game, though, particularly now that we’ve seen the second teaser trailer.

Firstly, I’m a little disappointed that we still haven’t actually seen any bona fide gameplay in any of the marketing material that Rockstar and Take-Two have released so far. Both teaser trailers may be comprised of “in-engine footage,” but they show cut-scenes, carefully-curated clips, and content that may have been rendered especially for the game’s marketing. What we haven’t seen is any actual gameplay, and while you might say that’s fair enough if the game is more than a year away from launch, Grand Theft Auto VI was, until a few days ago, on the schedule for this year. I would’ve expected to see some glimpse of its gameplay by now, especially with Rockstar preparing that second trailer.

Any idiot can put together cut-scenes, clips, and pre-rendered artwork and make a compelling trailer. Trust me, I used to work in games marketing, so I know what it takes to showcase even the worst and most uninspired titles! Some absolutely atrocious games look decent in their own marketing material, and it’s a bit of a red flag for a game to have potentially been a few months or even just a few weeks away from launch with no gameplay on show.

Any game can look exciting with a carefully edited trailer comprised of pre-rendered cut-scenes and CGI.

This leads into my next point. I… I don’t feel blown away by anything we’ve seen from Grand Theft Auto VI so far. With the caveat that we still haven’t seen any official gameplay, the pre-rendered footage and cut-scenes that have been shown off just haven’t really stood out to me as being particularly special. There are some fantastic-looking games at the moment, particularly in the third-person action/adventure space, and for a game that Take-Two may genuinely try to sell for $100… I haven’t really seen anything in the Grand Theft Auto VI footage that could come close to justifying that.

That doesn’t mean I think the game “looks bad” or will be unenjoyable. But rather that I’d say it doesn’t look like anything special compared to the current crop of AAA titles on the market. Elden Ring, the remastered version of The Last of Us Part II, Alan Wake II, and even Rockstar’s own Red Dead Redemption II – which is now six-and-a-half years old – don’t feel particularly far behind what I’ve seen of Grand Theft Auto VI. Considering the upcoming game’s price point and all the hype around it, I would’ve expected to see a bit more by now to really sell me on why this’ll be a “once-in-a-generation experience;” the kind of thing I can’t afford to miss out on.

Nothing on show has really blown me away so far.

Grand Theft Auto VI looks like it’s going to be an outlaw story; a “modern-day Bonnie and Clyde,” with protagonists Jason and Lucia starting from a low point but taking Vice City by storm. I like that idea in theory, though a narrative can be hard to judge at this distance! But what I really want to see from Grand Theft Auto VI is its world. The characters and the story are incredibly important, of course, but that’s something I’ll discover for myself as I play the game. At this point in the marketing, we need to get a feel for the scale and depth of the world, and start to see what new gameplay features might be included.

Red Dead Redemption II is Rockstar’s magnum opus, and one of the finest games I’ve ever played. But after more than six years – seven going on eight by the time Grand Theft Auto VI actually launches – and an entire console generation, we should be seeing improvements. Grand Theft Auto V was originally released in 2013 on the Xbox 360 and PlayStation 3, and players who skipped Red Dead Redemption II will be expecting much more significant improvements and changes. So far, from a couple of pre-rendered trailers, I’m just not feeling much of that.

Jason and Lucia – the game’s protagonists.

I don’t doubt that Grand Theft Auto VI will be a good game – but with the level of hype that’s been swirling around the project for over a decade at this point, will it be a great one? Can it possibly live up to these sky high expectations – and its rumoured $2 billion budget? If the game is on par with other open world titles from the last few years, will that be good enough for players who’ve been waiting for it for such a long time? These are the questions that Rockstar and Take-Two will have to answer – and the marketing campaign so far, while it’s admittedly at an early stage, hasn’t exactly dazzled me.

For those inclined to seek out such things, there are leaked videos and images of Grand Theft Auto VI – some dating back several years. I don’t want to judge the game based on leaks; having worked in the games industry in the past, I know the final build of a game can differ substantially from early versions! But the leaks are undeniably part of the conversation – and again… nothing’s really blowing me away. I see what looks to be a solid third-person action/adventure game, similar in tone and style to Grand Theft Auto V thanks to the familiar tropical setting, and… that’s it. Pre-judging a game based on leaks is silly, but what I’ve seen so far reminds me why I thought it would’ve been better for Grand Theft Auto VI to have been set in a different environment and possibly even in an earlier time period, too.

Should Grand Theft Auto VI have been set in a different city without a beach and palm trees?

You might remember me talking about this years ago. Before we had any official news about Grand Theft Auto VI, I said that I feared a modern-day story set in another tropical city by the beach might just be too samey and too familiar, and wouldn’t do much to give players invested in Grand Theft Auto V a reason to switch. Time will tell, of course, but I wonder if part of the reason why I don’t feel so enthused by the recent trailer (and the leaked footage) is because of how samey and familiar parts of it feel.

So that’s it for now. Grand Theft Auto VI has been delayed – and while that isn’t exactly fun, it’s good news in my book. I’d rather play a better, more polished version of the game a year later than a broken, buggy, unfinished version a year early. As to the story, setting, and gameplay, though… I’m not sure. I’m confident the game will be fun, and that could be good enough, I suppose. But for a game which could end up being the most expensive ever, raising the price of AAA games across the board, and after such a long wait in between titles? Rockstar and Take-Two still have work to do to convince me Grand Theft Auto VI will be worth the price of admission.

Oh, and there’s still not gonna be a simultaneous PC release, which is pretty shitty behaviour from Rockstar and Take-Two.


Grand Theft Auto VI is currently in development and is currently targeting a May 2026 release date. Grand Theft Auto VI is the copyright of Rockstar Games and Take-Two Interactive. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Trying To Be Positive About The Rise of Skywalker

A Star Wars-themed spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for the Star Wars sequel trilogy.

Y’know, the more I think about it, the more convinced I become that this particular article would’ve been a better fit for April Fool’s Day rather than Star Wars Day. But I’m committed now… so here we go!

Happy Star Wars Day, friends! May the Fourth be with you… and all that. This year, I thought it could be a bit of fun to mark the occasion by revisiting one of my least-favourite Star Wars films – and probably one of the worst films I’ve ever seen – 2019’s The Rise of Skywalker.

Cropped promo poster for the IMAX version of Star Wars: The Rise of Skywalker (2019) featuring rebel and imperial spaceships.
X-Wings and Star Destroyers on a promotional poster.

It was in late 2019 that I embarked on the project that eventually became this website, and for a sometime Star Wars fan, that was a bit of a strange period. The Last Jedi had proven to be massively controversial within the fan community, and the discourse around that film had become incredibly toxic. Solo: A Star Wars Story had flopped, I really wasn’t keen on the first season of The Mandalorian, and it seemed as if the only bright spark in the franchise was Jedi: Fallen Order. I desperately hoped that The Rise of Skywalker could do the impossible by bringing the fan community back together and ending the sequel trilogy on a high.

It did not do those things, and that’s putting it mildly.

Though I consider the Obi-Wan Kenobi miniseries to be the worst piece of Star Wars media that I’ve seen, The Rise of Skywalker isn’t far behind. It was an atrocious film, one that I’d seriously consider putting on a list of “the worst films I’ve ever seen.” But re-hashing what I didn’t enjoy about the film isn’t the purpose of today’s exercise!

Still frame from Star Wars: The Rise of Skywalker (2019) showing Rey sinking in quicksand.
Surely this can’t be a visual metaphor…

Because it’s Star Wars Day, and in the spirit of positivity, I want to talk about some of the things The Rise of Skywalker got right – or at least got less wrong. Despite my overall feelings about the film, its story, the thought process that went into creating it, and more… there are some highlights worth mentioning. You might remember some of these if you read my two separate articles about the film in 2020 and 2021, but I’ve also added a couple of points that I didn’t mention in those earlier pieces.

In my essay titled In Defence of Luke Skywalker, I talked about how the depiction of Luke’s depression in The Last Jedi was generally well-written and conveyed an important message. It may not have been what fans wanted or expected from Luke Skywalker – particularly folks who’d bought into the old Expanded Universe stories, which depicted him as a flawless all-conquering superhero – but it was powerful and it resonated with me. The idea that anyone, even someone heroic, can fall victim to the “black dog” of depression is an important message, and it was well-told in The Last Jedi.

Still frame from Star Wars: The Last Jedi (2017) showing Luke's final moments.
Luke’s depiction and death were controversial aspects of The Last Jedi.

The Rise of Skywalker undid most of that, unfortunately. But it couldn’t entirely erase what had come before. If you take Luke’s story across the sequel trilogy, you can read it as recovering from depression – and that is a positive, hopeful, and uplifting message. The Force Awakens and The Last Jedi show Luke at his lowest: suffering a catastrophic defeat, almost giving in to a dark impulse, grieving the loss of his students, failing at his life’s mission to restore the Jedi Order, and succumbing to depression. He retreated to Ahch-To to die.

But after the events of The Last Jedi, Luke found a reason to believe again. And The Rise of Skywalker takes that concept and expands upon it, showing us Luke – in ghostly form – happier, more connected to the Force, and more willing to lend a hand when the galaxy needed him. To drag out the depression metaphor from The Last Jedi, this is the recovery phase. Not everyone who suffers with depression gets to that point, but seeing it depicted on screen like this can give hope and inspiration to people in that situation.

Still frame from Star Wars: The Rise of Skywalker (2019) showing Luke Skywalker's Force ghost.
Rey with Luke’s ghost.

Sticking with deceased characters, Han Solo got more of a send-off in The Rise of Skywalker than he did in The Force Awakens. Han’s death was shocking in that film, but its suddenness was immediately followed up by action set-pieces and the “trench run” over Starkiller Base – meaning we didn’t get to sit with the impact of it for very long. Bringing Han back – albeit for a role that was clearly intended for Leia – was somewhat cathartic, and getting to spend a little more time with him was a net positive for the film.

Because this sequence was told from Kylo’s perspective, we got to experience some of the feelings of grief, loss, and regret that he felt at killing his father. We can debate whether such an action is ever forgivable or redeemable, but The Rise of Skywalker wanted to give Kylo a redemption arc akin to that of Darth Vader in Return of the Jedi. Seeing this vision of Han Solo helped with that, or at least didn’t detract from it. And Adam Driver put in a stellar performance in these sequences – as he did across the entire film, really.

Still frame from Star Wars: The Rise of Skywalker (2019) showing a close-up of Han Solo.
The Rise of Skywalker gave us a bit more closure on Han’s death.

I know we’re trying to be positive about The Rise of Skywalker and this next point is very much a backhanded compliment (at best), but it’s my article so I’m gonna include it! The line “somehow Palpatine returned” has become one of those “so bad it’s good” moments for me. It wasn’t when I first watched the film, but the more I’ve sat with that line the funnier I find it to be. I still think everyone involved with writing, approving, and directing this line should be blacklisted from the entertainment industry for life… but on days when I don’t want to take Star Wars too seriously, or where I’m so depressed I need a good laugh, “somehow Palpatine returned” is there for me.

The line has also become one of my go-to examples of poorly-written dialogue, as well as an example of Star Wars’ overreliance on other works of media to set up important narrative beats in mainline films. Not only that, I think there’s something encouraging and even inspirational about this line. “Somehow Palpatine returned” reminds me that I’d have to do an exceptionally poor job to write something worse, and that there’s apparently a very low bar for pitching scripts for big-budget films. So maybe my Hollywood dreams haven’t entirely evaporated, eh? Jokes aside, this line is awful, and it’s become emblematic of the failures of The Rise of Skywalker and the sequel trilogy as a whole. But it’s also unintentionally hilarious as the film’s writers and Disney’s executives tell on themselves; no one could be bothered to write an explanation for Palpatine’s stupid resurrection, and this storyline was set up as part of a merchandising tie-in deal with the video game Fortnite. For all those reasons and more, it’s an excellent example of what not to do in filmmaking.

Still frame from Star Wars: The Rise of Skywalker (2019) showing Poe at the rebel base.
“Somehow Palpatine returned.”

To get back to something a bit more genuinely positive and inspiring, I’d like to highlight Lando Calrissian’s role in The Rise of Skywalker. I don’t know why Lando was absent in The Force Awakens and The Last Jedi, but Billy Dee Williams made the most of his return to the role in the third instalment of the sequel trilogy! In fact, I could’ve happily spent a lot more time with Lando; watching him heading out across the galaxy, rallying the citizens to the cause would’ve been quite something to see.

Lando’s last-second arrival at the head of a massive fleet was pretty much the only moment in The Rise of Skywalker where I felt a twinge of emotion. I’m a sucker for a “desperate last stand” kind of story, and seeing the ordinary citizens of the galaxy rising up in unison against Palpatine and the Sith felt good in the moment. As Poe, Finn, and the rest of the Resistance seemed to be on the cusp of defeat, Lando raced in to save the day, leading the galaxy in a unified last stand against autocracy and fascism. The scene where he and his fleet dropped out of hyperspace was powerful, and was probably one of the best individual moments in The Rise of Skywalker.

Still frame from Star Wars: The Rise of Skywalker (2019) showing Lando grinning aboard the Millennium Falcon.
Lando arrives to save the day!

Although I wish the sequel trilogy as a whole had done more with the idea of a Force dyad, some of the moments between Rey and Kylo were at least interesting. There was also some creative cinematography employed as Rey and Kylo had visions of one another despite being far apart. The scene where Rey was in Kylo’s room was one such moment, and I think the way the film transitioned between two different locations was creative.

I would’ve liked to have gotten more of an explanation of the Force dyad; how it came to be and what else Rey and Kylo could’ve done with it would have been fun to see. The idea of two characters with totally opposing points of view and objectives having this unintended bond – one they couldn’t rid themselves of – was also an interesting concept in theory, and I think we saw at least some of that potential in The Rise of Skywalker.

Still frame from Star Wars: The Rise of Skywalker (2019) showing Rey attempting to heal Kylo.
Kylo and Rey formed a rare Force dyad.

Finn’s story was not great in The Rise of Skywalker – or really across the sequel trilogy as a whole. But as a concept, the idea of a rogue stormtrooper breaking free of his indoctrination was interesting. And The Rise of Skywalker made at least a bit of an effort to expand upon that with the new character of Jannah – another defector that Finn encountered during the mission to Endor.

If Luke Skywalker’s story was an analogy for depression and mental health, Finn and Jannah’s can be seen as deprogramming from a cult or escaping an autocratic society. There are real-world parallels that are interesting – and open to interpretation. I don’t think The Rise of Skywalker was perfect in its execution of this idea, but I will give the film credit for trying, and for expanding our knowledge of ex-stormtroopers and the reasons why some might defect or abandon their posts.

Still frame from Star Wars: The Rise of Skywalker (2019) showing Finn and Jannah. Brightness adjusted.
Finn with fellow ex-stormtrooper Jannah.

Sticking with Finn, his “bromance” with Poe was certainly an enjoyable part of his story and characterisation, and one which was in focus in The Rise of Skywalker more than it had been in The Last Jedi. The two worked well together, and although I felt Oscar Isaac was rather phoning it in with his performance, the same can’t be said of John Boyega. Boyega did his best to carry this character relationship, and I could’ve happily spent longer with Finn and Poe.

There are a few other acting performances that stand out to me. I think being able to separate one’s thoughts about a performance from how we might feel about the script or narrative decisions is important – so it’s worth crediting actors and actresses who give it their all, even when they’re part of a train wreck! I mentioned Adam Driver above, and he’s literally never been anything less than outstanding in any film I’ve seen him in. One day he’s going to win one of the big awards – mark my words.

Still frame from Star Wars: The Rise of Skywalker (2019) showing Kylo holding his lightsaber, surrounded by trees and corpses.
Kylo on the battlefield.

Though the sequel trilogy was never meant to be Palpatine’s story, Ian McDiarmid clearly relished reprising his role, and threw himself into it. Palpatine dripped with malice every time he appeared on screen. I may loathe what the film did with General Hux, but I’d be remiss not to include Domhnall Gleeson’s performance as being praise-worthy. Hux’s pure hatred for Kylo really came through thanks to Gleeson’s work, and even though the storyline was a tough sell, he clearly gave it his all. Kelly Marie Tran, though only on screen for a couple of minutes, did well with the material she had, and I think it’s a shame we didn’t get to spend more time with Rose.

So I think that’s about it.

I wish I could tell you that it was fun to revisit The Rise of Skywalker. But at the very least, I think we managed to find a few notes of optimism amidst the wreckage; small things here and there that achieved some measure of success, struck the right emotional or narrative chord, or just didn’t fail as comprehensively as the film around them. Maybe you enjoyed The Rise of Skywalker more than I did – and that’s great. The Star Wars franchise should be big and diverse, and there’s plenty of room for differences of opinion when it comes to the best and worst parts. Nothing about this is “objective,” at the end of the day!

Still frame from Star Wars: The Rise of Skywalker (2019) showing Finn, Poe, and Rey with the wreck of the Death Star.
Looking at a wreck. Seems fitting, eh?

There’s more Star Wars to come – which is genuinely good news! Andor’s second season is currently airing, a second season of Ahsoka is planned, and there are several upcoming films on the schedule, too. Upcoming films include pictures based on Rey and Lando, a spin-off from The Mandalorian, a new trilogy, and the intriguing-sounding Star Wars: Starfighter. So despite the controversial reception the film got, The Rise of Skywalker didn’t doom Star Wars’ future prospects!

I hope this has been a bit of fun to mark Star Wars Day – or at least something a little different. I wanted to try to take one of the worst films in the franchise and talk about some of its better aspects, partly as a challenge to myself and partly because it’s Star Wars Day. Thanks for reading, and May The Force Be With You!


Star Wars Episode IX: The Rise of Skywalker is available to stream now on Disney+ and is also available on DVD and Blu-ray. The Star Wars franchise – including The Rise of Skywalker and all other films and properties discussed above – is the copyright of Lucasfilm and The Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Xbox Price Hike

I’ve been critical of PlayStation and Nintendo in recent months for unnecessarily jacking up the prices of their consoles and games – and now it’s Xbox’s turn. If you haven’t heard, the prices of Xbox consoles, Xbox games, and most Xbox accessories are rising, coming hot on the heels of a significant price hike in Xbox’s Game Pass subscription service.

Don’t believe the lies: this isn’t because of “tariffs” or “inflation” – if anything, these price hikes are a cause of, not a reaction to, inflation. Xbox, like Nintendo and PlayStation before them, planned to jack up their prices months or even years ago. The latest economic turmoil may be a convenient excuse and shield – just like covid, “supply chain issues,” and inflation were a few years ago – but they aren’t the real reasons. The real reason is simple: greed.

Xbox consoles, games, and accessories just got a lot more expensive.

Not even two days ago, at the end of April, Microsoft bragged to investors on an earnings call about how well their Xbox brand and gaming division were performing. Where PlayStation, Nintendo, and other big players in the industry have been mostly stagnant for a couple of years, Xbox enjoyed significant growth – leading to higher than expected profits. Microsoft attributes this to the successes of Game Pass, the Call of Duty series, and Minecraft – the latter of which is probably connected to the release of A Minecraft Movie in cinemas.

The news caused Microsoft’s share price to rise, dragging up other related tech companies at a time when the stock market has been on a downward trend. Partly thanks to the continued success and growth of Xbox, Microsoft is now worth well over $3 trillion – that’s trillion, with a T. In spite of making record profits and enjoying growth that other gaming companies are struggling to maintain, less than two days later Microsoft has turned around and told customers and families that we’re going to have to pay significantly more for their products. They’re too expensive to make in these “challenging economic times.”

Microsoft boasted about ever-growing profits – including in its gaming business – mere hours before this announcement.
Image: Microsoft Investor Relations

Although these price hikes will have been planned months or years in advance, the timing of this announcement is – at least in my opinion – connected to the Nintendo Switch 2 situation that we talked about last month. Nintendo may have been roundly criticised for its announcement that games like Mario Kart World will cost $80/£75… but that doesn’t seem to have impacted pre-orders all that much at this stage. In fact, Nintendo announced record pre-order numbers at least in Japan, and as I suggested would happen, the vocal backlash to Nintendo’s announcement hasn’t been met with a comparable “boycott” or even a noticeable decrease in sales.

The same must be true of Sony and PlayStation. PlayStation consoles rose in price not that long ago, and the PlayStation 5 Pro became one of the most expensive pieces of hardware ever when it launched last year. But despite generating online protests, Sony’s devices and games have continued to sell – leading to the company making record profits in 2024. In that environment, Microsoft might as well join in, right? From a business and financial perspective, they’d be silly not to – it’s like leaving money on the table.

Nintendo was the first company to announce an $80/£75 game last month.

But for those of us who live in the real world, where incomes haven’t risen in line with inflation and where government help is harder to come by than ever, it’s a pretty tough pill to swallow. Nintendo and Xbox may claim at this stage that only “some” games will be priced at $80/£75 going forward, but that’s unlikely to hold for very long. Less than five years after the base price of games already went up by $10, another permanent price hike is happening. And if speculation about Grand Theft Auto VI turns out to be true, this might not be 2025’s only price rise. As I said when discussing the Nintendo Switch 2 situation just a couple of weeks ago: by this time next year, $90 or even $100 could be the asking price for AAA games across the board.

“But game development is expensive!” Or so goes the whiny retort from corporate sell-outs. Here’s my problem with that: if your corporation has literally never made more profit before in its existence, as is the case for Sony, Nintendo, and Microsoft… that argument is dog shit. The same corporate suits can’t brag to investors and shareholders about how much money they’re making, then in the very next breath plead poverty to consumers and players. It doesn’t work like that – you gotta choose one or the other. If these companies were genuinely struggling to keep the lights on, I guess I’d be more receptive to that kind of argument. But when you see the financial reports and hear how eagerly the vacuous suits boast of their financial success, it’s pretty grating to be told that selling games for an already-inflated price is somehow “unaffordable.”

Microsoft brags about profits one minute then tries to plead poverty the next.

I said this several years ago, but here we go again: there really shouldn’t be a “cost of living crisis.” What we have is a “cost of greed crisis,” where almost every major corporation is making more money than ever, but they continue to jack up their prices to squeeze even more profit out of overstretched and overburdened people. It’s not because of “tariffs,” it’s not because of some nebulous concept of “inflation,” it’s pure and simple greed. And it’s disgusting.

That’s the lens through which I see Xbox’s price hike – and Nintendo’s and PlayStation’s, too.

The problem is that those three companies have an effective monopoly on the console gaming space. And while I’d never want to libel anyone by suggesting the executives at all three corporations are colluding to rig the market and raise prices… I wouldn’t put it past them. And if Xbox follows Nintendo’s lead and raises its prices to match – with Sony presumably set to do the same thing soon, too – what’s the difference? The end result is the same for those of us who just want to play a game or two.

Corporate greed is to blame.

The reality is that, even with disruption to the stock market and a potential recession looming, Microsoft and Xbox could’ve easily absorbed any financial impacts and still turned a very healthy profit. Nintendo could’ve done the same – even if it meant making a net loss on individual Switch 2 consoles in North America, the company would remain profitable. These price rises are a choice, one driven by corporate greed.

The main reason why I criticised PlayStation for hiking up the price of its consoles was because of how unusual a mid-generation price hike is. And Xbox is now firmly in the same camp. The trend for decades has been that consoles and games get less expensive as time goes on, not more. This console generation may have had some great games, but in many ways it’s been underwhelming. There’s been far less innovation, with corporations largely choosing to play it safe. There hasn’t been much by way of graphical improvement, thanks to companies choosing to launch many of their biggest titles on last-gen hardware. And there are fewer and fewer console exclusives – especially on Xbox’s side.

Most of Xbox’s biggest brands and games are available on other platforms.

With all of that in mind, is an Xbox Series S worth the new price of $400/£300? And is a Series X worth $600/£500? When the majority of the consoles’ price hikes are going directly into the pockets of investors, shareholders, and executives – and not to the people who are actually developing games – I’d say no. Absolutely not.

At the end of the day, as consumers we’re pretty stuck. If you want a home console, there are only three names in town – and they’re all jacking up their prices. If you want a brand-new game, from here on out they’re gonna cost $80/£75 at a minimum. Gaming just got a whole lot more expensive for no good reason.


All brands mentioned above are the copyright of their respective corporation/owner. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Watch Conclave (For Obvious Reasons…)

A spoiler warning graphic.

Spoiler Warning: There are spoilers ahead for Conclave.

The Catholic Church elicits a huge amount of curiosity from the faithful and non-faithful alike. Just look at the rumours of what might be contained in the secretive Vatican Archives – everything from Jesus’ hidden love child to proof of UFOs, depending on who you ask! Any organisation that has sustained itself for close to two millennia would, naturally, evoke such feelings, and the recent death of Pope Francis has shone a spotlight on the church and its peculiar processes. It’s with this mindset that we come to last year’s film Conclave.

According to CNN, streams of Conclave have skyrocketed by over 3000% since the Pope’s death – with viewers eager to catch a glimpse of what goes on inside the walls of the Sistene Chapel. I would caution anyone that Conclave is surely an exaggerated and dramatised take on these events; the real meeting to choose Francis’ successor is highly unlikely to involve conspiracies to buy votes, breaking and entering into the Pope’s private chambers, or a nun who conceived a secret child! But the church’s secrecy – and its difficult history – quite frankly lend themselves to this kind of dramatic presentation. In some respects, Conclave is arguably less bonkers with some of its storylines than the real history of the papacy!

Still frame from Conclave (2024) showing Cardinal Lawrence praying over the body of the dead pope.
Cardinal Lawrence with the deceased pope.

Conclave had been on my radar since it premiered last year, and I daresay I’d have gotten around to checking it out eventually. But like thousands of other viewers, it was real-world events which prompted me to fire up the film at this particular moment. I’m not a Catholic – nor even a Christian at all – but the timely nature of the film made it seem like an interesting thing to watch in April 2025. I was dimly aware that Conclave was based on a novel by British author Robert Harris – who also wrote Munich, which was the basis for another film I reviewed a few years ago – but that was the extent of my knowledge of the film before I sat down to watch it.

I particularly enjoyed Conclave’s cinematography. I’d like to highlight the way scenes and characters were framed, directing our focus to specific cardinals and other characters at key moments. The use of focus was also particularly clever; certain documents or screens were deliberately left out of focus to heighten the tension. The camera work could feel claustrophobic at points, successfully conveying the feeling of being isolated from the world outside the walls of the sequestered meeting. At others, wide, expansive shots gave a sense that characters were trying to remain secretive, keeping important conversations private.

Behind-the-scenes photo from the set of Conclave (2024) showing the director, Edward Berger, and star Ralph Fiennes.
Director Edward Berger with Ralph Fiennes on the set of Conclave.

The film’s score was also excellent. Several big, dramatic musical stings punctuated key moments in the story, underlining how characters were feeling or what had just happened to them. The use of silence, too, came into play, and had a similarly dramatic effect. As the conclave descended into bitter in-fighting, the score did an excellent job of conveying how serious things were and how characters were reacting.

Let’s talk about that in-fighting a bit more, because it’s basically the main focus of Conclave’s story for much of the film. Officially, cardinals are supposed to elect the best and most qualified person to the papacy – with the guidance of God and prayer, naturally. But in the real world, I daresay it’s never quite worked out that way! Politicking in the Vatican – and amongst the cardinals specifically – is not as overt as it is in most legislatures around the world, but it’s present nonetheless, with all the same factionalism and pettiness as you’d see anywhere else. In some ways, Conclave made the college of cardinals feel like an office or a group project – complete with spitefulness, attempts to sabotage competitors, backhanded compliments, and more. Anyone who’s ever sat on a committee, taken part in a meeting, or been forced to work on a project as part of a group would recognise some of these things in Conclave’s depiction of the cardinals! And I would imagine that side of the film isn’t particularly inaccurate.

Still frame from Conclave (2024) showing Cardinal Tremblay being confronted by the other cardinals.
The cardinals bickered and fought.

Conclave’s designers did a great job recreating the look and feel of the Vatican. The Sistene Chapel, where a good portion of the action takes place, is a very famous location and was obviously the most important to get right, but I felt all of the locations and sets were appropriate. The cardinals’ private rooms felt almost like a prison, adding to that sense of isolation that we talked about earlier, and that was a creative choice which worked well. There was also a kind of gentle decay to some of the buildings, reflecting both Rome’s ancient origins and, perhaps, the church’s age and vulnerabilities. Having spent time in Italy myself, the sets and buildings all felt like they could be real – even those which weren’t directly copied from real life.

One of the things Vatican-watchers often say is that a papal conclave is unpredictable. Pope Francis’ election in 2013 is just one example of an “unexpected” candidate winning the election – though I doubt his election was as dramatic as the one depicted in the film! But it just goes to show how a papal conclave can take unexpected turns; in the film’s case, a terrorist attack takes place partway through the election, unnerving the cardinals and setting the stage for an unexpected character to take centre-stage.

Still frame from Conclave (2024) showing Cardinal Benitez after his election to the papacy.
The new Pope Innocent.

But was Cardinal Bentiez genuinely an unexpected candidate? His surprise arrival toward the beginning of the film – cloaked in typical Vatican secrecy – seemed to be setting him up to play an important role, even while the film appeared to linger on other characters. In that sense, I wouldn’t say I was stunned by this “big shocking twist,” but it was interesting nevertheless. With the film being told largely from the perspective of Cardianal Lawrence, I would’ve liked to have seen a bit more of his reaction to Benitez’s election – after a slow buildup, he seemed to be readying himself to accept that he was best-placed to take the reins of the church, only to lose out in dramatic fashion thanks to the bombing. Having spent so much time with him prior to that moment, and with the big revelation about Cardinal Benitez, the film then ended quite abruptly.

Perhaps Robert Harris’ novel, on which Conclave was based, spends more time with Cardinal Lawrence – not just at the end, but really throughout the story. There were places in the film where Lawrence was in focus, but with no dialogue to go on, it was left to Ralph Fiennes’ facial expressions to convey what he may have been thinking. There may be a degree of interpretation as a result.

Still frame from Conclave (2024) showing Cardinal Lawrence delivering his homily.
Cardinal Lawrence was the film’s point-of-view character.

Conclave was told primarily from Lawrence’s perspective, though it wasn’t always immediately clear why certain cardinals were favoured or opposed. Cardinal Tremblay, for instance, was depicted as a rival to Lawrence and someone whose papacy he wouldn’t favour, yet they didn’t seem to be particularly ideologically opposed. Before the revelations about Tremblay were shown, all we as the audience had to go on was suspicion – Lawrence’s suspicion. Perhaps that says something about the way cardinals operate during a conclave, and how rumour or even “bad vibes” can influence the way a cardinal may be inclined to vote.

The same is true of the revelations about Cardinal Adeyemi; only Lawrence discovered the full truth, and refused to reveal it to the rest of the conclave. The other cardinals, fearful of scandal, abandoned his candidacy amidst rumour and speculation that wasn’t even seen on screen. It makes you wonder, perhaps, how easily one might derail a cardinal’s potential path to the papacy!

Still frame from Conclave (2024) showing Cardinal Lawrence and Monsignor O'Malley in conversation.
Scheming and digging into cardinals’ backgrounds was a big part of Conclave.

Given current events, Conclave was an interesting watch. And it really is impossible for me, at the current moment, to separate the film from what’s happening in the real world. There have only been two papal conclaves in my lifetime – in 2005 and 2013 – and given the secrecy and relative rarity of these events, it’s natural to be curious and to want to peek behind the curtain! Conclave felt like a somewhat realistic depiction, even though some elements of its story strayed into exaggeration and even fantasy.

So that was Conclave. It was an interesting watch, particularly at the current moment, and I’d happily recommend the film to anyone with even a passing interest in the church and/or what’s currently going on. The real-world conclave is scheduled to start in just over a week (at time of writing) and who knows? It could be just as dramatic and interesting as the one depicted in the film. We’ll never know!


Conclave is available to stream now on-demand on platforms like Amazon Video. The film is also available on DVD and Blu-ray. Conclave is the copyright of FilmNation, Indian Paintbrush, Focus Features, and/or Black Bear UK. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Oblivion Remaster’s Awful “Deluxe Edition”

In March of 2006, I distinctly remember rushing out of the office as soon as the workday ended to meet a friend. I didn’t yet own an Xbox 360, but my friend did – and he’d pre-ordered the sequel to one of my favourite games of all-time! I darted from the city centre down a side road to my friend’s place, which was a tiny attic apartment with one minuscule window and a sloping ceiling. As soon as I got there, we fired up The Elder Scrolls IV: Oblivion, and I spent the rest of the night hanging out with him as he created his character, played through the game’s iconic opening sequence, and stepped out into the world of Tamriel.

It wouldn’t be until 2008 or 2009 that I got to play Oblivion for myself, but when I did I had a whale of a time. I remember thinking that, while the game was more limited in some respects than Morrowind had been, other elements and mechanics more than made up for that deficit – and gave Oblivion a truly immersive world. All of the characters were fully voice-acted, facial animations and lip syncing looked great, and your character could mount and ride a horse! And the main storyline of Oblivion – the quest to find the Emperor’s heir and stop an invasion from another realm – was riveting stuff. I genuinely enjoyed my playthrough of Oblivion and its Shivering Isles DLC, and although I haven’t returned to the game since then, I still consider it to be a fantastic experience.

Screenshot of The Elder Scrolls IV: Oblivion showing the iconic sewer exit scene.
Stepping out into Oblivion’s open world for the first time is an iconic scene in gaming for everyone who played through it.

I’d been hearing rumours of a remaster or remake of Oblivion for at least a year. But as you may know, I don’t like to cover hearsay here on the website, so I was content to wait until we heard from developers Bethesda and Virtuos in an official capacity before talking about the game. Earlier today, the Oblivion remaster was shown off – and I gotta say, it looks great. It won’t be a totally modern game, as it’s still built on the same bones of the original, but it’s been updated with all new graphics, additional voice acting, and some gameplay tweaks to bring things like combat and exploration closer to modern standards. As I write this, I’m actually downloading the Oblivion remaster and I plan to play it as soon as it’s ready!

But – and you knew there had to be a “but” coming after all of that – I feel pretty sickened by Oblivion’s £10 “Deluxe Edition.”

I’ll give Xbox and Bethesda a lot of credit for bundling Oblivion’s main pieces of DLC in with this remaster. Oblivion is almost twenty years old, and it’s retailing for £50 here in the UK, so trying to charge extra for Shivering Isles or Knights of the Nine would’ve been just plain wrong. But Bethesda is a greedy company, so there’s still something extra that players can purchase separately – and it’s connected to one of the most notorious episodes in the company’s history.

Promo image of The Elder Scrolls IV: Oblivion Remastered with the Deluxe Edition content on one side.
The Oblivion remaster is launching with a £10 “deluxe edition.”

In April 2006, Bethesda released Oblivion’s horse armour DLC – one of the first pieces of small-scale cosmetic DLC for a single-player game. And the company was roundly criticised for trying to sell such a tiny and meaningless piece of content. Unfortunately for us all, and despite the relentless attacks from critics, the horse armour DLC sold reasonably well – well enough for Bethesda to keep going down this DLC road. Look at Starfield’s utterly disgusting in-game marketplace – which resembles something out of a free-to-play mobile game – to see where this approach ultimately led the company.

Other corporations in the games industry took note of both the backlash to, and the financial success of, Bethesda’s horse armour DLC… and it’s not unfair to say it was a harbinger of things to come. Many games now launch with little pieces of content hacked off to be sold separately, and it’s gotten so bad that I daresay most people won’t even bat an eye at the Oblivion remaster coming with a “deluxe edition.” But I’m afraid I do – I didn’t like it in 2006 and I like it even less now. Bethesda is, I would argue, one of the guiltiest parties in the games industry when it comes to pushing for and normalising the idea of single-player microtransactions – and that’s something which can quite literally ruin a game for me.

Screenshot of The Elder Scrolls IV: Oblivion showing two armoured horses - a classic example of bad-value DLC.
The original Oblivion’s horse armour DLC was incredibly controversial in 2006.

So the Oblivion remaster is launching with an expensive £10 “deluxe edition.” Contained within that is the typical bullshit you might expect: a collection of JPEGs that self-importantly claims to be an “art book,” the game’s soundtrack, and… wait, what’s that? Surely it can’t be… horse armour? Bethesda wouldn’t do that again, surely? But it is. It’s horse armour.

Oh piss off, Bethesda.

Seriously? After all of the controversy in 2006, with horse armour becoming the quintessential example of bad-value DLC, you’re really going to do this again? It must be a joke, right? A self-aware nod and wink to fans and players. But Bethesda is still earnestly asking you to cough up an additional £10 to access this “deluxe edition” content, complete with horse armour.

Cropped image of the Oblivion Remastered Deluxe Edition content, showing two armoured horses.
We’re really doing this again, huh?

I could be wrong, because I haven’t played Oblivion in more than fifteen years at this point, but the “deluxe edition” horse armour in this remastered version doesn’t look the same as the original 2006 version. But is that because it’s brand-new content or is that just the way it looks in the remastered version? Visuals have changed across the board, so I genuinely can’t tell at a glance. If it’s brand-new, I guess that’s at least marginally better. But if this is the original horse armour updated for the remaster, still being sold separately… I mean. I’m at a loss for words.

Super Extra-Special Platinum Premium Deluxe Editions of most games are usually poor value. Worse, they carve out content that was developed alongside the main game and fully-integrated into it to be sold separately for extra cash. I really do miss the days when games came feature-complete out of the box, and when expansion packs added a meaningful amount of content. But to sell a “deluxe edition” for a twenty-year-old game which is already retailing for £50 is piss-poor from Bethesda. And that’s not even mentioning that this “deluxe edition” contains the poster child for bad-value DLC; horse armour was received so universally poorly that it became a meme and remains the textbook example of this kind of single-player microtransaction to this day. Heck, I’ve used horse armour as an example of a shitty microtransaction on several occasions here on the website.

Still frame from the Oblivion Remastered presentation, showing four people playing the game in an office setting.
Staff at Virtuos working on the Oblivion remaster.

I thought it was a joke when I first saw the leaked image of Oblivion’s “deluxe edition.” I could believe that Bethesda and Xbox would be greedy enough to create a poor-value “deluxe edition” of a twenty-year-old game, but when I saw the horse armour bit… I genuinely thought it must’ve been a joke. It looked like something a troll had mocked up to poke fun at Bethesda and the old controversy. But no, this is real. It’s 2025 and Bethesda is asking you to pay extra for horse armour in Oblivion all over again.

I think the Oblivion remaster looks good. The presentation that Bethesda and Virtuos put together was genuinely entertaining, and the people involved all seem to be passionate Elder Scrolls players and fans. That leads me to believe the game is in good hands. I’m a Game Pass subscriber, and the Oblivion remaster is available there, so it felt like a no-brainer to fire it up and step back into that world for the first time in more than fifteen years. But this “deluxe edition” has really taken the shine off the game for me. I don’t know if anyone else cares as much as I do; this doesn’t feel like a Nintendo Switch 2 type of situation, where the price is overshadowing everything else. But would it really have been such a financial hardship for Bethesda to offer the “art book,” soundtrack, and fucking horse armour as freebies? Is that content worth £10 to anyone?

Promo screenshot of The Elder Scrolls IV: Oblivion Remastered.
A promotional screenshot of the Oblivion remaster.

Bethesda could really use a win right now. The company has endured basically a decade of controversy, with Fallout 4, Fallout 76, Starfield, and even some of its mobile games all having issues and being criticised. With The Elder Scrolls VI still years away, this launch of the Oblivion remaster was a chance to get people talking about the company and its games more positively for a change. It was an opportunity to remind players why they liked Bethesda’s games to begin with, as well as to keep the series in our minds as production on The Elder Scrolls VI continues. I can’t help but feel this “deluxe edition” greed is getting in the way of that, at least somewhat.

And I have to ask: was it worth it? This article could’ve been titled something like “Bethesda stuns everyone by shadow-dropping a remastered version of Oblivion!” and I could’ve spent this time talking about my memories of the game, what I like best about the remaster, and how cool it is in 2025 to see a big game being released immediately after its announcement. Instead, we’re talking about horse armour again, and how Bethesda is a greedy, money-grubbing company. We could’ve been reminded of what Bethesda games were when they were close to their best, but instead we’re reminded more of Starfield’s microtransactions than Oblivion’s storytelling.

I’m gonna play the Oblivion remaster, I’m gonna try to push the stupid “deluxe edition” out of my thoughts, and if I’m lucky (and if Virtuos hasn’t screwed things up) I daresay I’ll have a fun time getting lost in the world of Tamriel all over again. But I’m disappointed that the game launched like this, and I really don’t think it would’ve been too much to ask to include those tiny pieces of content in the already-expensive price of the remaster.


The Elder Scrolls IV: Oblivion Remastered is out now for PC, PlayStation 5, and Xbox Series S & X. The game is also available on PC Game Pass and Xbox Game Pass. The Elder Scrolls IV: Oblivion Remastered is the copyright of Bethesda Game Studios, Virtuos Games, Xbox Game Studios, and/or Microsoft. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Mario Kart World: Sky High Price, Unmet Expectations?

I’ve been looking forward to the game I’d been tentatively calling “Mario Kart 9” for years. Seriously, check out the dedicated Mario Kart page here on the website; five years ago, I was already putting together fantasy retro cups and talking about which characters could be included. I first played Super Mario Kart when I had a Super Nintendo in the early ’90s, and one of my favourite memories from my time spent working in the games industry is getting to play Mario Kart 8 in 2013 – a full year before it launched – at an official Nintendo press event. I’ve played every mainline game in the series on their original consoles (and maybe on a cheeky emulator, too) and I’ve had so much fun playing by myself and with friends. Mario Kart 8 Deluxe is my most-played Switch game by quite a long way, and I still go back to it to play my favourite tracks every now and then.

So let’s re-emphasise that for the record: I am a Mario Kart fan!

Why do I feel the need to start this piece with such a big disclaimer? Well, having sat down to watch the Mario Kart World Nintendo Direct broadcast with pretty high expectations… I’m left feeling a little disappointed. Usually I don’t like to criticise a game before it’s even been released, but the way Nintendo is pitching Mario Kart World – and particularly how the corporation is pricing the game – hasn’t left a good first impression.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Luigi racing on a desert track.
How do you feel about Mario Kart World?

I knew and understood that Mario Kart World would have fewer racetracks than Mario Kart 8 Deluxe has. That seemed blindingly obvious to me years ago, even before the Booster Course Pass doubled the number of tracks, so I don’t necessarily think it’s a problem or a bad thing that the new game will launch with what looks to be 32 race courses instead of 96. But… there’s no getting away from the fact that with fewer tracks comes less replayability and less diversity of environments. I can fire up Mario Kart 8 Deluxe and play a racetrack I haven’t seen in months; Mario Kart World’s roster – at one-third the size – will wear out its welcome relatively quickly in comparison.

And that comparison matters because, according to Nintendo, Mario Kart 8 Deluxe (and presumably the Booster Course Pass, too) will be playable on the Switch 2. Not only that, but it’ll be slightly less expensive for way more racetracks: copies of Mario Kart 8 Deluxe retail for less than £40 here in the UK, with the Booster Course Pass as a downloadable add-on for an additional £22.50. The price of Mario Kart World is going to be £67 digitally or £75 for a physical copy.

The store listing for Mario Kart World.
Mario Kart World’s official Nintendo Store listing.

Some of the new and re-imagined racetracks look good, don’t get me wrong. Boo Cinema looks especially creative, DK Spaceport looks new and retro at the same time, and I really liked the new look at Wario Stadium from the N64 – which, in its original form, was one of my least-favourite tracks from that game.

There are a couple of oddities, however, among the roster of tracks. Firstly, even if you put a gun to my head I wouldn’t have included Sky High Sundae; that bland track is one of the worst from the Booster Course Pass and when there were so many better options, I don’t know why a boring food-themed oval would be included here! DS Desert Hills was also fairly uninspired in its original form, though at least there’s a bit more room for improvement there, perhaps. I’m also a little concerned about the Crown City racetrack being part of two different cups; not sure what’s going on there or how those tracks will be different, but I guess we’ll find out.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Boo Cinema.
Boo Cinema looks like a very creative racetrack.

On the character roster, my main of Dry Bones is included, which was important for me personally! And obviously the cute cow is going to be a fan favourite, as will new additions like the Hammer Bro and Monty Mole. But again… Mario Kart 8 Deluxe still comes out on top here, and there are going to be some pretty disappointed players whose favourite drivers aren’t coming back this time. The likes of Isabelle and the Villager from the Animal Crossing series, Link from Zelda, Diddy and Funky Kong, and most of the Koopalings from the Super Mario series don’t seem to be included. There are also noteworthy omissions from Mario Kart Tour – the phone game that has proven to be quite popular. King Bob-Omb, Donkey Kong Jr., and Peachette are all missing. And where oh where is Pink Gold Peach?!

There also appear to be no Mii characters or other user-created characters. Again, this could be a bit of a blow to players who liked to put themselves into the Mario Kart experience.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Cow.
I can’t be the only one who thought this character would have a different name, right?

I’m not especially disappointed that underwater driving seems to have been removed. In most cases in Mario Kart 7 and Mario Kart 8, underwater sections felt pretty samey, especially in tracks that weren’t really designed with that in mind. Amsterdam Drift is a case in point; its bland concrete channels filled with crystal-clear water felt nothing like the city they were supposed to represent. Having said that, removing a feature is something rare for the Mario Kart series… and Mario Kart World seems to have sacrificed several popular features and ways of racing.

In addition to underwater racing, we’re losing the glider and anti-gravity, too. This is going to be more of a limitation than you realise, as it’s going to impact which tracks can be brought into the new game in future. Courses like Mario Kart 8′s Mario Circuit, which used anti-gravity in a big way, or Piranha Plant Cove, which was almost entirely underwater, seem to be ruled out as future inclusions due to these changes.

Screenshot of Mario Kart 8 Deluxe + Booster Course Pass showing Dry Bones racing on Piranha Plant Cove.
Dry Bones racing on Piranha Plant Cove.

And we’re still just getting started with removed features. Battle Mode seems to have gotten a significant downgrade, not only in terms of there being fewer battle types available, but also with a lack of dedicated battle arenas. The Direct didn’t focus on Battle Mode for long, as it’s seemingly an afterthought in Mario Kart World, but from what we did see, all of the battle mode footage seems to be taking place on regular racetracks. Some of the tracks may have areas cordoned off to turn them into makeshift arenas, but that’s hardly the same thing has creating dedicated, hand-crafted ones. Fans of Battle Mode (a category into which I do not fall) may not be thrilled with these changes.

Then we come to the vehicles themselves. Kart customisation has been entirely removed. Instead of choosing wheels, bodies, and gliders separately – as we did in Mario Kart 7 and Mario Kart 8 – karts now come as complete units. There are different models to choose from, sure, but again the lack of customisation means there’s less choice than in previous titles. Mario Kart 8 Deluxe had literally hundreds of possible combinations, but Mario Kart World is narrowing this down with pre-made karts and bikes.

Still frame from the Mario Kart World Nintendo Direct broadcast showing the vehicle select screen.
There are no customisation options for vehicles this time.

200cc mode has been present in Mario Kart 8 Deluxe and Mario Kart Tour, but again it was noticeably absent from the Nintendo Direct. Is it possible that this mode is locked by default and needs to be unlocked through gameplay? Sure… but then why hasn’t Nintendo said so? Is it possible that this mode is locked and needs to be paid for to unlock it? That was the case in Tour, so I wouldn’t be surprised if that’s the reason for Nintendo’s radio silence. I’m gonna level with you – I’m a 150cc racer! 200cc has always been a bit too fast for my taste, but again it’s not just about what I want or what I’d miss. The fact that this mode – which is popular with some of Mario Kart’s biggest fans – is missing is significant.

So let’s recap. There are fewer battle modes with seemingly no dedicated battle areas. One-third as many racetracks as Mario Kart 8 Deluxe. Missing drivers, including some fan-favourites from the most recent game in the series. No vehicle customisation. No underwater or anti-gravity racing. And possibly no 200cc mode. If that’s the sum total of what’s been removed, it begs the question… what’s going to take the place of all of these missing features?

Still frame from the Mario Kart World Nintendo Direct broadcast showing Mario in Battle Mode.
Battle Mode appears to have received a downgrade.

Mario Kart World’s marketing thus far has really hyped up its open world. That’s the main new feature; an inclusion so big it’s literally in the game’s title.

I’ve said this before and I’ll say it again: an open world is not the right choice for a lot of games. Too many franchises and series that try to emulate this popular style not only don’t do a good job, but they lose what made their earlier iterations so successful and/or unique in the process. There are plenty of examples of bland open worlds that are just too empty and too devoid of meaningful gameplay to be fun… and parts of the Mario Kart World Direct and marketing material are making me feel nervous in that respect.

Still frame from the Mario Kart World Nintendo Direct broadcast showing the game's map.
Mario Kart World’s map.

If the free roam mode were an entirely optional thing, I guess I’d say it wasn’t a huge deal. It would still be frustrating in some ways that Nintendo chose to add this open world area at the expense of some of the features, characters, and gameplay components we talked about above, but if it’s an optional thing that I can turn off and not engage with… that’s tolerable, right? But Mario Kart World is being built from the ground up around this open world mechanic… and I’m concerned that it’s going to have a negative impact on the main thing I want out of a Mario Kart game: fun, arcadey racing.

Driving from one racetrack to the next, either in Grand Prix mode or in one of the Knockout Rallies, could be a lot of fun, but that’ll depend on how interesting the in-between areas actually are. Some of the free roam highways and roads looked pretty straightforward, with not many twists or turns and no noticeable obstacles aside from a few cars. But what really concerns me the most is that in this mode – which is apparently the default – races are knocked down from the usual three laps to just one.

Still frame from the Mario Kart World Nintendo Direct broadcast showing the free roam title card.
How interesting will this free roam mode actually be?

To reiterate that: instead of racing three laps of each racetrack, the default option in Mario Kart World will be to race one lap, with these in-between sections taking up the rest of your time. Even if the open world is bigger, more interesting, and laid out better than I’m expecting based on what I’ve seen so far… that can’t be right, can it? The whole point of a Mario Kart game is to race around fun, well-constructed, cleverly-designed racetracks. To cut back on the main aspect of gameplay for this open world aspect just strikes me as being wrong; it’s as if Nintendo’s own developers and producers don’t realise what people want, expect, and enjoy the most in a Mario Kart game.

There have been open world racing games before. Forza Horizon 5 is one – and that’s a game I happen to really enjoy. But games like that are designed in such a way that every road and off-road track can be raced on, and I just don’t get that impression from Nintendo’s marketing material so far. If you’ve played Forza Horizon 5, for example, you’ll know that basically every road in the game is included in at least one race, and there are all kinds of different vehicles, different races to get involved in, and different challenges out in the open world. There’s no distinction between the racetrack and the open world; every road can be driven on in free roam mode and raced on in a variety of different races. That doesn’t appear to be true of Mario Kart World, which seems to have 32 racetracks separated by open world areas.

Still frame from the Mario Kart World Nintendo Direct broadcast showing four different free roam scenes.
Four examples of the game’s open world away from the racetrack.

The Nintendo Direct was the best opportunity to sell Mario Kart World and to show off how dense and full of stuff to do its open world is. Based on what was on display, I’m just not feeling very confident in this aspect of the game. And when the open world is so important to Mario Kart World that Nintendo is even willing to cut out laps of the main racetracks in Grand Prix mode, that isn’t great.

As far as I could see, there are four things to do in the open world. Firstly, you can drive from one racetrack to another in either the Rally or GP modes. Secondly, there are switches to hit which allow you to collect blue coins. What these coins do or whether there’s any point to them beyond a collect-a-thon wasn’t clear. Third, there’s a second kind of coin referred to as a “Peach Medallion” to collect. Again, what these do isn’t clear. Finally, there are question-mark panels to hit – but what these do, and what the point of hitting them is, wasn’t explained.

Still frame from the Mario Kart World Nintendo Direct broadcast showing a challenge/mission in free roam mode.
Do these challenges and collect-a-thons serve a greater purpose… or are they just filler?

Mario Kart isn’t a big, deep narrative experience. I don’t care about “spoilers” in a game like this, because there really isn’t anything substantial to spoil. So to me, this feels like a pretty big marketing fail on Nintendo’s part. By not explaining these open-world features in a bit more detail, Nintendo has left me with the impression that the blue coins, medallions, and question-blocks are basically going to be akin to the pigeons in Grand Theft Auto IV insofar as they don’t do anything, add nothing of substance to the game, and just serve to pad things out with unnecessary busywork for players. They could be an attempt to compensate for the lesser number of racetracks while offering a half-hearted justification for the open world format.

I could be wrong about that – and if so, I’ll definitely make a note of that if and when I play the game for myself. But speaking as someone who used to work in video games marketing, the fact that I’m coming out of this presentation with such a poor impression of the game’s biggest new feature and key selling-point? That’s not good, and Nintendo needs to do more in the weeks before Mario Kart World launches to clarify what some of these semi-hidden collectables will actually do, and if there’s going to be more to the open world than has been revealed so far.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Yoshi finding a coin.
Yoshi closes in on a hidden coin.

In theory, an open world Mario Kart game is not a bad idea. But the open world side of the game – if it’s going to be implemented in this way as a core feature around which basically the entire rest of the game is being built – needs to have more to offer than we’ve seen so far. A few random collectables doesn’t, in my view, justify sacrificing a dozen or more dedicated racetracks that could’ve been added to the game, and driving in between races doesn’t seem like it’s gonna feel all that special if all there is to drive on are straight highways or empty off-road fields and patches of dirt. This free roam mode could be a fun idea if it were just a little additional area for players to muck about in while waiting in a multiplayer lobby, or to kill time with a friend on the couch. But when the entire game is built around an open world like this… let’s just say I hope it’s better than it looks and has much more going on than we’ve seen so far.

Art styles are a subjective thing, and there’s no denying that Mario Kart World looks better than Mario Kart 8 Deluxe did. But I’ll be blunt: I don’t think it looks a lot better. The art style is basically the same as it was in Mario Kart 8 Deluxe, and while there’s more texture to some parts of the game – like tyres, for example, or the metal on a Bullet Bill – I’m just having a hard time seeing the graphics as being a significant upgrade given the price hike.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Bullet Bill.
This is definitely the best Bullet Bill has ever looked.

Mario Kart World will be, at launch, the most expensive racing game on the market. Heck, it’s technically the most expensive video game of all-time as no other Switch 2 titles are launching at £75/$80. But when you take even a cursory look around at other racing games, even in the arcade racing space, Mario Kart World looks positively last-gen. Again, this isn’t a criticism of the graphics or art style on their own, but rather how the game is priced relative to its competitors and how the price is seen in relation to the most recent entry in the series.

After more than eleven years and two entire console generations, Mario Kart World ought to be a massive step up in visual terms. But it isn’t. It’s a step up, sure, I won’t try to deny that. But it doesn’t feel like a game that can really push the Switch 2 to its limits. Even if we compare the Switch 2 to the previous-generation Xbox One and PlayStation 4, there are games on those consoles which looked better and did more with graphical fidelity than Mario Kart World is seemingly aiming for.

Still frame from the Mario Kart World Nintendo Direct broadcast showing photo mode (and the main characters from Super Mario Kart on a billboard).
Is Mario Kart World a significant enough visual and graphical upgrade given its high price?

In this respect, I feel like Nintendo is cheaping out. The corporation knows it has a winner in the Mario Kart series (Mario Kart 8 Deluxe sold something like 60 million copies on the Switch) so there’s less of a need to push the boat out. Resources that could’ve been spent on improving the game’s overall visual style and graphical fidelity have been reallocated, because Nintendo feels confident that the new game will sell incredibly well no matter what.

There was a moment in the Mario Kart World direct where my favourite racer, Dry Bones, does a little spin and momentarily faces the camera. That animation seems practically unchanged from Mario Kart 8 Deluxe (and trust me, I’ve spent hundreds of hours with Dry Bones in that game, so I know what his trick animations look like!) Neither the animation nor the character model itself look or feel noticeably different to Mario Kart 8 Deluxe, and I’m left underwhelmed by that. Nintendo has had years to work on improving the way Mario Kart looks… this new entry in the series feels like the least-impressive upgrade so far, at least in graphical terms.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Dry Bones performing a trick.
This animation is lifted directly from Mario Kart 8 Deluxe.

Nintendo isn’t the only company to be graphically stuck, of course. I noted before the Xbox Series X and PlayStation 5 launched that this console generation was likely to be the least-impressive so far in terms of graphical upgrades, and I think four-and-a-bit years of cross-generational games have more than born that out! But Nintendo has been years behind Xbox and PlayStation in terms of graphical fidelity, so there was an opportunity with the Switch 2 and Mario Kart World to get closer to what current-gen (or even just last-gen) consoles were capable of. That opportunity doesn’t appear to have been taken, at least not fully.

So Mario Kart World looks better, but only iteratively so. Its deliberately cartoony style and bright colours covers some of that up, and I wouldn’t say anything about the game looks bad. But from my perspective, nothing about it blew me away, either – and again, this comes back to the price point. For $80, and as the most expensive racing game of all-time, does Mario Kart World look good enough? Is the graphical upgrade significant enough to justify a $20 price hike from a mere one generation ago?

Still frame from the Mario Kart World Nintendo Direct broadcast showing Mario racing on a snowmobile.
This is the best Mario Kart has ever looked… but not the best it could have looked with a bit more effort.

Mario Kart World is going to add some new features that look like a lot of fun. I noted above that anti-gravity racing is gone, but replacing it will be grinding on rails and hopping on vertical surfaces. These look like they have some potential to open up different ways to race, and I’m in favour of that. Gliders may be gone, but racing in the air isn’t, with karts seemingly transforming into planes at different points. Again, this looks like it could be a lot of fun, and while it’s not exactly ground-breaking in the way the introduction of gliders was in Mario Kart 7, I’m at least pleased to see it remains a part of the Mario Kart experience.

Then we have a feature that I can already tell is gonna be controversial: re-winding gameplay! Speaking for myself, I can see this having a very specific use: practicing particularly difficult jumps or shortcuts. Think about it: how many times have you played a track with a very precise shortcut, only to fail it and have to re-start? This re-wind feature seems like it’ll help players who want to practice certain parts of racetracks, and I don’t really have an issue with that. I don’t see it being especially useful in actual races, though, but it almost feels like an accessibility feature in some respects, which if you know me you’ll know I’m keen on in games in general.

Still frame from the Mario Kart World Nintendo Direct broadcast showing the rewind feature.
There’s a use for this feature. A limited use, sure, but still a use.

After proving to be a big hit in Mario Kart Tour (and Super Mario Odyssey, too) character costumes are coming to Mario Kart World. I like this – and I like the idea of unlockables! I just hope that Nintendo isn’t planning on selling skins like they did in Tour, trying to pretend like the most expensive racing game of all-time is a free-to-play mobile title. As I won’t be buying a Switch 2 at launch, I’ll be able to keep an eye on this from afar, and if it seems like a crappy skin marketplace is going to be added, that’ll be a huge red flag against Mario Kart World for me.

I gotta say, though, the way some of these costumes are unlocked feels a bit… weird. I mean, the way it was explained is that you visit some kind of roadside food truck, acquire a dish, and then your character is transformed. When I watched the Switch 2 Direct, I thought it was funny that Mario ate a cheeseburger then was wearing a stereotypically “American” outfit. That couldn’t be on purpose, I thought! But no, that’s literally how this mechanic works. Eat sushi and you get a Japanese costume. Eat a burger and your character turns into an American. I guess if you want to get a Spanish outfit you eat paella? Or if you eat fish and chips you turn British? It’s funny in some ways… I guess. But it also feels like it’s kind of stereotyping whole countries and cultures, boiling them down to one dish and one type of outfit. It also wasn’t made clear how many alternate outfits are present in the game – and whether characters like Dry Bones will have any. It seems like every character should have alternate appearances if this consuming food mechanic is a universal thing, but again this wasn’t explained in any of the marketing material.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Luigi with a pizza.
Mamma mia! That’s-a one spicy pizza pie!

There are things I like in Mario Kart World. Some of the new items look interesting, like the coin shell and the ice flower. Kamek’s magic could be interesting, too, though I suspect it’ll be somewhat limited. I like the idea of character costumes even if I’m not entirely sold on how they’re unlocked and implemented. And there are some fun looking racetracks – both brand-new ones and reimagined retro courses. If Santa Claus gave me Mario Kart World for free, I would play it, I’d enjoy at least parts of it, and it would probably end the generation among my most-played Switch 2 games.

But a game can be good and still underwhelming, delivering a fun experience while failing to live up to the expectations that have been set for it. By pricing the game so high, Nintendo has set expectations that its marketing material strongly suggests Mario Kart World will not reach. Given the corporation’s penchant for monetisation and microtransactions, I’m also concerned that things like new tracks, new drivers, new costumes, and even items might be sold separately, driving up that sky high price even further.

Still frame from the Mario Kart World Nintendo Direct broadcast showing Bowser's Castle.
It’s Nintendo headquarters… I mean Bowser’s Castle!

So that’s how I feel coming out of the Mario Kart World Direct.

Nintendo has, in my view, not handled this situation particularly well. Mario Kart World’s marketing campaign is overwhelmingly dominated by its record-setting price point, meaning everything is being viewed through that lens. The sky high price comes with sky high expectations, and Mario Kart World may struggle to meet them for some players – such as myself. Of particular concern is the open world – will there be enough to do and enough variety of driving experiences in between the racetracks to make it a worthwhile addition to Mario Kart? I guess we’ll have to wait and see.

I hope this has been interesting – and not too depressing. If you’re beyond hyped for Mario Kart World, please keep in mind that all of this is just one player’s entirely subjective opinion, and I’m not trying to tell anyone how to feel or that they shouldn’t be excited for this game. In many ways, I’m still excited to play a new Mario Kart game. I’m just a little concerned that it won’t be as spectacular as it arguably should be given its price point, and as someone who used to work in games marketing, I’m left decidedly underwhelmed by the campaign Nintendo has created for its new console’s flagship launch title.


Mario Kart World will release alongside the Nintendo Switch 2 on the 5th of June 2025. Mario Kart World (and other titled mentioned above) is the copyright of Nintendo. Some promotional art courtesy of IGDB and/or the Mario Wiki. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Ten of My Favourite Phineas and Ferb Episodes

A spoiler warning graphic.

Spoiler Warning: Beware of minor spoilers ahead for Phineas and Ferb.

In just a couple of months, Phineas and Ferb will be back on our screens for the first time in a decade. Well, for the first time since Candace Against the Universe premiered as a one-off TV movie! So I thought it could be a bit of fun to take a look at ten episodes from the show’s original run that stand out to me.

I’ve talked about this before, but I encountered Phineas and Ferb when I was already an adult. When I used to have a satellite TV subscription back in the 2000s, I came across an ad for the show either just before or just after its premiere. Although I shouldn’t have been interested in a kids’ cartoon airing on the Disney Channel, something about the show’s writing or art style must’ve leapt out at me – so I gave it a watch. And I’m so glad that I did, because Phineas and Ferb has unironically become one of my favourite TV shows… ever.

Still frame from Phineas and Ferb showing Klimpaloon (an old-timey bathing suit with a face).
It’s Klimpaloon!

The best children’s programmes offer something for adult viewers, too – and no, I don’t just mean that they keep the kids busy so we can get on with other things! There can be jokes that adults will find funny, storytelling that transcends the generational divide, or characters who exhibit traits that kids and adults alike can relate to. This explains the enduring popularity of the shows and films which strike the right balance – and for me at least, Phineas and Ferb is up there with the likes of SpongeBob SquarePants, Tom and Jerry, and the best of Disney’s animated films.

The show’s two-and-a-half storyline structure is really what makes it stand out. The boys and their invention are on one side, with their sister Candace trying to get them in trouble, while secret agent Perry the Platypus is on the other as he battles the self-proclaimed evil scientist Dr Doofenshmirtz. But where Phineas and Ferb really excels is by bringing these two halves of the show together – often, but not always, by ensuring Doofenshmirtz’s scheme will cause the boys’ invention to disappear. Particularly in later episodes, the writers would get creative with these intersecting moments, too, successfully subverting audience expectations!

So that’s a bit of background as we head into the list. But before we go any further, I have a couple of important caveats.

Dan Povenmire and Jeff "Swampy" Marsh at an event for Phineas and Ferb circa 2014.
Phineas and Ferb co-creators Dan Povenmire and Jeff “Swampy” Marsh.

Firstly, I’m not “ranking” these episodes. Nor am I saying these are my “all-time top ten favourites!” These are just ten great episodes from Phineas and Ferb’s original run that I happen to really enjoy. Making some kind of tier list of all the show’s episodes or seasons will have to wait for another occasion. I’m listing the episodes in broadcast order, starting with Season 1 and going through to Season 4, and for the purposes of this list, one “episode” is one story. On Disney+ (and often during the show’s original broadcast run) two episodes would be paired up – but that’s not how I’m arranging my list.

Finally, nothing about this is in any way “objective!” Other fans of the show will have different favourite episodes, so if I pick an episode you hate or ignore one that you think should be obvious for a list like this… that’s okay! There ought to be enough room in the fan community for differences of opinion and polite disagreement.

With all of that out of the way, let’s take a look at ten of my favourite Phineas and Ferb episodes.

Episode #1:
Are You My Mummy?
Season 1

Still frame from Phineas and Ferb showing Phineas, Ferb, and Candace (in a mummy outfit).

Of all the early Season 1 episodes to really nail the core concepts of Phineas and Ferb, Are You My Mummy? has to be one of the best. It’s an adventure story inspired by classic mummy and monster movies, but unlike some later stories which see the boys perform completely out-of-this-world feats, there’s something about the cinema setting that keeps things grounded. The boys go on an adventure, sure… but it’s an adventure in the basement of a cinema filled with “fakey promotional lobby junk,” and a misunderstood “mummy.” This kind of story – in which we see the world through a kind of child’s-eye view – wouldn’t always be present in the series, but I think it’s a big part of what makes Are You My Mummy? so charming.

Perry’s side of the story – in which he has to prevent Doofenshmirtz from flooding the city – is a ton of fun, too. The two halves of the episode come together in the basement of the cinema, with Phineas, Ferb, Candace, and Perry going on a water ride inspired by the likes of Disney’s own Splash Mountain.

Episode #2:
Dude, We’re Getting The Band Back Together
Season 1

Still frame from Phineas and Ferb showing Love Handel's concert.

Phineas and Ferb quickly became known for its songs and musical numbers, and Season 1’s Dude, We’re Getting The Band Back Together has several great tracks. An episode all about music – and the importance of music in the lives of the characters – was bound to have some excellent songs, and we get some outstanding additions to the show’s soundtrack here! It’s hard to pick a favourite, but You Snuck Your Way Right Into My Heart is definitely up there, and I’d be remiss not to also mention Ain’t Got Rhythm, which was nominated for an Emmy award.

The boys team-up with Candace is particularly cute, too, as it shakes up the formula of the show somewhat. It also shows Candace’s willingness to join in with her brothers – at least sometimes! – which is a fun change of pace for her character. Doofenshmirtz’s story of hosting Vanessa’s birthday party also sees him working with Perry for a change – and cements his status as one of the best dads in animation!

Episode #3:
I Was A Middle-Aged Robot
Season 2

Still frame from Phineas and Ferb showing Carl, Perry, and their robot.

This episode puts Candace and Perry in the driving seat, after a “mishap” with a memory erasing machine means Lawrence can’t take her to the father-daughter picnic competition. There are some fantastic moments of humour in this episode; I particularly love the sheer randomness of Perry’s robot being programmed in Dutch, and him having to use two Dutch-to-French and French-to-English dictionaries to operate it. Trying to explain it kills the joke, of course!

I Was A Middle-Aged Robot is another great family episode, as we see the boys, their mom, and their friends all get together to cheer on Candace and their dad. The obstacle course means a lot to her, so having everyone get together to support her just… gives me the warm fuzzy feels. Perry abandoning Doofenshmirtz – who seemed to have a whole story of his own lined up and ready to go – was funny, too.

Episode #4:
Christmas Vacation
Season 2

Still frame from Phineas and Ferb showing Santa Claus meeting the kids.

I know it’s the middle of April and we really shouldn’t be thinking about Christmas… but this Christmas special is one of my all-time favourites, and one I return to every single holiday season. I’m a sucker for the whole “Christmas is in danger, someone has to save it!” story cliché, and Christmas Vacation really sells it – with a Phineas and Ferb twist, of course. As you might expect, it’s Doofenshmirtz’s evil scheme that puts Christmas in danger, meaning it’s up to Phineas and the gang to restore Danville’s holiday spirit.

We talked about songs a moment ago, and Christmas Vacation has some truly outstanding musical numbers. Christmas Is Starting Now should be on everyone’s festive playlist, and that’s just one! There are so many good songs, some beautiful animation to bring the winter wonderland to life, and a fun holiday story keeping it all together. I have a longer piece about Christmas Vacation that I wrote last year to mark its fifteenth anniversary, so click or tap here to check it out.

Episode #5:
The Doof Side Of The Moon
Season 2

Still frame from Phineas and Ferb showing Phineas erecting a building.

I’m pretty sure that the skyscraper in The Doof Side Of The Moon is the biggest thing the boys ever built! It’s gotta be one of the biggest, anyway, as it reaches all the way to the moon. The sequence of the skyscraper being constructed really is a ton of fun, with so many wacky and random building methods all thrown in together. Candace, naturally, wants to report on what her brothers are doing, and this time enlists the help of Albert… a character who really gives me the creeps! I think we all knew or at least remember someone like that from our school days – a very cringeworthy individual to say the least.

There isn’t as much going on with Doofenshmirtz and Perry in this episode, and Doof’s plan is silly even by his standards! But I liked his chart comparing his everyday evilness to the other “background evil” in the Tri-State Area. And Doofenshmirtz’s scheme was responsible for the building disappearing from the Flynn-Fletcher back yard!

Episode #6:
The Belly Of The Beast
Season 3

Still frame from Phineas and Ferb showing Candace and Stacy on their boat.

There are multiple references to the classic monster film Jaws in this episode, which is a ton of fun. The boys build a giant mechanical shark for Danville’s Harbour Day celebration, leading Candace and Stacy to hire a ship to chase after them. The ship’s captain is an incredibly funny character (and someone I hope will return in Season 5 or 6!) and there’s just a lot of fun to be had in this nautical setting. It takes most of the characters away from their usual haunts to do something a little different – while also paying homage to the kind of small-town celebrations that are common across the United States. There’s a lot to love on this side of the story.

Doofenshmirtz’s Taffy-Inator isn’t one of his wackiest or worst inventions; it’s basically just a large taffy machine. Why he wants to promote tooth decay, though… I’m still not clear on that! There were plenty of neat moments with Doof and Perry, though, and again it was fun to see them in a different setting for a change.

Episode #7:
Magic Carpet Ride
Season 3

Still frame from Phineas and Ferb showing the gang on their magic carpet.

I’ll be honest: this episode is primarily making the list for its song! Aerial Area Rug is epic and silly in equal measure, perfectly satirising Aladdin’s A Whole New World while retaining the same majestic tone. Songwriter Robert Lopez – who later wrote the songs for Frozen and Frozen II – put it together with help from the show’s writing team, and it’s just one of the absolute best in the series in my opinion.

Song aside, the episode is fun. The boys recreate a flying carpet that their dad saw on TV when he was a kid, and Doofenshmirtz tries to ruin his brother’s day – only to have it blow back on him. I actually feel sorry for Doofenshmirtz in Magic Carpet Ride, and I think it’s a great episode for exploring more of his feud with Roger.

Episode #8:
Delivery Of Destiny
Season 3

Still frame from Phineas and Ferb showing Doof's building from street level.

An episode told mostly from the point-of-view of a random side character? I know it sounds silly, but it really works! Not only that, but it’s a kind of uplifting story of a young man learning to appreciate his job – something I think we can all relate to in some way. There are some fun musical clips thanks to the inclusion of Love Handel, too. Seeing both the boys’ invention and one of Doofenshmirtz’s plots from a totally different perspective was genuinely interesting.

Delivery of Destiny is the kind of episode that wouldn’t have been possible prior to Season 3. It took the series, its characters, its world, and all of its tropes and completely flipped the script, showing us a glimpse of how things look from the perspective of one of the citizens of Danville. It also wrapped everything up in a fun self-contained story, too. Something a bit different – and that’s why I like it!

Episode #9:
My Sweet Ride
Season 4

Still frame from Phineas and Ferb showing Phineas blowing a bugle on top of a car.

This is probably a “hot take” and a bit of a generalisation… but I find that the quality of Phineas and Ferb seemed to dip a bit as Season 4 rolled around. There are some great episodes in the season, but I’d argue there were also a few less-enjoyable offerings, as well. My Sweet Ride is a blast, though! The nostalgic Americana of the Doo-Wop Hop and the classic car festival is a ton of fun, and the episode’s song is a classic retro-inspired number, too.

Phineas and Ferb trick out Candace’s new car – and let their dad take most of the credit! Doofenshmirtz’s crazy contraption is also a lot of fun, and gives us another glimpse of life in Drusselstein, which is neat. Monty and Vanessa continue their relationship and get a cute moment together, and it’s fun to get a story which brings almost all of the main characters from both sides of Phineas and Ferb’s world together in the same place.

Episode #10:
Phineas and Ferb Save Summer
Season 4

Still frame from Phineas and Ferb showing Monty hiding behind a wall.

Season 4 has a bunch of feature-length episodes, and there are several I could’ve chosen to include here! This time, we’re going with Phineas and Ferb Save Summer – an exciting story which sees Doofenshmirtz’s evil scheme succeed, leading to his organisation trying to take over the world by forcing the planet into a new ice age! Although the boys and Doof are kept separate, their stories come together in the best way possible, leading to Phineas and the gang undoing the damage.

I really enjoyed seeing a different side of Doofenshmirtz. After his initial scheme succeeds, he gets swept along by other evil scientists – notably his nemesis, Rodney – and feels increasingly uncomfortable with the things they’re doing. We also see Perry’s animal colleagues at the OWCA captured after Major Monogram gets fired, leaving Carl and Monty in charge. There’s a fun battle sequence between the animal agents and the evil scientists, and Candace gets a sub-plot about achieving her childhood goals and overcoming a phobia. There’s a lot going on – and it’s all great fun!

So that’s it… for now!

Still frame from Phineas and Ferb showing Candace staring at the boys on a TV screen.
Phineas and Ferb will be back on our screens in a couple of months!

There are literally dozens more episodes I wanted to include, so stay tuned – I’d love to revisit this topic in the future and pick out another selection of episodes. If you only have time to watch (or re-watch) a handful of episodes before Season 5 premieres, though, I hope I’ve given you a few ideas for where to start!

I’m cautiously optimistic about Phineas and Ferb’s revival. I really want to see the show succeed, and I hope the writers have found new stories to tell that will really get back to what made Phineas and Ferb so enjoyable during its original run. However… I would be lying if I said I didn’t have some concerns. Setting the new season a year later is good in some ways, as it allows for character growth and could give the characters new experiences and challenges. But it could also undermine the pretty definitive ending that the series got, and I can’t help but feel that setting the new episodes in that original endless summer might’ve been a better call. I’d love to be proven wrong, though!

Behind-the-scenes photo showing the cast and crew of Phineas and Ferb Season 5 standing in front of a projection of the title screen.
The cast and crew of Phineas and Ferb Season 5.
Image Credit: Dan Povenmire on Instagram

Speaking of Season 5: when it premieres later this year I’m planning to review it, so I hope you’ll swing by for that! I’ll talk about all of the episodes and go into detail about what I liked (or didn’t like, if it comes to that). I’m definitely crossing my fingers and hoping for an enjoyable time. Back in 2020, Candace Against The Universe was pretty good, so there are reasons to be hopeful.

Until then, I hope you enjoyed this look at some of my favourite episodes from Phineas and Ferb’s first four seasons. Who knows… if Seasons 5 and 6 are successful, a renewal could be on the cards and there could be many more stories still to tell in the Tri-State Area.


Phineas and Ferb Seasons 1-4 are available to stream now on Disney+. Some episodes and films are also available on DVD and/or Blu-ray. Phineas and Ferb Season 5 is scheduled to premiere on Disney+ and the Disney Channel in the United States in June 2025. Phineas and Ferb is the copyright of Disney Television Animation and The Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Nintendo Switch 2: The Price Problem

When I took a look at Nintendo’s Switch 2 broadcast earlier this month, I noted that the price for games has gone up – and that could be offputting for some players and families. It turns out that Nintendo’s self-inflicted price problem has blown up and quickly became one of the biggest talking points coming out of the presentation… so today I thought we could look at the issue in a bit more detail. We’re also going to answer a deceptively simple question: will it matter? Or by the time the console launches, will most people simply brush off the price hike and buy one anyway?

First of all, let’s separate the price of the Switch 2 console itself from the price of at least some of its flagship games. £400/$450 – which is the current price at time of writing, prior to any tariff-related adjustments – didn’t strike me as being terrible. It’s more or less in line with the current-gen Xbox and PlayStation consoles, sitting somewhere in between those consoles’ cheaper and more expensive variants. But is that the right price point for a Nintendo console – particularly one which is a hybrid, and far less powerful than its competitors?

Screenshot of Smyth's UK website showing the Switch 2 listing.
The Switch 2 will sell for £430 here in the UK.
Image Credit: Smyth’s UK

In 2018, I paid £280 for my Nintendo Switch. That’s just seven years ago, yet the price of a Nintendo console has gone up by 42% in that short span of time. That doesn’t feel right the more I think about it – and going back to earlier console generations, this is Nintendo’s biggest price jump… ever. In the ’90s, the price of Nintendo’s consoles stayed at $199 in the United States, even as inflation set in. The GameCube in 2002 cost the same $199 at launch as the Super NES had in 1991. From there, Nintendo consoles jumped up an average of 22% each generation from the GameCube to the original Switch. You can check out the numbers and do the sums for yourself if you like – all this information is publically available online.

All of this leads to a reasonable question. What is the Switch 2 offering to justify a 42% price hike over its predecessor?

It isn’t innovation. As we discussed last time, Nintendo seems content to double-down on the Switch format, not doing anything radically different. The Wii U, Wii, Nintendo 64, DS, 3DS, and other Nintendo machines all offered some kind of new or innovative way to play when they launched, but the company seems to have thrown in the towel on that front – at least for this current generation.

Still frame from the Nintendo Direct: Switch 2 broadcast showing Elden Ring.
Elden Ring – as it will appear on Switch 2.

It isn’t better graphics, either. The Switch 2, as I noted in my response to the Nintendo Direct, looks okay, but nothing blew me away in graphical terms. Some titles – like Elden Ring, Cyberpunk 2077, and Hogwarts Legacy – look noticeably worse on the Switch 2 than they do on other consoles or PC. Look at the trees in the screenshot above – see how flat and two-dimensional they look? Compare that screenshot from the Switch 2 to a comparable one from Elden Ring running on a PlayStation 5 or Xbox Series console and see how there’s a significant downgrade.

So the Switch 2 is, in essence, an iterative improvement on the original Switch format. It retains the branding, the same colour scheme, the same cartridge format, the same hybrid nature, and the same controls, too. Graphically, it may be an incremental improvement – but it’s going to be running cutting-edge titles in a noticeably worse way than its two similarly-priced competitors. Some of the biggest games around – Grand Theft Auto VI most noticeably – won’t run or even attempt to run on the system, too.

Still frame from the Nintendo Direct: Switch 2 broadcast showing Mario Kart World.
Mario Kart World running on a Switch 2 in handheld mode.

But people don’t buy a Nintendo console to play Elden Ring, right? Not as their primary console, anyway. Most folks I’ve spoken to have enjoyed the Switch’s portability, and have commented on the novelty of playing full AAA games like The Witcher 3, Monster Hunter, or Minecraft on a portable device. But those same people have, almost universally, owned a PC or another console which they’ve used as their “primary” gaming machine.

Look at the best-selling Switch games: they’re almost all Nintendo originals. Super Mario Odyssey, Animal Crossing: New Horizons, Breath of the Wild, the Pokémon series… these are the games people buy a Switch for. And in comparison to the current Switch, there’s no doubt that the likes of Mario, Luigi, Donkey Kong, and Pokémon are going to look better on the new machine. Nintendo has even shown off “enhanced editions” of some popular Switch games that will get visual upgrades on Switch 2.

Is the $450 price point too high for a console like that, though?

A stock photo of a hand holding a stack of $100 bills.
Is the Switch 2 overpriced?

Speaking for myself, I won’t be buying a Switch 2 this year. My original Switch felt like a good deal at under £300, but I’ve only seriously played four games on it in the seven years I’ve owned it: Luigi’s Mansion 3, Super Mario Odyssey, Animal Crossing: New Horizons, and Mario Kart 8 Deluxe. I’ve tried my hand at a few other games, but that’s it. Four games in seven years. And I won’t be the only person in that position… the reality is that Nintendo consoles have a pretty specific use, and the days of people choosing a Nintendo console instead of an Xbox or PlayStation are pretty much gone. So… who’s gonna pay $450 for a secondary console? Or a console that their kid is asking for?

By pitching the Switch 2 at the same price point as an Xbox, a PlayStation, and more importantly, handheld PCs like the Steam Deck, Nintendo is inviting comparisons to those devices. A Steam Deck, which starts at $349 in the United States, would be a much more versatile machine in many ways, and arguably a better purchase than a Switch 2 for someone looking to play games on the go. Can Nintendo really win over players and parents at this price point?

Promo photo of a Steam Deck.
The Switch 2 will be more expensive than a base model Steam Deck – and almost the same price as an Xbox Series X.

Really, the only thing the Switch 2 has going for it are its exclusives. And I gotta be honest here: the Nintendo Direct really only showed one which I could see being a system seller. Donkey Kong Bananza is the kind of game you buy when you’ve already got the console and you’re shopping for things to play. There’s no new Mario game or Mario spin-off. And there’s no Animal Crossing title, either, which could’ve taken advantage of the casual audience that showed up in droves for New Horizons. The Switch 2’s “killer app,” at least at launch, is Mario Kart World. That’s it. Everything else has either much more of a niche audience or just… won’t shift consoles on their own.

I don’t want to undervalue Mario Kart World. The game does look good, no question. Nintendo has always had the premiere kart-racer, and that shows no signs of changing! But as I said in my look at the Switch 2 Direct… I can’t justify £430 (which is the bundle price for the Switch 2 + Mario Kart World here in the UK) to play one game. And this is where the next problem comes in, because for a lot of people… one game might be all they can afford.

Still frame from the Nintendo Direct: Switch 2 broadcast showing Mario Kart World.
Mario Kart World.

£75 ($80 in the US) for Mario Kart World is just obscene. Not only is it a ridiculous price for a simple kart racing game, but it’s a massive jump from the price of Mario Kart 8 Deluxe – and other games on the current-gen Switch.

I paid £41 for Mario Kart 8 Deluxe on the Switch, a similar price for Mario Kart 8 when I was one of about seven people who owned a Wii U, and I paid £32 for Mario Kart Wii in early 2009. Even allowing for inflation – which has punched all of us in the face in the last few years – we’re talking about game prices almost doubling from the Switch to the Switch 2 in some cases. I don’t have receipts for every Switch game I’ve bought, but the ones I could find average out at around £45. At the high end I’d pay £50, at the lower end closer to £30 or £35 for a brand-new Switch game. Even going from £50 – the RRP for Mario Kart 8 Deluxe – to £75 is a jump of 50% from one generation to the next; if a new Animal Crossing game is similarly-priced it’ll have basically doubled. These are massive increases, there’s no two ways about it.

Still frame from the Nintendo Direct: Animal Crossing broadcast showing an animal villager being surprised.
The next Animal Crossing game could easily be £75/$80 too.

There does seem to be some flexibility with pricing, as Donkey Kong Bananza will be less costly than Mario Kart World. So perhaps Nintendo is aiming to use the highest price only for its flagship titles, with “lesser” games in second-tier franchises coming in at the slightly lower price point. That’s not a bad idea in theory – and it’s something that the games industry has always done. But if the “lower” price for titles like Donkey Kong Bananza is still north of £60/$70… that’s not gonna feel like much of a saving.

There was talk earlier in the year of Take-Two Interactive and Rockstar potentially pricing Grand Theft Auto VI at $80, $90, or even $100 when it launches, and Nintendo’s price hike may well have cemented that – if it wasn’t guaranteed already. And this is another area where players are rightly concerned: if Nintendo gets away with jacking up its prices, what’s to stop everyone else in the industry from following suit? Gaming could be about to get a lot more expensive – less than five years after the basic price of many titles already leapt up by $10.

Still frame from the Grand Theft Auto VI trailer showing a character waving her arms in celebration while riding in a car.
Take-Two and Rockstar must feel like celebrating right now!

This is not entirely Nintendo’s fault, of course. And there’s truth to the argument that these price rises were going to happen sooner or later anyway, if not with the Switch 2 then with Grand Theft Auto VI, and if not then then at the very latest by 2028 or 2029 when new Xbox and PlayStation consoles launch. But I don’t think that absolves Nintendo of blame; despite what the corporation’s mega-fans might want to tell you, it’s a greedy, money-grubbing company that will do anything to make an extra buck or two. Look at the Pokémon series as a prime example: two nearly-identical versions of most games are released. Why? To wring extra money out of Pokémon’s biggest fans. Nintendo, unlike most other gaming powerhouses, rarely puts its titles on sale – and if it does, the discounts are far less generous than those you’d see elsewhere. Despite its attempt to cultivate a family-friendly image, Nintendo is as ruthless and greedy as every other big corporation out there – something hammered home by this price hike.

So the question players will have to wrangle with is this: no matter how good a game like Mario Kart World might look, could it possibly be worth $80? Is any game worth that much? And given that at least one DLC or “season pass” seems like a guarantee, is Mario Kart World going to be worth the $110-140 that the complete version will cost? I’m a Mario Kart fan and have been for decades, but when you start talking about the next entry in the series hitting triple figures like that… I mean, it’s pretty offputting.

Still frame from the Nintendo Direct: Switch 2 broadcast showing Mario Kart World.
If Mario Kart World is getting the expected DLC or a season pass, the price could be well above the currently-stated £75/$80.

There are die-hards who turn up for every Nintendo game and every console – and the company knows it has those people in the bag. But where Nintendo has found success over the past twenty years has been with a more casual audience. People who don’t play a lot of games might pick up a Switch to play one or two party games or cozy titles like Animal Crossing. Folks who already have a PlayStation or Xbox might pick up a Switch as a secondary console to play some first-party Nintendo games or to play their favourite titles on the move. The price point of Switch 2 games really gets in the way of that casual approach. It transforms the way folks will think about the console and its games from a secondary machine or a casual multiplayer experience into a bigger investment. And that could be seriously detrimental to its prospects. If Nintendo has mis-read where the bulk of its audience is, and misunderstood the reasons for the Switch’s success, this unashamed greed could prove the Switch 2’s downfall.

With all that being said, my gut feeling at this point is that the Switch 2 will find an audience. It may not launch to the unparalleled success of its predecessor right away, and it might never catch the Switch’s incredibly impressive 150 million sales. But I don’t think we’re looking at the next Virtual Boy or even another Wii U situation; there are enough players invested in Nintendo’s core titles to make the Switch 2 at least somewhat profitable. And, despite what we’ve talked about, there’s evidence from players already that price rises are acceptable. There will be complaints, no question – but at the end of the day, there are plenty of examples of players being vocal and upset about the price of a new game, only for that game to sell really well. It happened at the start of this current generation when prices went up, it’s happened incrementally with premium special editions and the like, and I see no reason why it won’t happen for Nintendo this time.

Still frame from Nintendo's website showing the price of Donkey Kong Bananza.
Donkey Kong Banaza will cost more than most other big releases this year, like Assassin’s Creed Shadows and Kingdom Come Deliverance II.

What all this means, then, is that gaming is about to get even more expensive. If you think PlayStation and Xbox will sit idly by and let Nintendo raise its prices while they don’t… I’m afraid you’re going to be proven wrong. It might not happen on the day the Switch 2 launches, but as we’ve already seen from Xbox and PlayStation this generation, if they can get away with it they will. And if there was any lingering fear at Take-Two headquarters about jacking up the price of Grand Theft Auto VI, I think we can safely say that’s gone, too. If GTA 6 launches later this year as scheduled, we might be looking at $90 or even $100 for AAA games across the board by this time next year.

Inflation has impacted games companies. But when they’re also making record profits… I really don’t have a lot of sympathy. Nintendo’s share price recently dropped a little due to tariff-related shenanigans that have impacted basically every publically-traded corporation, but the company made record profits across the Switch’s lifespan. “Game development is too expensive” doesn’t really fly as an excuse when Nintendo made $3.25 billion in profit last year.

Still frame from the Nintendo Direct: Switch 2 broadcast showing three Nintendo developers holding a Switch 2 console.
Three of Nintendo’s senior developers.

Most of us in the real world haven’t seen our incomes rise with inflation, and even in the games industry that’s true for developers and other employees. As Nintendo jacks up prices by 40% for its consoles and 33% for games, do you really think that money is going into the pockets of the folks who work there? Is anyone at Nintendo – aside from the executives, naturally – getting a 40% pay rise? I doubt it.

Food for thought, anyway, if you’re considering buying a Switch 2.

Gaming is getting more and more expensive, that’s for sure. With Nintendo pitching the Switch 2 at a comparable price point to Xbox and PlayStation consoles, as well as portable PCs, while jacking up the prices of its games beyond the current industry standard… all I can really forsee at this stage is comparable price hikes from other corporations. But maybe Nintendo’s gamble won’t pay off. Maybe we’ll look back on this decision in a couple of years’ time and say that the hefty price tag doomed the Switch 2 before it could even get out of the gate. I’m not rooting for it to fail, but I will be keeping an eye on the situation!


The Nintendo Switch 2 launches on the 5th of June. Pre-orders for the Nintendo Switch 2 are available now. The Switch 2, Super Mario, Mario Kart World, and other properties discussed 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.