Strange New Worlds: The Latest Season 4 Trailer

A Star Trek spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Strange New Worlds Seasons 1-3 and the trailers and teasers for Season 4.

We’ve recently been shown another new trailer for Strange New Worlds’ fourth season – perhaps the last trailer before the premiere next month. I thought it could be fun to go over the trailer together and see what – if anything – we might be able to learn or infer about the stories that lay in wait!

Along with the trailer, Skydance-Paramount released a brand-new poster for Season 4, too – a cropped version of which you can see above. The poster is pretty plain, in my opinion, depicting the main characters standing on a mountain or rocky outcrop, with the USS Enterprise above them. Clouds seem to form a swirling circular pattern around the Enterprise, but that’s about it. Compared with the fun, artistic posters we got for Season 3 – which depicted pairs of characters in various moments inspired by some of the stories – I felt this one was pretty plain. “Plain” is not synonymous with “bad,” of course! And it is noteworthy, I think, that Paul Wesley’s Kirk is now considered a main character – or a major enough character to warrant a spot on the poster with the rest of the cast.

Still frame from the Star Trek SNW S4 trailer showing Kirk
Kirk is a prominent character in the new trailer.

A few weeks ago, I noted that an earlier Season 4 trailer seemed to contain a lot of talk about the dangers of Starfleet’s mission of exploration, and of death. I wondered if that might be hinting at something big and explosive this season – the loss of a main character, perhaps. That trend didn’t really continue this time, though, and while the latest trailer was still action-packed, there wasn’t really any of that potential “foreshadowing” of death. Make of that what you will!

Also last time, I half-jokingly commented on “Spirk” in the trailer, as Kirk and Spock seemed to be paired up and even hugged at one point. That was more tongue-in-cheek than anything, but this time… well, there were definitely undertones to the clips of Kirk and Spock, especially at the beginning of the trailer.

Still frame from the Star Trek SNW S4 trailer showing Kirk and Spock
Are things about to get… Spirky?

Now, I doubt whether Strange New Worlds will go for any kind of explicit Kirk-Spock romance in Season 4, and I suspect these moments, however they’re arrived at, will be about building the friendship and brotherhood between the two men. Spock, at least in Strange New Worlds’ canon, seems pretty clearly heterosexual, and Kirk told us back in Season 2 that he’s either married or engaged (presumably to Carol Marcus?) in this era. So, again, my suspicion is that we won’t see any overt romance between Kirk and Spock. But their moments together definitely seem to take them beyond mere friendship and hint at the creation of a much stronger bond.

The season’s tagline, according to the poster, is “boldly go one step closer to where it all began.” Referencing Strange New Worlds’ status as a prequel to The Original Series, this line hints at a season of episodes that will manoeuvre characters into position for the beginning of TOS, and part of that seems to include building up the Kirk-Spock friendship. Kirk and Spock start out in TOS as already great friends; we never really see the beginnings of that bond. Perhaps one storyline in Strange New Worlds’ fourth season will show us how that friendship came to be.

Still frame from the Star Trek SNW S4 trailer showing Kirk and Spock
Kirk and Spock.

That tagline, though, could also imply that some characters will be stepping away from the series ahead of the truncated fifth and final season. We already know that Strange New Worlds has cast both Sulu and Dr McCoy – the latter being played by the venerable Thomas Jane, who excelled in The Expanse a few years ago. That could be another indication that the likes of Ortegas (the ship’s helm officer) and Dr M’Benga in sickbay could be stepping back. Dr M’Benga was seen a couple of times in The Original Series, but he’d clearly ceased to be the Enterprise’s chief medical officer by that time. And Ortegas may have departed the ship, taken a promotion, left Starfleet… or passed away.

Then there’s Una, La’an, and Pelia. Pelia didn’t even make the cut for the poster, and while we’ve seen her in a previous clip from the season, she was entirely absent from this trailer. Una and La’an may also be on the chopping-block if the show’s writers and producers aim to reposition characters to set up the beginning of TOS, though neither seems to have explicit replacements in the way Pelia has with Scotty, Dr M’Benga has with Dr McCoy, or Ortegas has with Sulu. But I still think, especially after what we saw last time, that a death or other departure for one or more of these characters is a possibility in Season 4.

Still frame from the Star Trek SNW S4 trailer showing M'Benga
Dr M’Benga is one of several characters who could be replaced by the end of the season.

There was a lot of Kirk in the trailer, and not very much Pike. Captain Pike may have drawn the short straw this time, again following that trend of going “one step closer” to the beginning of The Original Series. Because we know Pike’s ultimate destination, he can’t be written out of the show! But he does seem – based not only on this trailer, but the previous one, too – to be taking more of a back seat. I hope that won’t be the case; this was “the Captain Pike show” that fans were clamouring for a few years ago, and I still want to spend more time with this incarnation of the character.

That leads into my next point, which isn’t about the trailer directly, but rather about the direction Strange New Worlds has taken and now seems ready to double-down on. I’m not convinced, I’m afraid, that this series needed to be such a direct prequel to TOS. I think I’d have been much happier, all things considered, to have spent less time with legacy characters like Kirk, Scotty, and Chapel, and to have spent more time with Captain Pike and his crew – some of whom we glimpsed in The Cage, but were never seen again. The core concept of the series – at least, the series that I wanted to see – was, as I said, “the Captain Pike show;” an exploration-focused, episodic show in the vein of classic Star Trek, but that just happened to be set before Kirk’s famous five-year mission. It didn’t need to include all of these characters… and I don’t think it needs to be such an overt prequel.

But all of that’s for the birds now, eh?

Pair of still frames from the Star Trek SNW S4 trailer showing the tagline
The new season’s tagline.

We seemed to get another clip of a scene from the earlier trailer, showing Kirk yelling “noo!” as something happens off-screen. I speculated last time that this could be a character death, and Kirk’s line to Spock in this trailer about “saving [their] friends” could be connected to that. Perhaps the event that pushes Kirk and Spock together is something traumatic; an incident which forces them to come together to help the ship and crew. That, in turn, could lead to the scene we glimpsed at the beginning of the trailer, perhaps as the two men decompress and begin to process whatever it is that they went through.

There was an interesting clip of Kirk (at least, I’m pretty sure it’s Kirk), with his phaser raised, as several characters appear to be transporting in, with either a large window or perhaps the main viewscreen behind. These transporter beams *looked* to be Starfleet in origin (based on how transporter beams have looked previously in Strange New Worlds)… so why would Kirk feel threatened by that? I would point out, though, that we don’t see these people materialise. They could be here to help… or not.

Still frame from the Star Trek SNW S4 trailer showing transporter beams
Who’s this beaming in?

There was a new admiral briefly seen in the trailer – someone other than Admiral April. This character seems to be telling the crew that what they’re being ordered to do “is hard,” and combined with the earlier clip of Kirk… I wonder if this new character is going to be one of Star Trek’s many “badmirals!” A rogue admiral, or an admiral ordering the crew to violate their own ethical boundaries, is pretty much a stock character in Star Trek at this point, but we haven’t really seen much of that in the modern era. It would be interesting if Strange New Worlds were to introduce this kind of antagonist in Season 4.

Those two clips could easily be from different episodes, though – and I could be way off base with this character and his intentions. We only saw the briefest glimpse of him, he doesn’t even have a name, and simply being an admiral and giving orders doesn’t automatically mean he’s gonna be an evil-doing villain! I just thought it seemed like a possibility.

Still frame from the Star Trek SNW S4 trailer showing an admiral
Is this a new “badmiral?”

Dr M’Benga’s line to Pike about time was especially interesting, and I wonder if we’re going to get some kind of time travel or time-bending story at some point. Again, time travel is pretty common in Star Trek, and Strange New Worlds has already done stories sending characters backwards and forwards through time, so it wouldn’t be unexpected. Given that Pike’s future is set in stone, I wonder what he might make of time travel; does he now see the dangers in it, or would he be willing to embrace it if there was a way to use it for the greater good?

An intimidating alien ship fires on the Enterprise, and I think I’m right in saying that this isn’t the same vessel that we saw being prominently featured in the previous trailer. I don’t recognise the design, so this could be a brand-new alien faction, or it could be intended to be a new type of ship for someone we’re already familiar with. This clip also gave me the impression that it was being witnessed from behind glass; perhaps the conflict is being seen from another character’s perspective aboard a third vessel.

Still frame from the Star Trek SNW S4 trailer showing a battle
Under attack!

One of the clips in the trailer appears to have been “mirrored;” La’an, Una, and Ortegas all have their Starfleet badges on the wrong side of their jackets. Was that a “goof,” or a mistake in the trailer? Or is it something we’re gonna see in the finished episode… for some reason? No idea, but I thought it was worth mentioning!

Could it be a hint at a visit to the Mirror Universe, though? That… doesn’t seem likely. The Mirror Universe doesn’t literally “mirror” the way characters look, and while, if Strange New Worlds was gonna do a Mirror Universe story, those three characters could fit without treading on the toes of established canon, I’m still not convinced. Modern Star Trek has done a lot with the Mirror Universe since 2017, as well as similar dystopian settings, and with the Mirror Universe having never really been my favourite part of the franchise… I’m content for Strange New Worlds to steer clear of it!

Still frame from the Star Trek SNW S4 trailer showing Ortegas, La'an, and Una mirrored
Why was this clip “mirrored” in the trailer?

Scotty seems to get a romantic encounter in the new season, sharing a kiss with a character who I thought might’ve been the Vulcan cadet we saw in the first teaser clip. Not so sure that’s who it is now, having looked more closely, but in any case, giving Scotty a storyline like that could be fun. Anything’s better than more Spock romance, right?

Did we see a *zombie* aboard the Enterprise (or a similar-looking derelict ship)? At one point near the end of the trailer, a very zombie-esque character raises a finger to their lips in a “shush” motion, and… yeah. They look like they could be some kind of zombie. That could be a trick of the light, but I’ve seen other fans speculating that the previous trailer contained a scene in engineering with La’an where she may have been surrounded by similar-looking “zombie” characters. I didn’t read that clip that way last time… but maybe I got that wrong.

Still frame from the Star Trek SNW S4 trailer showing a character
Is… is that a *zombie?*

This is already running long for an article about a two-minute trailer, so let’s quickly run through a few other things I noticed. I like the city we see as a shuttle approaches; it felt like it could be a Federation colony, or maybe one of those “lawless” settlements that modern Star Trek likes to visit. It’s always cool to see a shuttle being flown – though we also see a shuttle encountering a problem at one point. The settlement also had a hot air balloon, which was funny – I wonder if anyone’s gonna take a ride in it?

Did someone draw on Captain Pike’s face while he was asleep? In one clip he seemed to have some kind of marking or drawing on half of his face, while a group of aliens (and some members of the crew) were present. That clip also looked like it could involve a supernova or perhaps a wormhole. Spock having posters in his quarters (if indeed that room is his quarters) was kinda funny.

Still frame from the Star Trek SNW S4 trailer showing Pike with the crew and aliens
Did someone doodle on Pike’s face while he was asleep?

We saw clips involving sword fighting, riding on horseback, wearing dresses, and a dragon-like creature attacking the Enterprise. Is that hinting, perhaps, at another fantasy-inspired story? I wasn’t wild about The Elysian Kingdom back in Season 1, to be honest, but if a story like that was played a bit more straight, with some of the familiar fantasy ideas coming into Star Trek’s galaxy… I could see that being interesting. Lower Decks already established that some human settlements use “dragons” in some capacity, so it’s not totally out of left-field.

I couldn’t tell what Uhura might’ve been doing with a drone while wearing a spacesuit, but maybe it’s connected to the black hole we saw. The black hole was glimpsed this time, but was more prominent in the previous trailer. Admiral April telling Pike he’s going on a “fun” mission could set up something comedic… or it could lead to a dark twist; perhaps even an episode where a character is killed. Something about the way he said it, and the way it was presented, just made me feel that “fun” might not actually mean “fun” in this instance!

Still frame from the Star Trek SNW S4 trailer showing Pike and April
Will this mission turn out to be as “fun” as Admiral April hopes?

Several clips showed the ship in flight, encountering various phenomena, and at one point we hear Ortegas telling everyone to “hang on,” perhaps suggesting she’s about to pull a difficult or dangerous manoeuvre. The away mission that, last time, I said could’ve taken the crew back to the Vezda prison looks a bit different now that we’ve seen it from a different angle, for which I’m glad. I still think this set design isn’t the greatest, but seeing it from a new angle – as the crew are seemingly ambushed by Andorians – definitely improved things.

We also saw a second, much shorter clip of one of the dinosaurs or dino-like aliens. I still can’t tell if this will be a time travel story to ancient Earth or if we’re gonna see dinosaur-eque aliens on another planet, but I’m definitely curious! Spock seems to be addressing an Orion or a group of Orions when he warns that “the finest crew in Starfleet” will fight back. I also glimpsed what looked like a Gorn ship, perhaps implying that the Gorn aren’t completely gone from the show. And one of the buildings – perhaps in the settlement with the hot air balloon – seemed to have a digital display with writing in Klingon as well as Chinese.

Still frame from the Star Trek SNW S4 trailer showing a dinosaur
A dinosaur.

Is Pike being beamed away from the bridge against his will? One very brief snippet seemed to suggest he might be! And was Spock conjuring something by magic, at one point? Again, it looked like he was. We see at least two characters walking or clambering on the Enterprise’s hull – I assume one might be Uhura, because that could be where she launched her drone. Not sure about the other, though.

So I think that’s all for today!

I encourage you to take a look at the trailer for yourself, and to look at other breakdowns and analyses from elsewhere in the fan community. I could be way off-base with some of my assumptions and guesses, and other folks have undoubtedly spotted things I’ve missed. Still, the trailer looked fun, certainly seemed action-packed, and it’s set the stage for what I hope will be an interesting and enjoyable season of Star Trek.

Still frame from the Star Trek SNW S4 trailer showing the USS Enterprise
I liked this shot of the Enterprise’s “shadow.”

What I didn’t see was anything to indicate that Skydance-Paramount is gonna really lean into the franchise’s big sixtieth anniversary. I’ve said before that I’d have loved to see a crossover, perhaps the return of an actor from The Original Series, or a storyline that links up in a big way with something from past iterations of Star Trek. Strange New Worlds Season 4 will run through September – with episodes presumably airing either side of the anniversary. It would’ve been the perfect moment to do something big to really celebrate this milestone, and I’m still crossing my fingers and hoping we get *something* like that.

I hope this has been interesting – and please take all of this with a grain of salt! I have no “insider information” about the upcoming season, and at the end of the day, all of this is just one old Trekkie’s *subjective, not objective* take.

When Season 4 hits our screens next month, I’m planning to write individual episode reviews. I hope you’ll join me for those! And if you missed it, I’ve also talked about previous trailers and clips for the upcoming season. You can find the first of those articles by clicking or tapping here, and the second by clicking or tapping here. The sixtieth anniversary has also been a cause for celebration here on the website! I’ve written up a re-watch of Where No Man Has Gone Before, the second pilot for The Original Series. And most recently, I’ve also written up a re-watch of The Royale, from Season 2 of The Next Generation, which is the earliest episode of Star Trek that I can ever remember watching. Check out those posts by following the links! And until next time… Live Long and Prosper, friends!


Star Trek: Strange New Worlds Season 4 will premiere on Paramount+ on the 23rd of July 2026. Seasons 1-3 are available to stream on Paramount+ now, and are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – remains the copyright of the Paramount Skydance Corporation. Some still frames used in this article were edited using A.I. tools to remove logos and watermarks. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: The Next Generation Episode Re-Watch – Season 2, Episode 12: The Royale

A Star Trek-themed spoiler warning.

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

Do you remember your “first contact” with the Star Trek franchise? The *very first* episode or film you ever watched?

Let’s set the scene! It’s the 19th of June, 1991. The Soviet Union, while in decline and wounded by the revolutions of 1989, still exists, and the coup attempt that finished it off hasn’t yet taken place. The England football team is still reeling from a semi-final defeat at last year’s World Cup in Italy. The World Wide Web doesn’t exist publicly yet. And Sonic the Hedgehog won’t be released on Sega’s new Mega Drive/Genesis console for a few more days.

It was also on this day that The Royale premiered in the United Kingdom, on the channel BBC 2. And this is the very first episode of Star Trek that I can ever remember watching. Thirty-five years ago this very day, I began my journey as a Trekkie. And I thought it could be fun to mark the occasion by taking a look at the episode together.

A photo of cars parked outside a railway station in the UK in 1991
I’ve chosen this photograph to represent the summer of 1991 in the UK!
Photo: Ben Brooksbank / Eastcote station, entrance 1991, via Wikimedia Commons

Okay, let’s step back for a moment. The Royale is the first episode of The Next Generation that I can remember watching in its entirety. However, I’m reasonably sure that I’d seen at least *parts* of other episodes prior to that. And my uncle, who was big TOS fan, had certainly talked Trek with me when I was a wee bairn! I can very vividly recall being enthralled with a toy phaser that he owned when I must’ve been only five or so – a solid two or three years prior to this moment. So why pick The Royale, then? Fair question!

This is the moment at which I became a regular viewer of The Next Generation, kick-starting a love of Star Trek which has persisted to the present day. Even if I’d played with that toy phaser a couple of years earlier, or watched parts of other episodes… The Royale is the one that turned me into a Trekkie. This is the moment I decided that Star Trek was something I needed to see more of; a TV show that I couldn’t put down and a world I wanted desperately to explore. Is it a great episode in its own right, or one of the best offerings in the franchise? Arguably not – though I’m afraid the rose-tinted glasses of nostalgia rather blind me to that! But it’s a special episode for me personally, as it marks the moment when I fully joined the Star Trek fan community.

Photo of William Shatner, Gene Roddenberry, and Patrick Stewart at an event
William Shatner, Gene Roddenberry, and Patrick Stewart, circa 1990-91.

At this moment in the early summer of 1991, I’d have been finishing Year 3 at school (which I believe is the equivalent of second grade in Ameria; not sure on that, though). My memory isn’t great these days, but I can remember some of the things I experienced that year. Year 3 marked the beginning of being in the “Juniors” at school, not the “Infants” with the younger year groups. It was around this time that I got my first taste of computing – at my small school in the rural north of England, there was only one computer, and it was in the Juniors classroom! I can remember sitting with another pupil – an older girl – as I had my first-ever lesson on a BBC Micro. I looked down at the keyboard and told the girl, with some alarm, that I wanted to use “little letters, not big letters” (meaning lowercase, not uppercase) and listened as she explained to me that the keyboard could write *both* sets of letters!

At home, we didn’t have a computer. My household had a landline telephone, a single television set, and a Betamax recorder that my parents would begrudgingly swap for VHS later in ’91. And we didn’t own a games console, either – although I’d played games before, at a kids’ club and at my uncle’s place, I wouldn’t get my first games console for another year. I finally got a Super Nintendo in the summer of 1992.

Stock photo of a Sony Betamax recorder
A Betamax recorder, similar to the one my parents owned in June 1991.

Sorry, this is turning into a stumble down memory lane, isn’t it?

But I suppose that’s a testament to the power of media. When I re-watched The Royale, I wasn’t just revisiting the episode and its story. I was stepping back in time to the moment I became a Star Trek fan, and that brings with it a certain amount of reflection. The world has changed a lot since that episode premiered here in the UK some thirty-five years ago. In fact, it’s almost unrecognisable in some ways. If I could magically teleport through time and sit down with my eight-year-old self, they’d be *stunned* to hear about some of the things that happened in the intervening years. And probably a little shocked at my appearance, too!

My point is that this episode holds a very special – and an utterly unique – place in my heart. Returning to it is always fun, but when I started to put pen to paper to write about it, I found myself wallowing in memories. Because this episode made me a Trekkie, I can’t help thinking back to that time in my life and reflecting on all of the things that have changed. Returning to The Royale today, on the thirty-fifth anniversary of its UK premiere, is something I’ve been looking forward to! I guess I just didn’t expect to take such a diversion back to my own past and my own schooldays.

Behind-the-scenes photo from Star Trek TNG showing the empty bridge set
A behind-the-scenes photo of the bridge of the Enterprise-D.

Season 2 of The Next Generation coined the phrase “growing the beard;” the opposite of “jumping the shark.” This phrase means, in brief, that a television show has improved significantly after a rougher first season, and references Jonathan Frakes’ character of Will Riker, who first got his iconic beard this year. While I don’t agree at all with the sentiment that Season 1 of TNG is somehow “bad” in its entirety, I think it’s fair to say that the show went from strength to strength, growing into something better over time.

And it’s that moment that I joined in and became a Star Trek fan. That can’t be a coincidence, can it? In fairness, I’ve always wondered what I might’ve made of Star Trek if, at this seminal moment, I’d have watched an episode like Angel One, or a similar lowly-rated story from Season 1. Would I have persevered with Star Trek, or written it off? I suppose we’ll never know… but it’s an interesting “what if” idea, isn’t it?

Two side-by-side still frames from Star Trek TNG S1 and S2 showing Riker
Riker in Season 1 (left) and Season 2 (right).

If you’ve made it this far, thanks! I think we’re finally ready to get into The Royale and its story.

The Royale aired at the midpoint of The Next Generation’s second season, in between Contagion and Time Squared. It was broadcast in the United States more than two years ahead of its UK premiere, in March 1989, and was written by Tracy Tormé and directed by Cliff Bole. Bole had previously worked on William Shatner’s police show T. J. Hooker, and had directed three episodes of TNG’s first season, including the penultimate episode, Conspiracy. He’d go on to direct almost two dozen more, as well as seven episodes of Deep Space Nine and ten of Voyager.

Tracy Tormé, the episode’s writer, is credited under a pseudonym for The Royale, as a result of conflicts with Maurice Hurley, TNG’s head writer for Season 2; Hurley had made changes and revisions to Tormé’s original script for the episode. According to Chaos on the Bridge, William Shatner’s documentary about the making of The Next Generation, Tormé and Hurley regularly butted heads during Seasons 1 and 2, before Tormé ultimately left the series ahead of Season 3.

Still frame from Star Trek TNG The Royale showing the Enterprise-D
The opening shot of the episode.

According to director Cliff Bole, The Royale suffered from having a low budget. The revolving door leading into the hotel – and, really, the entire surface of Theta VIII outside of the hotel – is, to be incredibly generous, “minimalist!” Even the remastered version of the episode doesn’t change this (for which I’m actually glad), but I think there’s a weird kind of low-budget charm to the way the planet and away mission are presented. It’s kind of like The Original Series with its papier-mache and polystyrene rocks; something about that, while objectively unrealistic in its appearance, just… “feels like Star Trek,” or at least it does to me!

Tracy Tormé has said that his original draft was much more surreal, and from what I can glean, it sounds like it might’ve been closer to The Original Series in tone, perhaps with more of a focus on comedy or even outright silliness. Allegedly, this version of the story was felt to be too similar to A Piece of the Action from TOS; both stories involve an alien society contaminated by a book from Earth, and both had gangsters in them. That version of the episode may have been a lot funnier… or it could’ve been a lot worse, but I suppose we’ll never know, eh?

Still frame from Star Trek TNG The Royale showing a revolving door
A very minimalist set…

The episode begins with the Enterprise-D arriving at Theta VIII, and a brief discussion between Riker and Geordi about the planet. This sets up Theta VIII as an inhospitable place; a freezing planet with high winds and ammonia tornadoes. It’s a cute little conversation, and I like the shot of Riker on the bridge, moving from the front, near the helm and conn positions, to Geordi’s station at the back. It’s not something we’d see a lot of across the show, this kind of panning shot, following a command character as they move between stations.

It’s also a bit of a rarity to see Geordi on the bridge after Season 1, and I think this moment worked a lot better than if, say, Riker had called down to Engineering. Having the two together, with Riker looking over Geordi’s shoulder for the chat, just felt a bit more personal and familiar, adding to the sense that these two are friends as well as colleagues. Not a huge moment in the episode, considering what’s to come – but I still really like it!

Still frame from Star Trek TNG The Royale showing Riker and Geordi
Riker with Geordi on the bridge.

Riker’s conversation with Picard in the Ready-Room has drawn a lot of attention over the years, but not for the reasons the writer may have wanted! Picard talks about Fermat’s last theorem, which was a famously unsolved problem in mathematics, and uses it as an example of how much Starfleet and the Federation still have to learn about the universe. This point is interesting, and it establishes a couple of things about Picard: that he spends his downtime thinking about puzzles like this, and that he’s keenly aware of how far humanity still has to go to uncover the mysteries of the universe. It neatly encapsulates who Picard is, why he’d join an organisation like Starfleet – and why, all these years later, he’s a character that so many of us absolutely adore!

But this moment has been overshadowed somewhat by the solution to Fermat’s last theorem! Only a few years after The Royale aired, mathematician Andrew Wiles published his proof, rendering Picard’s statement inaccurate. And some fans and viewers hold up this moment not as Picard being philosophical about Starfleet’s mission of exploration… but rather, as an example of how Star Trek’s vision of the future can be invalidated as the world around it shifts. I don’t really like that approach, and while we can look back at this scene now, with the benefit of hindsight, and acknowledge that, factually speaking, Picard is now incorrect to say that Fermat’s last theorem was never solved… I think his point still stands! And it feels a little pedantic for folks to seize on this moment as a kind of “gotcha” to say that Star Trek gets its vision of the future wrong. Star Trek, for me anyway, kind of exists in a floating timeline, and while we wouldn’t make an episode today using Fermat’s last theorem in this way, the point Picard was making about how humanity still has a long way to go to understand the universe isn’t invalidated. It’s interesting, though, that the proof was published only a few years after the episode aired.

Still frame from Star Trek TNG The Royale showing Riker and Picard
This discussion of Fermat’s last theorem is interesting.

The teaser ends with the revelation that the debris detected in orbit of Theta VIII is from a NASA spacecraft. I like the little scene in the transporter room, and it’s always fun to see Chief O’Brien prior to his role in Deep Space Nine! However, I can’t help but feel like this moment – which is treated as a huge revelation by the episode – doesn’t quite make sense if you stop to think about it. Why wouldn’t either the Klingon cruiser or the Enterprise-D have been able to detect that the debris was of Earth origin? And given how much random junk and debris there must be in space, why would the Enterprise-D have diverted here just for that? Would the episode have been a bit more solid if it began with the message from the Klingons saying that they’d detected the wreck of an Earth spacecraft in orbit of Theta VIII?

I think this is an example of the passage of time – and the fact that I’ve seen this episode so many times over the years – getting in the way! The “big reveal” of the NASA emblem doesn’t shock me any more, and it hasn’t since I was eight years old and I first saw the episode! But that isn’t The Royale’s fault, and thinking about the mystery that the episode wants to establish going into the ad break… it’s done pretty well. I just get the sense that, if you think about it from an in-universe point of view, the Enterprise-D wouldn’t have necessarily diverted to Theta VIII for no reason, and the Klingons probably wouldn’t have even mentioned the debris unless they knew it was of human origin. Changing that would’ve completely ruined the shock of seeing the NASA emblem and American flag, but I’d still argue it would make more sense in-universe for the crew to have deliberately set out to recover the debris of a ship from Earth, rather than diverting the entire ship to take a look at some random space junk.

Still frame from Star Trek TNG The Royale showing O'Brien and Riker with the NASA debris
O’Brien and Riker with the recovered debris.

In the Conference Room, the crew briefly discuss what they’ve found. The damage to the debris could indicate it was hit by weapons fire, and Picard states that there’s no way a vessel from the mid-21st Century could have travelled so far into deep space. I think it’s fun to see, now we’re almost forty years on from The Next Generation’s premiere, how the show, especially in its first couple of seasons, was trying to remain consistent with The Original Series and its vision of Earth in the late 20th and early 21st Centuries. Encounter at Farpoint showed us the aftermath of World War III and the “post-atomic horror,” and now we’re getting NASA spacecraft from that same kind of era venturing beyond the solar system.

As we get closer to some of these dates and moments in real-time, we can see how wrong those depictions were! And that’s kind of sad, in a way. But speaking as we were of Star Trek having a kind of “floating timeline,” where events in the real world can ultimately overwrite some of these ideas… I don’t think it really matters all that much. If you look at Star Trek episodes produced in the 2020s, they might not reference the “mid-21st Century” in quite the same way, but Star Trek’s internal timeline is, for me, vague enough to still come together! And my personal head canon, anyway, is that Star Trek diverged from the real world at some point in the mid/late 20th Century! But I think we’ve gotten a little off-topic, huh?

Still frame from Star Trek TNG The Royale showing Data and Picard
Data and Picard in the Conference Room.

I love the handheld phasers that the crew use for the away mission. A lot of phaser designs feel “iconic,” but something about the models used in the first part of The Next Generation just feels even more special, somehow. Perhaps that’s the nostalgia talking again! This model, lovingly referred to as the “dustbuster” after a handheld vacuum cleaner that it resembles, was seen on a few occasions across Seasons 1 and 2, but was changed by Season 3.

To get back on topic, Wesley and Geordi show Picard and the others a “structure” that they’ve detected on the surface of Theta VIII. And here’s where I feel like the script and the production didn’t quite align! This structure, briefly glimpsed on Wesley’s monitor, is simply never shown at all; the away team beams down to a black void with a simple revolving door set into it, and the exterior of the hotel is simply never seen, nor even acknowledged. This is clearly a consequence of the budget issues we talked about, and I happen to find the black void and simple door to be suitably mysterious and otherworldly, especially for the kind of story the episode is setting up. But it’s also a bit of an inconsistency, if you think about it, and it makes me wonder why they didn’t rework this moment on the bridge to perhaps make note of a pocket of breathable air, but not draw attention to the existence of a “structure” that we never get to see.

Still frame from Star Trek TNG The Royale showing an LCARS scan
We never actually get to see what this structure looks like.

The away team beams down to Theta VIII, and they encounter the revolving door! One thing I didn’t realise until looking into the production history of The Royale is that all of the sets for the hotel were constructed specifically for The Next Generation – they didn’t use an existing hotel or casino set, which is genuinely fascinating. I guess it must’ve been cheaper to do that than to try to book an existing location or reuse a set from another series, but… how?

Director Cliff Bole, who had previously worked on a crime drama called Vegas, described the set as being built with “curtains,” and recalled that whole scenes needed to be shot from very specific angles so as not to give the game away! The moment the away team walks into the hotel for the first time, though, doesn’t feel – to me, anyway – like actors walking onto a set. The number of people in frame, as well as the score and sound design, too, make the hotel’s casino feel like a very real – if mysterious and otherworldly – space.

Still frame from Star Trek TNG The Royale showing the casino
The casino.

The interaction with the assistant manager at the hotel’s front desk is still, all these years later, absolutely hilarious. Sam Anderson, the actor who took on the role, has absolutely perfect comedic timing, especially in this first encounter. As Riker and Worf push him on what the planet’s called… I can’t help but laugh every single time, no matter how many times I’ve seen The Royale.

Anderson would go on to have roles in films like Forrest Gump and TV shows like ER and Lost.

There’s a creepiness to this interaction, making us think that the assistant manager is hiding things or refusing to share everything he knows about the hotel or the planet it’s situated on, and that successfully builds up more of the mystery that The Royale is going for.

Still frame from Star Trek TNG The Royale showing the assistant manager
The assistant manager.

It’s also at this moment that we get the first signs of the episode’s other angle: the cheap story from a low-quality novel. Playing out like a tired cliché of the crime and drama genres, the hotel’s bellboy interrupts the away team to talk to the assistant manager about a girl. And the soundtrack here! It’s just pitch-perfect for this kind of over-the-top drama cliché; exactly the kind of thing you’d have heard in a B-movie or TV soap opera. The dramatic change in music adds so much to this scene, indicating to us as the audience that there’s something very strange going on. I love it!

This leads into the revelation that none of the people the away team has encountered are emitting life-signs. And this gets a little confusing; Data explains that they exist, but that they aren’t organic, nor are they machines. Again, the mysteries of the story are deepening. And we get a fun introduction to the character “Texas” to round things off.

Still frame from Star Trek TNG The Royale showing the away team
The away team scanning for life-forms.

We get a brief scene back aboard the Enterprise-D with Wesley and Geordi still working on a way to break through the communications blackout. Picard talks to them, wondering whether something intelligent may be blocking their signal, and then hears from Counsellor Troi that Riker doesn’t appear to be in danger; she describes his mood as “amused,” which obviously tracks with what we just saw! This little scene on the bridge doesn’t add a lot, but it’s a fun little cutaway in its own right.

I think it might’ve been interesting for Picard to ask Troi, rather than Wesley and Geordi, whether there was some kind of intelligence or life-form at work here. Surely she’d be able to tell whether there was anyone else down there besides the away team, and that could’ve impacted how the crew were reacting to the situation. Deanna’s empathic abilities are not always perfect, of course, but she might’ve been able to join in this conversation and share her perspective, at least. Again, a nitpick – but it’s a role we’ve seen Troi fill multiple times already, even at this point in the show’s run, commenting on the likes of Q or the Ferengi, to name but two examples. So I don’t think it’s out of the question for Picard to have asked her if she could feel another presence down on Theta VIII.

Still frame from Star Trek TNG The Royale showing Picard and Troi
Why doesn’t Captain Picard ask Counsellor Troi if she can sense another intelligence or presence down on the planet?

The blackjack scene with “Texas” is funny. Noble Willingham, the actor who played the role, would later go on to have a starring role in Walker, Texas Ranger with Chuck Norris, and he just feels perfectly cast as the old gambler in The Royale. He reminds me of The Simpsons’ character of the Rich Texan, thanks to a similar outfit, accent, and mannerisms, and I just think he’s a really fun and pretty unique character across really the entirety of Star Trek. He fits perfectly into this pulpy, low-quality novel, but there’s an edge to the character, too.

We get some genuinely cute moments with Texas and Data – Texas gives him his stetson hat to wear, briefly, and tries to talk him out of asking for another card during the game. I’m not a gambler, and I’m not all that familiar with blackjack as a game, but its rules are simple enough to understand – and Data explains them well – meaning it makes for a good choice of game to show off in a scene like this. Trying to explain the rules of a more complex game would’ve taken too long and could’ve been confusing or just less engaging for the audience.

Still frame from Star Trek TNG The Royale showing "Texas"
“Texas.”

After another short scene on the bridge, it soon becomes clear to the away team that they’re trapped in the hotel. The scene of the three of them running through the revolving door is a little silly, to be honest; they’re clearly just going all the way around and coming back out into the hotel, and it makes for a kind of comical presentation which contrasts with how seriously all three characters are taking it! But it does well enough to establish the core premise: they’re stuck in the hotel, unable to leave, and also cut off from communicating with the Enterprise.

The Royale always reminded me a little of The Eagles’ song Hotel California. Remember the line “you can check out any time you like, but you can never leave”? Isn’t that pretty much the premise of the story here, that escaping the hotel is impossible? I’ve never seen other Trekkies making that link, though, so maybe that’s just a me thing! And the song isn’t *literally* about a magically inescapable hotel, it’s a metaphor. Still, I find the comparison to be a fun one.

A behind-the-scenes photo from Star Trek TNG S2 showing Brent Spiner
Behind-the-scenes during production.

Riker attempts to talk to the assistant manager again, but makes no progress in figuring out how to leave the hotel. The Enterprise-D is able to briefly get in contact with Riker, but only long enough for him to tell Picard that they can’t leave the building. We get another scene with the bellboy and the assistant manager, with that absolutely wonderful scene-setting score again! And I just really love this incredibly cheesy story that’s unfolding at the hotel; it’s so silly, but it’s so… *Star Trek* at the same time.

Maybe you won’t agree, but I think The Royale is the kind of episode that modern Star Trek wouldn’t do. We’ve seen recent episodes involving time travel, including to the modern day, as well as stories involving aliens capable of generating illusions not dissimilar to the hotel in The Royale. But this kind of self-contained story – an alien recreation of a low-budget Las Vegas hotel, based on a book, and complete with one-dimensional characters played with self-awareness by the performers? I mean… would modern Star Trek do something like that? I doubt it… but it’s episodes like this one that make Star Trek what it is, at least to me. Recent stories all seem to be galactic in scope, with existential threats to the entire Federation and moustache-twirling villains who are played completely earnestly. The Royale is totally aware of the kind of books and TV shows it’s parodying, and I think that self-awareness is a big part of how well it works.

Still frame from Star Trek TNG The Royale showing the bellboy
The bellboy with his gun.

After a cute moment with Worf at the “turbolift,” the action moves to one of the hotel’s upper floors – and it’s here that the mystery begins to be explained. The away team reaches one of the hotel’s rooms, where Data’s detected “human DNA,” and they uncover the body of one of the NASA astronauts.

For a Star Trek episode, on a relatively low budget, produced in the late ’80s… the prop of the skeletonised astronaut is actually really good! At least, I think it is. It manages to feel old, decrepit, mouldy, and like it’s been there for centuries, and the reveal, I’m certain, would have shocked me when I first saw the episode all those years ago. It’s a well-executed moment, suitably creepy and intense for a mystery story, and it sees The Royale take a surprisingly dark twist. Yes, the away team has been trapped for a while, and yes, we know that, back on the ship, there are problems with communication. But this is the first time, really, after meeting some fairly whimsical characters and seeing a cheesy side-story right out of a mid-century soap opera, that the crew feels in danger. And if this prop had looked a lot worse… well, that feeling wouldn’t have been as strong.

Still frame from Star Trek TNG The Royale showing a skeleton
The skeleton.

Worf’s comment about how dying in one’s sleep is “terrible” didn’t pass unnoticed – a subtle nod to how Klingons view such things. He then goes on to uncover the dead man’s NASA flight suit as Data explains that the astronaut – Colonel Richey – has been dead for almost three centuries. The Enterprise is able to get back in touch at this point, conveniently allowing Riker to ask them to search for details of Colonel Richey’s identity, while Worf uncovers the novel Hotel Royale – a ficticious book created for this episode.

I like the flight suit, and how it feels comparable to NASA’s spacesuits of the Space Shuttle era. Riker’s comment about the 52-star American flag indicating a time period was also interesting; it continues Star Trek’s theme of depicting a positive future for the United States in particular! I wonder which two new states those stars are meant to represent? Puerto Rico, perhaps, and Washington, DC? Those are the two most-likely candidates for statehood right now, I believe!

Still frame from Star Trek TNG The Royale showing the flight suit
The flight suit with its flag and mission patches.

As an aside, the remastered version of the episode contains one major difference from the original, and it’s at this moment. The original mission patch on Colonel Richey’s flight suit was much more basic; an Apollo 17 patch with the name scrubbed off. The remaster updates this, giving the patch a unique design, which I think looks a lot better – and certainly feels a bit more realistic for a mission of this type. It’s only seen briefly, but it is seen in close-up, so I definitely think it was worth updating it when The Next Generation went through the remastering process a few years ago.

After Worf discovers the novel Hotel Royale, Riker hands the book to Data to summarise it. And I’ve always loved seeing Data do these superhuman feats – reading an entire book in seconds, as in this case, just makes him feel like a unique character with special abilities. Data proceeds to explain, in brief, the plot of the book to Captain Picard and the away team, and they realise that the characters in the book are some of the people we’ve been seeing downstairs. It was a bit of a heavy-handed approach to have the characters say, out loud, things that we could’ve easily understood for ourselves, but that’s my only real criticism of this scene.

Pair of still frames from Star Trek TNG S2 The Royale showing Data explaining the novel
Data explains the plot of the book (left) while Picard and the crew listen.

Things take a darker turn again when Worf and Riker uncover the colonel’s diary. Somehow (and it isn’t explained how, sadly), Colonel Richey pieced together that the illusory hotel was concocted by an alien that he claims was aboard his ship and killed his crewmates. The alien (or aliens), out of a sense of guilt, built the hotel for him and allowed him to live there. He then spent the next thirty-eight years trapped in the Hotel Royale, before passing away.

So now we know why the hotel exists on this barren, otherwise lifeless world! The mystery has been at least partially solved, and with the exception of a bit of heavy-handedness in some of the dialogue, this worked pretty well. The mystery connects to Star Trek’s fictionalised past – the 21st Century – and to a race of aliens who appear to have inadvertently caused the deaths of the other NASA crew. And the book being misinterpreted as a kind of almost religious text by the aliens would be funny… if it wasn’t so dark. Colonel Richey’s final words, that he would “welcome death,” really hammer home that much darker tone for this aspect of the story.

Still frame from Star Trek TNG The Royale showing Data and Riker
Data and Riker with the diary.

The next scene aboard the Enterprise gives us Dr Pulaski’s only lines in the episode. The crew come up with a plan – spearheaded by Geordi – to “slice” into the forcefield around the hotel, even though doing so would cause the frozen atmosphere of Theta VIII to rush in. If the away team couldn’t be beamed out in time, Dr Pulaski opines that, in theory, they could be resuscitated after being flash-frozen.

I like Dr Pulaski, and one of my biggest Star Trek “what-if” questions is what The Next Generation and the rest of the franchise might’ve looked like had she stuck around. Her role in The Royale is relatively minor, but I daresay it’s no coincidence that her presence in the first episodes I can remember watching is a big part of why I find her to be such a fascinating character. Dr Crusher’s return in Season 3 was welcomed by fans (and the cast) at the time, of course, and we’ve since seen different things from her. But Dr Pulaski is a unique character; her conflicts with characters like Data and her occasionally standoffish manner contrast in a fun way with other members of the crew.

If you’re interested to read more about Dr Pulaski, click or tap here to check out my thoughts on her character.

Still frame from Star Trek TNG The Royale showing Dr Pulaski
Dr Pulaski doesn’t play a big role in this episode.

As the away team splits up, Picard and Counsellor Troi begin to look over the text of Hotel Royale. I absolutely *adore* Picard’s disgusted expression on reading the opening line: “It was a dark and stormy night.” Somehow, that line has become a byword for poor-quality writing, often criticised and parodied, and its use here really emphasises the low-quality nature of this fictitious book. Picard, who had been discussing complex mathematics and high-brow philosophy with Riker at the start of the episode, is forced to engage with a text he clearly detests – and it’s kind of funny.

Back on the casino floor, Data attempts to get “Texas” to leave the hotel, surmising that he may be trapped within its walls, too. But the blackjack game is still going, and Texas shows off a much creepier side, as he tries to leverage Vanessa’s losing streak to… well, you can figure out the rest. It’s a turn for this previously comedic character to end up looking controlling, manipulative, sexually aggressive, and creepy, but it fits with the tone of the kind of novel Hotel Royale purports to be.

Still frame from Star Trek TNG The Royale showing Vanessa and "Texas"
Vanessa and Texas.

As Riker and Worf reconvene to share that they found “nothing” of consequence to aid in their escape, we get another of the pulpy scenes with the bellhop. It starts with the assistant manager, as the TV drama-style music swells, and leads into the arrival of Mickey D: the gangster at the heart of the novel.

The only part about this I didn’t really like was the action cutting between the planet and Picard, in his Ready-Room, who could apparently hear everything going on through the comm channel. Picard, for me, didn’t seem to take it as seriously as he perhaps should’ve; in-universe, the characters don’t know how dangerous the situation is, and we know that even holograms can kill if they malfunction. There’s no reason to assume that, just because this is a low-quality story, Riker and the away team will be safe – Mickey D could, perhaps, have harmed them if they’d got caught up in the middle of it. It was just a bit… tonally weird, I suppose. And cutting away from the actual scene to watch someone listening to it, only to make yet another comment on the quality of the writing? It just didn’t add a lot to the episode.

Still frame from Star Trek TNG The Royale showing Mickey D
Mickey D arrives.

The conflict between Mickey D and the bellboy, over a girl named Rita, escalates, despite the assistant manager’s attempts to defuse the situation, and the two seem to be heading outside for a confrontation. However, Mickey D shoots the bellboy in the back, quips about Rita not being worth dying over, and then departs.

Mickey D is a completely one-dimensional character – but in a self-aware way. He’s a typical “Vegas gangster” of this time period, with his mannerisms, style of dress, and everything made out to emphasise that. His one big action – shooting a young man in the back – also hammers home that this is a man who doesn’t play fair. I’d never say he’s a great or even good character (he gets far too little screen time for that), but he fills a role in this story in a way that makes sense, and he advances the plot both within Hotel Royale’s fictional story, and for the away team down on Theta VIII. They witness the shooting (complete with over-acting and no visible injuries or wounds), and that kick-starts the final act of the episode.

A behind-the-scenes photo from Star Trek TNG S2 showing Michael Dorn and a guest star
Michael Dorn (right) with guest star Leo Garcia, who played the bellboy.

Riker and Worf watch Mickey D walking out of the hotel, surprised that he’s able to leave while they remain trapped. This leads to a conversation with Captain Picard, who recounts the scene from the book. Riker then asks how the book ends – and after learning that “foreign investors” buy out the hotel, he comes up with a plan for the away team to *become* the foreign investors. This was hinted at, by the way, in their first interaction with the assistant manager shortly after their arrival.

One thing that’s great about this moment is how the typical TNG music sting starts to play, then blends into the TV drama jazz music that had defined the scenes recounting the pulpy Hotel Royale story. I just think it’s really creative; a way to kind of symbolise that these two disconnected halves of the episode’s story are going to come together. And, for the first time since arriving, Riker and the away team now have a plan to get back to the Enterprise-D.

Still frame from Star Trek TNG The Royale showing Worf and Riker
The music swells… and Riker is a man with a plan.

The away team re-encounters “Texas” and Vanessa, this time at the craps table, and begin their scheme to win enough money gambling to buy out the hotel and finish the story, hopefully allowing them to escape. Data’s unique skillset once again proves invaluable; he’s able to “fix” the dice to make sure they win, much to Texas and Vanessa’s enjoyment.

We get a tiny sub-plot with “Texas” trying to bet against Data, and taking it personally when he loses. It was of some interest, especially given his earlier creepy behaviour, and seeing him taken down a few pegs is definitely satisfying. But he isn’t a major antagonist, and this feels like little more than a minor stumbling-block on the way to finishing the story.

Still frame from Star Trek TNG The Royale showing a craps game
The craps game.

What I love about this sequence is how into character both Data and Riker get. Data adopts mid-century gambling mannerisms and terminology, despite not quite understanding all of it, and his line “baby needs a new pair of shoes” is delivered in a totally deadpan way that *only* Brent Spiner could ever manage! It’s really funny, really cute, and it’s one of the many reasons why I fell in love with Data way back when. He’s just such a fun, charming character, and every time he tries act “more human” he does it so earnestly and in such a fun way that it’s impossible not to root for him.

You know the rest of the story: thanks to Data’s interference, they win over and over at craps, breaking the bank in the process. They then announce they’re buying the hotel, to the surprise and gratitude of the assistant manager, and spread the rest of their winnings around. Even “Texas” gets to benefit, remaining at the craps table with Data’s loaded dice.

Still frame from Star Trek TNG The Royale showing the assistant manager
The assistant manager realises who he’s dealing with.

I think we’re meant to understand that, because the away team was believed to be the trio of “foreign investors,” they couldn’t leave the hotel until they’d completed their role in the story. Whether Colonel Richey was also assigned that role by the aliens who created the illusion isn’t clear, though, and the episode ends with the core mystery solved – but still some unanswered questions.

Back in the Ready-Room, Picard and Riker recall Fermat’s last theorem, and suggest that some of the mysteries of Colonel Richey’s story, and the hotel on Theta VIII, may simply never be solved. And while that may seem unsatisfying (which, in a way, it is), it’s also an interesting take on space exploration and Starfleet’s mission, isn’t it? We’re used to our heroes turning up at a planet, solving a puzzle or unravelling every aspect of a mystery, and warping away to a new adventure. But space… well, it isn’t always easy to understand. Who were these aliens? Why did they choose that book for Colonel Richey? What went wrong in their encounter with humanity – and what were they even trying to do? Why strand Colonel Richey on Theta VIII – is the planet their homeworld? Why not attempt to make contact with the Enterprise-D if that’s the case? So many questions left unanswered… but the lack of an answer is kind of the point.

Still frame from Star Trek TNG The Royale showing Picard
Picard and Riker are left with unanswered questions as the Enterprise prepares to leave orbit.

So that was The Royale! Thanks for joining me on this re-watch of the episode.

I had a blast stepping back in time some thirty-five years to the episode that first turned me into a Trekkie, and I hope it was a bit of fun to come along for the ride with me. I adore this story, despite its low-budget sets, hammy acting, and kind of silly premise – and I hope that came across! As a kid, I was absolutely transfixed by this story, and desperately keen to go on more adventures with Riker, Data, Worf, and the rest of the crew of the Enterprise-D. From this moment on, I was a regular viewer of The Next Generation, watching the rest of Season 2, then Season 3, and going back to earlier episodes from Season 1 when they were re-broadcast.

Star Trek became a pretty big part of my life from then on. As I navigated school and social life, and especially as I grew into adolescence and attended seondary school, it became both a source of joy and, sometimes, an escape from the real world. I loved going on these adventures with the crew, and when TNG’s two spin-offs (Deep Space Nine and Voyager) came to the UK, I watched those religiously, too. And I may never have started to do so were it not for The Royale.

Still frame from Star Trek TNG The Royale showing the Enterprise-D and Theta VIII
The Enterprise-D in orbit of Theta VIII.

In Star Trek’s big sixtieth anniversary year, I thought it was fun to return to my own origins as a Trekkie, and with today being the thirty-fifth anniversary of The Royale’s UK premiere… well, it all just sort of fell into place!

It’s impossible for me to be in any way “objective” when dealing with an episode like this, so I hope that didn’t impact your enjoyment of this re-watch. I wanted to go back to The Royale not to criticise it or pick it apart – though I daresay there’s been some of that – but really to celebrate what it means to me personally, and to my journey into the Star Trek fan community. Hopefully that positivity came across, anyway.

It’s been a long time since June 1991, and a lot has changed. But my love of Star Trek – and of The Royale – hasn’t diminished. Star Trek has been a near-constant presence in my life since this moment, even when new episodes and films weren’t being aired, and without it… well, I probably wouldn’t be here running a small website! I really don’t know where I’d be without this wonderful franchise, to tell you the truth.

Still frame from Star Trek TNG The Royale showing the away team beaming out
The away team beams back to the ship.

If you liked this format and want more re-watches of older Star Trek episodes, I have several here on the website. My most recent was Where No Man Has Gone BeforeThe Original Series’ second pilot. You can find that piece by clicking or tapping here. Earlier this year, I also took a look at The First Duty from The Next Generation’s fifth season. Click or tap here to check that out. And if you visit my dedicated The Next Generation webpage, you can find all of my commentary and other TNG episode re-watches. Click or tap here to head there.

Later this year, we’ve got Strange New Worlds’ fourth season to come, and I plan to write episode reviews for that, so I hope you’ll join me for some of those. And as the sixtieth anniversary gets closer, I have a few other ideas for articles and episode re-watches that I hope I’ll be able to find time for.

Thanks for reading, and as always… Live Long and Prosper, friends!


Star Trek: The Next Generation is available to stream now on Paramount+ in countries and territories where the service is available, and is also available to buy on DVD/Blu-ray. The Star Trek franchise – including The Next Generation and all other properties discussed above – is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

1666: Amsterdam – My Thoughts on the Prologue

A spoiler warning graphic

Spoiler Warning: Beware of spoilers for the prologue to 1666: Amsterdam.

Isn’t it great that free demos are coming back in such a big way? Demo versions of games used to be ubiquitous; you’d even get free demo discs with certain gaming magazines back in the 1990s and 2000s! Having recently tried the demo version of Star Trek: Outposts Unknown, I’ve just finished playing my way through the “prologue” to the upcoming horror-fantasy game 1666: Amsterdam.

And you know what? I had fun.

Horror isn’t usually “my thing,” which is something I’ve said many times here on the website! But horror and horror-adjacent titles can still be enjoyable for me if they’re done well (and they aren’t overly reliant on cheap jumpscares or excessive gore). Despite mages and wizards being stock fantasy characters – especially in the realm of video games – witches haven’t been quite so common, if you stop to think about it. So a game that dips its toes in the world of European witchcraft seemed… interesting.

Screenshot from the demo version of 1666: Amsterdam showing the player arriving at a coven
Arriving at a witches’ coven.

I’m always going to have my curiosity piqued by titles that look to offer some kind of different experience; something I haven’t necessarily played before. And while, in strict gameplay terms, 1666: Amsterdam didn’t feel all that special, its narrative – and its time-bending story involving a secret witchy cult – definitely fits the bill!

Obviously, gameplay matters in a video game. And we’ll get into a couple of specific gameplay gripes in a moment – because 1666: Amsterdam’s prologue has definitely highlighted a couple of areas where improvement is needed! But, broadly speaking, I come to a title like this to be engaged by a strong narrative, and the fact that, even after barely half an hour of gameplay, I feel compelled to return to this world and uncover the next chapters of the story? That’s a good sign!

Screenshot from the demo version of 1666: Amsterdam showing Clio and the professor
Cilo and the professor.

Let’s get the negatives out of the way first.

There were a couple of moments in the prologue where I felt some refinement to the controls was needed. On a couple of occasions, you’re steering two people at once – one supposedly following another, and then later, a couple holding hands. Although an interesting riff on the “follow the NPC” idea *in theory*, I just wasn’t wild about how this worked in practice. Having to steer two characters through some occasionally narrow doorways or staircases using just one control stick just… I dunno. If it’s a small part of the game, I guess I could overlook it. But it felt clumsy, and I wasn’t sold on this method of circumventing the old “follow this important character” cliché.

Secondly, there were two moments where button-prompts either didn’t appear at all or didn’t appear in time. The first “puzzle” – if we can call it that – in the prologue involved finding a specific book on a specific shelf, but even after locating the correct shelf, the prompt to search for the book didn’t appear at first, leaving me wandering aimlessly around the library wondering what I’d done wrong. Secondly, in the section where you play as a cat, my cat-character got stuck on a log, unable to jump down for a minute, because the button prompted me to jump onto a log… but the prompt to jump down again didn’t appear.

Screenshot from the demo version of 1666: Amsterdam showing a button prompt
One of the places where a button prompt went missing.

As I said in my last look at a demo version, this is a game’s chance to make a *good* first impression! Bugs are to be expected in a game which is still being developed, and I understand that game development isn’t easy. Feedback from players can also be important. But a demo version should be polished… and the level of polish, at a couple of points, was imperfect.

That being said, nothing I encountered prevented me from progressing to the end of the prologue, for which I’m glad!

There was no combat in the demo, so I can’t say whether 1666: Amsterdam’s combat encounters will be fun, but from what I’ve managed to glean from the short teaser at the end of the prologue, it looks comparable to something like last year’s South of Midnight – third-person combat with some magical witchy powers in the mix. Combat may not be the biggest part of the game, with puzzles, exploration, and advancing the story clearly having big roles to play, too, but as long as combat is competent, I’ll be satisfied.

Four stills from the 1666: Amsterdam trailer showing combat
Combat, as glimpsed in the trailer.

I love games where you get to play as a cute kitty cat – two of my favourite titles of the last few years have been Stray and Little Kitty, Big City! And black cats are absolutely adorable; my own cat has black fur. Despite what people say about bad luck or evil spirits or whatever nonsense… black cats are cute! So any game that gives me a black cat – either as a companion or, as in this case, as a playable secondary character – I’m gonna be happy.

Choosing which “personality” the cat will have was also an interesting element to the game, and while it didn’t mean much in terms of the demo, I expect it’ll matter a lot more in the full version of 1666: Amsterdam. There seemed to be half a dozen or so cats to choose from, and the little descriptions they were given hinted at different abilities. There might be some different lines of dialogue, or even completely different side-missions, as a result of these choices.

Four screenshots from the 1666: Amsterdam demo showing cat choices
Choose your furry feline friend!

I don’t know, at this stage, whether a game like 1666: Amsterdam will have a lot of replayability. Some games offer branching narratives, or gamplay that’s so varied that coming back to it can feel like a completely new experience. Others are much more linear. If I had to guess, I’d say 1666: Amsterdam will probably have quite a linear narrative, but that there may be ways to shake up the combat or puzzle-solving, depending on certain choices. I don’t object to that at all – I love a good linear title. Indika, which doesn’t feel a million miles away from 1666: Amsterdam, as they’re both third-person, horror-adjacent historical titles with female protagonists, is one of my favourite games of 2024, for instance.

Time travel can be difficult to get right in any work of fiction, and having two (or perhaps three) time periods on the go simultaneously can feel confusing. For my money, though, the prologue to 1666: Amsterdam seems to have done this side of its story quite well. It was actually quite nostalgic to step back to Millennium Eve and see all the decorations; I’m not sure if that moment has ever been recreated in a video game like this. Certainly not one I’ve ever played! But it did make me feel oh so old to see one of the game’s playable characters – a woman in her mid-twenties – who was presumably born *after* the turn of the millennium!

It was weirdly nostalgic to go back to Millennium Eve…

The story of a “Collector” intrigues me. And I think it’s a testament to the strong storytelling present in the prologue that I really want to learn more about this world and unfold this story. That’s what a demo version for a game like this is supposed to do, I suppose! But it definitely roped me in, and I can feel my interest for the game starting to build. When it releases in full – potentially sometime next year – I’ll definitely be checking it out.

The studio behind 1666: Amsterdam is Panache Digital Games, who you might be familiar with from 2020’s Ancestors: The Humankind Odyssey. I didn’t play that game, which received mixed reviews upon release, but it was another game with a unique concept, I guess. Patrice Désilets, who was the creative director behind Prince of Persia: The Sands of Time and the first two games in the Assassin’s Creed series, is the head of Panache Digital Games. With Assassin’s Creed supposedly also working on a witch-themed title (Hexe), comparisons may be inevitable when the two games launch!

Promo screenshot for 1666: Amsterdam
Aaron, the kitty cat.

1666: Amsterdam seems to be getting an “early access” launch later this year. But that’s not something that I usually dabble with, so I expect I’ll be waiting for the game’s full release before I jump in. Still, the prologue was interesting – and from the point of view of getting me hyped up for the title, a definite success!

I hope this has been interesting.

I like to check out demo versions when they become available, and a title like 1666: Amsterdam definitely feels like something a bit different right now. There are a couple of places where some additional polish is needed, but the game’s story feels genuinely compelling, and I really can’t wait to see it unfold. When 1666: Amsterdam gets a full release – which may be next year – I hope you’ll join me for a review.


1666: Amsterdam will launch in early access on PC in late 2026. A full release date and console launches have not yet been announced. A demo version, titled 1666: Amsterdam (Prologue) is available now on PC. 1666: Amsterdam is the copyright of Panache Digital Games. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Sorry, Microsoft… I’m Not Coming Back To Game Pass (Yet)

Last year, when Microsoft announced that the price of PC Game Pass was going to rise for the second time in twelve months, effectively going up by more than 70% in just over a year, I cancelled my subscription. I laid out my rationale in a post here on the website (click or tap here to read it, if you’re interested!) and I said at that time that I would consider returning to the service if it was going to be priced fairly. Recently, Microsoft has announced that the price of Game Pass will fall – not back to where it was, but certainly a significant cut from last year’s excessive and unnecessary price hike, proving wrong the folks who said that “corporations don’t care what you think,” or that “voting with your wallet can’t change anything!”

Don’t get me wrong: I’m glad to see this price cut. And I still believe, despite what we’re going to discuss today, that a good, fairly-priced subscription model probably represents the future of gaming as a medium. An Xbox Series S console with a Game Pass subscription has once again become my go-to when I’m asked for the best way to get started with modern gaming, especially on a budget.

But, at least right now… I don’t feel like I personally miss Game Pass too terribly – and despite the price cut, I haven’t been tempted back.

April 2026: Game Pass price cut announcement (screenshot)
Xbox recently reduced the price of its Game Pass subscription.

For some context, I became a subscriber to the PC version of Game Pass back when it was in beta, and I remained a subscriber for more than five years. In that time, Game Pass introduced me to some wonderful games, including titles I’d never have thought to try for myself if I had to pay full price. Two of those titles – Little Kitty, Big City and South of Midnight – were even named my “games of the year” in 2024 and 2025 respectively. So it’s fair to say that Game Pass had an impact on me, and gave me access to a library of titles, some of which I found to be incredibly fun.

Moreover, it was a blast to be able to *try* games without the fear of wasting a lot of money. I dabbled in a few titles I’d never have chanced spending money on… and I bounced off some of them hard! Firing up the app and scrolling through new games, newly-added games, and classics from years gone by felt like a lot of fun, too, and just choosing what to play was part of the experience. I was never a Game Pass “hater,” and it really was with a profound sense of regret that I felt the service had become unaffordable. Moreover, I wanted to make my voice heard – in whatever minuscule way I could – and tell Microsoft that that kind of exploitative price hiking just isn’t okay.

Stock photo of cash (pounds sterling)
Most of us don’t have unlimited budgets, so massive price hikes aren’t okay.

After I cancelled Game Pass, I bought a couple of titles that were either already part of Game Pass or that have been subsequently added to it. And during last winter’s Steam sale, I picked up a couple of others, too. This year, I’ve also purchased a couple of new games that are part of Game Pass – and I haven’t worked my way through all of those titles, yet!

In short, while there are games on Game Pass right now that I don’t own and would like to play – titles like Forza Horizon 6, for example, The Alters, or Indiana Jones and the Great Circle – I don’t feel a desperate need to jump in again… at least, not as things stand. I haven’t been playing as many games over the past few months, but I’ve picked up a couple of titles that I’d been really looking forward to, like Mixtape and inKonbini: One Store, Many Stories, and I still have games from last year, like Empire of the Ants, that I’m yet to get around to. Until I get some way into clearing that backlog… why do I need Game Pass, again?

Xbox Game Pass titles coming soon (June 26)
A selection of titles coming to Game Pass over the next few months.

I took the roughly £160 that I would’ve spent on Game Pass after last year’s price hike and put some of that money towards games like Sonic Racing: CrossWorlds, which is a title I thoroughly enjoyed and still dip into. But now that the price of Game Pass has come down, well… I still own those other games. Some of them are sitting in my library, waiting to be played (and hopefully also reviewed here on the website!), and because of that, I just don’t feel like making that monthly commitment right now. If I were to buy every single game I wanted, every year, it would undoubtedly add up to more than a Game Pass subscription at the current price, which is a pretty big argument in favour of the service. But having stepped out of that “ecosystem,” to use some corpo-speak, after more than five years inside of it… I don’t really feel compelled to rejoin.

I think a lot of players – especially on PC, thanks to the abundance of discounts and cheaper titles – have a backlog of games. My Steam library has over 225 games in it at time of writing, and I haven’t played all of them by any stretch! There are games I bought on sale, intending to play later. Games I started but didn’t finish for one reason or another. And even a few brand-new titles that I want to play and review but I just haven’t found the time to do so yet. With such an extensive collection – and even more titles over on Epic Games, some of which were totally free – I guess I just feel like I’ve got most of what I want, at least for now. By pushing me away from Game Pass, Microsoft has pretty much lost me as a customer for the foreseeable future. And that’s despite my having been an active and pretty vocal supporter of the subscription in the past.

The logo for Valve's Steam brand on a blue background
I’ve got a Steam backlog to work through!

There are titles on Game Pass now, like Forza Horizon 6, and that will come to Game Pass in the near future, like Clockwork Revolution and possibly Fable, that have definitely piqued my curiosity and that I’d like to try for myself. But every game I can think in those categories has a replacement – a game I already own on Steam or Epic (or even on my Nintendo Switch) that I could play instead. And with a backlog that’s only grown over the last few years, I think I’d rather work my way through some of those rather than make an expensive commitment to Game Pass.

Because despite the recent price cut, taking it from £13.49 a month here in the UK down to £10.99 a month for the PC version, Game Pass is still more expensive than it was a year ago, a *lot* more expensive than it was a couple of years ago… and as much fun as Forza Horizon 6 might be, I can get a similar kind of racing experience elsewhere. Having paid £60 for Sonic Racing: CrossWorlds, I’d rather spend more time playing that at the moment – even though they aren’t directly comparable games in a lot of other ways!

Promo screenshot for inKonbini: One Store, Many Stories showing the player character
inKonbini: One Store, Many Stories is a game I’ve recently purchased.

I thought long and hard about the title of this piece, because despite how I feel right now, I did enjoy the freedom Game Pass gave me when I was subscribing to it. And I maintain that, even at its current price, it’s a relatively good value offering, especially on the lower tiers, and an easy recommendation to anyone getting started with current-gen gaming. Since the price was cut, I’ve been less reluctant to recommend Game Pass to folks in that position.

But for me… I’ve spent years accruing a backlog of games on Steam and Epic, and I think it makes more sense right now – especially given the state of things here in the UK and around the world – not to add another subscription and monthly commitment. Without spending a penny, I could play a new-to-me game every single day from now until the first part of 2027! So… I think that’s what I’m gonna do. Not literally, of course! I don’t have that much time or energy for gaming, these days, unfortunately. But when I am in the mood to play, I’m gonna fire up a title I’ve already bought on Steam, and set Game Pass aside for the rest of 2026. Perhaps, if the service continues to improve, add new titles, and maybe even offer some kind of extra discount… I’ll reconsider at some point.

The green Xbox logo
Xbox’s current logo.

I hope this has been interesting. After Microsoft announced the price reduction, I did think about whether or not I wanted to jump back in. And I wanted to write up how I’ve been feeling as a kind of addendum to my piece last year, when I discussed my reasons for cancelling. Having specifically said, back then, that I’d reconsider if the price came down, I thought it would only be fair to lay out the reasons why I’ve opted *not* to rejoin the service at this time.

And hey, if reviews of games like Mixtape and inKonbini sound like something you’re interested in, stay tuned! I’d love to get around to one or both of those games this month or next.

Thanks for reading. I hope this made sense and didn’t come across as a silly stream-of-consciousness waffle! Have fun out there… and, whether you’re a Game Pass subscriber or not, happy gaming!


The Game Pass subscription service is available now for players on PC and Xbox game consoles. All titles discussed above are the copyright of their respective developer, publisher, and/or studio. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Outposts Unknown: My Thoughts on the Demo

A Star Trek-themed spoiler warning

Spoiler Warning: Beware of minor spoilers for Star Trek: Outposts Unknown and Star Trek: Strange New Worlds.

I did not expect to be talking about *another* brand-new Star Trek video game so soon after covering Shadow Frontier, but here we are! Paramount Games – Skydance-Paramount’s newly-established interactive media wing – is clearly going all-in on the Star Trek franchise, which is great to see. After the announcement of a third-person horror title, “Summer Games Fest” has just introduced us to a top-down strategy game also set in the Star Trek franchise: Outposts Unknown. And there’s a free demo available to play right now!

Here’s a question which might cement your Trekkie status (or leave you questioning whether you can really call yourself a “true Star Trek fan” any more!) – do you remember a game called Star Trek: New Worlds? No, not “Strange New Worlds,” just simply “New Worlds” – it was a similar colony-building title which was released in the year 2000. Outposts Unknown is, as you might expect, light-years ahead in terms of graphics, and takes advantage of a quarter of a century’s worth of improvements in game design… but there are echoes of that older title, I felt. I had a blast playing New Worlds shortly after the turn of the millennium, so to get another game in that same kind of space all these years later? It’s just a lot of fun!

If you missed it, by the way, I’ve already taken a look at Shadow Frontier, so click or tap here if you want to check out my thoughts on that title.

Still frame from the Star Trek Outposts Unknown demo showing a cutscene
The player’s ship in a cut-scene.

Last time, I said that Bloober Team – the developers of Shadow Frontier – was a studio I’d heard of and that has a good reputation. Their 2024 remake of Silent Hill 2, for instance, won several top industry awards. Outposts Unknown is being developed by Magic Fuel Games and published by Playstack, neither of which I’m familiar with.

However, Magic Fuel Games seems to have experience in developing city-building games, which is a positive thing, and Playstack published Post-Apocalyptic Courier Service, which is a game I’ve at least heard of! Cityscapes: Sim Builder – developed by Magic Fuel Games – seems to get good reviews on Apple and Android, too. So there are reasons to be positive, even if the developers and publishers aren’t big names in the industry yet.

Still frame from the Star Trek Outposts Unknown demo showing beaming down
Beaming down at the start of the game.

But that’s for the future, and while I *hope* that the finished game will be good… the demo had a problem. In short, after I’d played for almost three hours (on a single save file), the demo locked up and wouldn’t let me progress any further. In-game characters came to a standstill, the in-game clock stopped advancing, and while the music kept playing and I could move the camera around, I couldn’t do anything. I tried all of the usual things to unlock a locked-up game: closing the programme, re-loading the save, even rebooting my PC. But nothing helped – and with no other save files (that I could find, anyway) my three hours of progress seem to have been for nought.

I appreciate that “game development is hard,” and that this demo version represents an unfinished game that’s still being worked on. Bugs are expected. But… I don’t think it’s unfair to ask Magic Fuel Games and Playstack to make sure that the *demo version* is playable and free from this kind of issue. Is it? I would’ve liked to at least get to the end of the part of the game that the demo allows, partly for my own enjoyment and partly so I could relay that experience to you via my website… but I couldn’t. There’s a serious bug in the current version of the demo, as of mid-June 2026, which prevented me from going beyond in-game day 21. And so, with great regret, I have to recommend *against* downloading the demo unless and until that issue can be fixed.

Still frame from the Star Trek Outposts Unknown demo showing a bug
This was as far as I could get before everything locked up.

That is a major caveat, as you can see.

But I did spend close to three hours with Outposts Unknown before I was locked out of progressing, and I have some thoughts. I’ve tried not to let the run-ending bug colour my impressions, because there are definitely things to enjoy about Outposts Unknown.

First of all, I really like the game’s art style. You might say it’s got a kind of “mobile game” aesthetic, but I don’t necessarily mean that as an insult. I like the less-than-realistic style used for character models, buildings, and so on, and I especially enjoyed the bright colours in the environment. Outposts Unknown is vibrant, and that gives the alien planet a truly “otherworldly” feel. Sometimes, even Star Trek on TV can mess this up, with too many planets feeling samey, like they’re all filmed on the same handful of sites in Southern California or Toronto! So to get a planet that looks genuinely alien and different was pretty great.

Still frame from the Star Trek Outposts Unknown demo showing combat
I really like the bright colours and the game’s overall aesthetic.

Something I thought to myself several times while I was playing the demo is that Outposts Unknown is the kind of game I could easily see myself sinking hour upon hour into. Although the game isn’t a true “sandbox,” its procedurally-generated elements give it a certain amount of replayability – assuming that the main story will be solid enough. Gameplay reminded me a little of titles like Banished, and if you know me, you’ll know I’m a huge Banished fan. I’ve sunk hundreds of hours into that game, and I can see the potential in Outposts Unknown to become a similar kind of obsession!

If you’ve played games like Banished, you’ve got a starting point for understanding how Outposts Unknown works. You have resources to collect, buildings to construct, upgrades to unlock, trades to manage, and individual workers (referred to here as “crew members”) to keep happy and healthy. Basic resources can be used in construction, or they can be refined into new variants, which in turn are needed to unlock more advanced buildings and to replenish supplies. Balancing all of this will be something that takes some figuring out; I wasn’t perfect at it in the demo by any stretch!

Still frame from the Star Trek Outposts Unknown demo showing construction
A building (the security office) under construction.

This kind of gameplay naturally means that there are going to be times where you have more to do and times where you have less to do. Waiting while members of the crew gather enough resources to progress with construction, or waiting for enough refined materials to be produced may, to some players, feel “boring.” I didn’t really get that impression most of the time, but I think it’s worth noting that – *especially* in the opening act – games like this can feel slow-paced.

One thing that I felt really *didn’t* help in this regard, though, was Outpost Unknown’s crew shift system. In brief, the game is split into a day-night cycle, and during the day, your crew will be on the ground, doing their jobs, keeping your little outpost running. But at night? They all board a shuttle and fuck off back to the ship. That *would* be fine… except the in-game clock keeps ticking, and you’re just sort of… sitting there, looking at the screen, waiting for them to come back. Nothing can happen at the outpost without crew; there’s no way (that I found, anyway) to automate things like resource extraction or refining, and there also doesn’t seem to be any way for the crew to rest on the planet. Even speeding up the in-game clock to its fastest setting still meant several minutes of just… nothing at all happening. I’d love to see an option to skip these dead night sections by the time the game makes it to its full release.

Still frame from the Star Trek Outposts Unknown demo showing crew boarding a shuttle
The entire crew just fucks off for several in-game hours, and you’re stuck with nothing to do…

I was also a little confused by the ship itself; in brief, you have a few things aboard your ship (in orbit) that you can upgrade and manage, even though you don’t spend any time there and only see it on a menu screen. This wasn’t particularly well-explained in the demo, and I found that my ship, for instance, complained about running out of hyposprays at one point. But… why? And also, why should I care? I mean, it *sounds* like it could be an issue, right? But… with no explanation for what I need hyposprays for, or what their absence may do to the crew (nor how to manufacture them, either) it just kinda… passed me by.

Games like this can feel like they’re throwing a lot at you, especially when you’re just getting started, and in some ways, that’s just how it goes when you boot up a brand-new strategy game. Figuring out the intricacies of the rules and which resources to prioritise – especially when you don’t have the manpower to do it all – is part of the fun of playing! But, especially in a demo version, I guess I just expected a little more guidance on getting started.

Still frame from the Star Trek Outposts Unknown demo showing the ship menu
The ship menu.

I like that Outposts Unknown is set in the Strange New Worlds timeline, and that the game is clearly leaning into the aesthetic of that series. Unfortunately, it comes along a little late – Strange New Worlds has been cancelled, sadly, and will end with a truncated fifth season that will probably air next year. But it’s nice to get at least one video game set in the Strange New Worlds era before the show fully wraps up. And yes, I’m still upset that Strange New Worlds was prematurely cancelled by Star Trek’s new corporate overlords!

Admiral Robert April, who appears in Strange New Worlds, was seen briefly in the demo; I don’t know if any other characters from the show will cross over, nor even how prevalent Admiral April’s role will be further into the game, but it would be nice to get even just a couple of short missions or cameo moments from familiar faces. Does the game *desperately need* that? Arguably not… but if it’s a game made to appeal to existing Trekkies, why not include a handful of familiar characters at key moments in the story?

Still frame from the Star Trek Outposts Unknown demo showing April
Admiral April kicks off the game’s story.

I’m not the *greatest* player in the world when it comes to strategy games! And I give that as a caveat because I felt a few moments in the demo were either confusing, not sufficiently explained, or just set up in such a way as to take a long time. At one point, relatively early in my run, my next objective (the game gives you objectives in a linear fashion) was to unlock something from the tech tree and synthesise five refined materials called Tech Data. But the demo didn’t explain how to do this or where to get these from – and it was actually a pretty convoluted process.

To get Tech Data you need some kind of advanced science lab (I forgot its name, sorry!), but you can’t just build one. In order to build this lab, you first need refined metal, which means harvesting enough raw metal to build a metal refinery, *then* even more metal to get enough to build the lab. But the refinery and the lab both need power, so you need to build a power generator, *and* wire up the generator to both buildings. All the while… I still only had eight crewmen to get anything done. It took multiple in-game days to achieve this one task when every preceding task had been much quicker. And I just… I didn’t like that, to be blunt. Not for a demo. If I was playing a full campaign, then sure – that kind of thing is par for the course. But to take, like, forty minutes or more of real-world time (at the game’s full speed, too) just… waiting? It didn’t leave a great impression, to be honest.

Still frame from the Star Trek Outposts Unknown demo showing a colon
My small colony. The advanced science lab is the building with the blue roof.

There were a couple of other bugs in the demo besides the one that killed my run. At one point, two different crewmen were killed by one of the planet’s weirdly aggressive plants – but they didn’t fight back, and I didn’t get any kind of alert or warning. I didn’t see the first one happen, but the second one was in the exact same location, so I think it was the same issue. In brief, both crewmen were attacked while harvesting a resource, and they seem to have prioritised continuing to work over defending themselves, leading to both of them being killed.

And this leads nicely into my next point: it takes *forever* to replace even one dead crewman! You only get “resupplied” once every four or so in-game days, and when this pops up, you get the chance to add one new crewman (or to choose to add some rare resources). But this is *painfully* slow, especially in what feels like the early game; there’s gotta be a better way to replace dead crewmen than just waiting around for days on end while your colony’s efficiency drops.

Still frame from the Star Trek Outposts Unknown demo showing a resupply
Getting re-supplied gives you a chance to expand your crew roster (or replace dead crew members).

That being said, I liked the characters. I *adore* any strategy game that lets you rename your workers – your crew, in this case! And it’s just a bit of fun to give them silly names (or, perhaps, to pick real names from Star Trek’s extensive history if you wanna go lore-accurate!) And the crew were pretty diverse – a good mix of humans, Vulcans, and Andorians, though it would be nice to see a few other familiar races represented, too.

And, like I do in any game like this, I found myself getting attached to some of the crew! When they were in danger – and when the game worked properly and *informed me* that they were in danger – it could feel genuinely tense. Combat, such as it is, is pretty minimal, with crew members firing phasers and wearing down the hit-points of mysterious alien flora. But it looks pretty good, and the game has a photo mode if you’re into that kinda thing.

Still frame from the Star Trek Outposts Unknown demo showing a crew member close up
A close-up look at one of the crew members.

I think I’ve waffled on for long enough.

Think “Star Trek does Banished,” and you’re not a million light-years away from Outposts Unknown. If you like slower-paced base-building games, or if you enjoyed New Worlds back in the day, I think there’s a lot of potential in the game. But, at this stage, I have to recommend caution because of the game’s bugs. Being forced to end a three-hour run, with seemingly no way to go back and salvage things… that’s kinda annoying, and I would’ve liked to have made it to the end of the demo so I’d feel more confident in issuing a recommendation.

If Magic Fuel Games and Playstack keep working on it, and can successfully quash these bugs, then I can see Outposts Unknown becoming a real time-sink for me. It’s the style of game that generally appeals to me, especially with my arthritis limiting my reflexes in some other, faster-paced titles. And as a Trekkie… I’m always going to be interested in a game like this. It’s a genre I like and a franchise I love coming together. As long as the game actually works by the time it launches, I’ll be happy.

Still frame from the Star Trek Outposts Unknown demo showing resource gathering
A crew member gathering resources.

This is not a big-budget, “triple-A” kind of title, so you will need to set appropriate expectations. But, speaking for myself, I enjoy the art style, the somewhat less-realistic but still bright and cheerful colour palette and character designs, and the largely text-based interface, with little voice acting, isn’t really a problem for me personally. But as the games industry moves on and more players *do* expect more things like that, it’s something to be aware of before you commit.

I hope this has been interesting. I’m in no mood, frankly, to try again with the demo and potentially kill another two or three hours, only to get locked out again. So unless I see a significant patch, I’ll wait for the game’s full release. And… to be honest, maybe I’ll wait a few days *after* launch to check the reviews! Bugs happen in games, especially games that are still in development – I get it! But this was Outposts Unknown’s one chance to make a good first impression. And despite enjoying myself with the demo much of the time… that bug absolutely ruined it, and it’s definitely giving me pause and making me feel a little cautious about jumping in on day one.

If you decide to try out the demo for yourself… good luck. I hope you’re able to make it all the way to the end! When Outposts Unknown launches – which is allegedly gonna be later this year – I’ll try my best to review the full game, so be sure to check back for that. And if you missed it earlier in the year, I reviewed Star Trek: Voyager – Across the Unknown, which is another Star Trek strategy/management title. Click or tap here to check out my thoughts on that game. And until next time… Live Long and Prosper, friends!


Star Trek: Outposts Unknown will be released on PC and MacOS in 2026. Star Trek: Outposts Unknown is the copyright of Magic Fuel Games and/or Playstack. The Star Trek franchise is the copyright of the Skydance-Paramount corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Shadow Frontier: A New Star Trek Horror Game!

A Star Trek-themed spoiler warning

Spoiler Warning: Beware minor spoilers for Star Trek: The Next Generation and Star Trek: Picard.

I wasn’t planning to cover anything that came out of “Summer Games Fest” this year; none of the rumours about updates, reveals, and announcements prior to the broadcast really leapt out at me – and I still have a backlog of games from the past few years that I need to get through! But I was pleasantly surprised to see that Star Trek: Shadow Frontier has been announced – a new single-player, third-person, horror-focused adventure game from Bloober Team… a development studio that I’ve actually heard of!

Skydance-Paramount is doing some *weird* things with the Star Trek franchise at the moment, eh? After cancelling every single TV series that had been in production at the time of the corporate merger, we’ve since had three new video games announced: the VR-only Infection, the absolutely brilliant Across The Unknown (which I reviewed earlier this year), and now Shadow Frontier. Just as Star Trek seems to be winding down on the small screen, at least for the foreseeable future, in the interactive space, we’ve hardly ever seen this many titles in production at once!

Promotional screenshot for Star Trek: Shadow Frontier (2027)
A new Star Trek game is coming next year!

Paramount Games is Skydance-Paramount’s newly-formed publishing arm, and in addition to Shadow Frontier, it’s also going to be taking the reins of other big franchises and properties that now fall under this growing corporate umbrella. Teenage Mutant Ninja Turtles: The Last Ronin was also announced at “Summer Games Fest,” and there’s a fighting game based on the Avatar: The Last Airbender series, as well as a few other titles. Paramount Games is also taking over the publishing rights for the SpongeBob SquarePants franchise, which has several video game adaptations under its belt, and even (weirdly) the upcoming title Marvel 1943: The Rise of Hydra.

I think it’s interesting, in the aftermath of the corporate merger, to see Skydance-Paramount making a big push in the video games space. Interactive media is a growing and lucrative business, so it makes a lot of sense – and for a big corporation with successful and beloved IP, it’s a no-brainer to develop video games using those familiar names. As a Trekkie, I kinda hope that this means we’ll see more Star Trek games going forward, and I want to support Shadow Frontier as best as I can with that goal in mind. If Star Trek is disappearing from streaming/TV in the years ahead, and perhaps only popping up as an occasional cinematic franchise, video games could be a new frontier for the franchise, keeping the lights on and throwing a bone to the fan community.

Screenshot of Paramount Games' lineup in June 2026
Paramount Games’ lineup.

Very few Star Trek games have ever really taken the gaming landscape by storm, which is such a shame. If you think about it, there should be a huge overlap between Trekkies and gamers, yet most Star Trek games have tended to be relatively low-budget titles that really only appealed to the existing fanbase. The only real exception that I can recall was 2000’s Elite Force, which, for a time, became a darling of LAN parties and the burgeoning online shooter scene.

Bloober Team, though, is a good developer – their Silent Hill 2 remake a couple of years ago was wildly successful and highly-praised. You could hardly have picked a better studio to develop a single-player horror title, and I’m genuinely optimistic and even enthusiastic for Shadow Frontier based on little more than the development studio’s pedigree.

Promo screenshot for the Silent Hill 2 remake
Bloober Team’s remake of Silent Hill 2 won several big awards.

A horror game wouldn’t necessarily have been my first choice – it isn’t my personal favourite genre for video games, films, or TV. But there are two great reasons to be hopeful about Shadow Frontier. The first, as mentioned, is Bloober Team’s track record. Their two most recent horror titles: Silent Hill 2 and Cronos: The New Dawn were both well-received upon release. And the second, to be honest, is that Star Trek can do horror really well.

Recent episodes of Strange New Worlds, Picard, and Discovery have all leaned into horror and horror-adjacent ideas in recent years, and going further back, episodes like DS9′s Empok Nor are rightly heralded as classics. Star Trek may not be the first name audiences think of when considering sci-fi horror, but after telling almost 1,000 stories across six decades, it’s fair to say that the franchise has tangled with the genre on more than one occasion! There are some truly unsettling aliens and monsters in Star Trek’s galaxy, and even if none of them are going to be the main antagonist in Shadow Frontier, I think it’s fair to say that space has all kinds of terrifying monsters and mysteries to explore.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Sprinting down a spooky starship corridor…

I got the impression, just based on the teaser trailer that Paramount Games released, that players are going to be wrangling with a new alien or monster on this occasion, not a familiar faction like the Borg or Klingons. So my dream “Borg Invasion” idea will have to wait a bit longer! It’s hard to judge from a very short teaser, which was mostly cinematic and seemed to show only the barest teases of gameplay, but I got a kind of Dead Space or Prey vibe from the weird-looking tendrils or “corruption” that seemed to be afflicting parts of the starship.

But there will clearly be room for connections to familiar characters and factions, even if the entity or alien monster itself is new to Star Trek, and I’d really love to see how this new story will fit in with what we already know of this part of the 24th Century. I don’t want to speculate too much, but I think it’s gotta be at least possible that a bigger link to someone like the Borg, the Dominion, or the Romulans will be part of the game’s narrative.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Objects floating in zero gravity.

And then we have Ro Laren! Ro, who will be voiced by original actress Michelle Forbes, is going to be the main playable character! That just sounds like a really fun idea, and I can see Shadow Frontier potentially filling in some of the gaps in Ro’s story in between The Next Generation and her return in Picard a couple of years ago. Despite the TNG-era combadge, which featured prominently in the trailer, I’m not convinced that this game will take place during or just after The Next Generation, but rather a few years later, perhaps, somewhere in the final couple of decades of the 24th Century.

Ro’s role in Starfleet, which was explained in Picard, makes her a great choice of character for a game like this. If we assume that this alien monster (or whatever it is) will be something that Starfleet needs to send a covert agent to tackle… I mean, the stage is pretty much set for someone like Ro, isn’t it? Above all, I just think it’s so nice, all these years later, to be getting new stories with this wonderful character. Ro was one of the first major recurring characters in the Star Trek franchise, and her arrival also began Star Trek’s expansion, with the Bajorans and Cardassians taking on an important role in Deep Space Nine. I was thrilled to welcome Ro back to Star Trek a couple of years ago, and to get a new chapter of her story in this interactive form… it just sounds really fantastic!

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Ro Laren as seen in the teaser.

I’m also thrilled to see Skydance-Paramount greenlighting a *single-player* title for Star Trek, instead of trying to cram the franchise into a live service or online multiplayer mould. There are too many games like that already, and even massive, well-established brands have faltered when trying to launch that kind of game. You need only look to Marvel’s Avengers or Suicide Squad: Kill the Justice League for examples of that. There must’ve been a temptation to say, “hey, let’s try to make a Star Trek Fortnite clone,” with the ambition of raking in stupid levels of cash. That was never realistic, of course… but when has that stopped a corporate executive from drooling all over their shirt at the chance of making that kind of money?

I’ve always preferred single-player games, and I think I always will! So, speaking for myself, I’m really glad to see this kind of game being created in the Star Trek franchise. I’m sure there’ll be a “special edition” with character costumes and that kind of thing, and perhaps even DLC if Shadow Frontier sells well; such things are par for the course in the modern video games industry. But at its core, Shadow Frontier will be a single-player adventure with a story to follow… and I just like that kind of game much more than the open-ended, story-less titles that have become more common in recent years.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
A “corrupted” Federation starship.

There are, I should point out, reasons to be cautious with a new Star Trek game. The franchise doesn’t have a great track record in the video games space more generally, even if some recent titles have done very well. 2013’s Kelvin timeline game is one of the worst games of its decade, being released in a broken, unplayable state. And some other titles, despite seeming to have potential, never really took off in the way I’d have hoped.

The current video games industry also has its unpleasant trends. “Release now, fix later” has screwed over so many titles in recent years, as games are launched too soon, needing a lot of work in order to meet what I’d consider the bare minimum acceptable standards. And there are monetisation problems, not only with titles being overpriced, but also coming with expensive “special editions,” paid “early” access periods, and more. I hope that Shadow Frontier will be priced fairly, and that if there is to be DLC, it’ll be good value for what it is. Above all, I hope that the game will launch in a decent state, and won’t be forced out too soon to meet an arbitrary deadline.

Promotional screenshot for Star Trek: Shadow Frontier (2027)
Red Alert! A new Star Trek game is incoming!

So that’s all for today.

I’m genuinely looking forward to Shadow Frontier, and I think the game has a ton of potential. It’s the first Star Trek game from the newly-established Paramount Games, and of this new Skydance-Paramount era, so I hope the corporation is planning to go all-out and make it special. Star Trek: Voyager – Across the Unknown did really well earlier this year; I think it’s fair to say that that game exceeded expectations. If Shadow Frontier can do something similar… we could be seeing a Star Trek resurgence in the interactive space. And that would be fantastic.

In the 60th anniversary year, things have felt pretty quiet… or even disappointing. Starfleet Academy’s cancellation may have been expected, but it was still a bitter blow to learn that Star Trek on streaming seems to be winding down in its entirety. This announcement may not be as big or bold as a new TV show, but I’m still pleased to see it. And there are reasons for positivity. I’ll do what I can to support Shadow Frontier, and when it’s ready I’ll try to review it here on the website. Thanks for reading, and as always… Live Long and Prosper, friends!


Star Trek: Shadow Frontier is currently scheduled to be released in 2027 for PC, PlayStation 5, Xbox Series, and Nintendo Switch 2. Star Trek: Shadow Frontier is the copyright of Bloober Team and Paramount Games. The Star Trek franchise is the copyright of the Skydance-Paramount corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: The Original Series Episode Re-Watch – Season 1, Episode 3: Where No Man Has Gone Before

A Star Trek-themed spoiler warning

Spoiler Warning: There are spoilers ahead for Star Trek: The Original Series.

2026 marks Star Trek’s landmark 60th anniversary – and six decades later, we’re still getting brand-new episodes and stories! That’s something incredibly special; a milestone few other franchises have ever reached or will ever reach. Today, as part of my ongoing celebrations of the 60th anniversary, I thought we could step back in time, not only to the first season of The Original Series, but to a particularly special – and rather unusual – episode. Today, we’re watching Where No Man Has Gone Before – Star Trek’s second pilot.

After The Cage wasn’t picked up by NBC in 1965, Gene Roddenberry and his team were given a rare and unusual second chance to salvage Star Trek. The resulting script was Where No Man Has Gone Before, and after almost the entire cast – sans Leonard Nimoy as Spock – was changed, the new episode entered production. Recycling the sets which had been built for The Cage, but which were subsequently dismantled and rebuilt ahead of filming the rest of what we now know of as The Original Series, the episode has a completely distinct look, one which simply doesn’t appear anywhere else in the franchise.

Promo photos for Star Trek TOS showing Nimoy and Takei (l) and Shatner (r)
Black-and-white promotional photos showing Leonard Nimoy with George Takei (left) and William Shatner (right).

The uniforms may be the most obvious, with Star Trek’s (in)famous red shirts nowhere to be seen! Instead, the entire crew wears either blue, a different shade of “gold” that almost looks green or khaki, or beige. And, with the exception of Kirk, the remaining characters we’d come to know – Spock, Scotty, and Sulu – are all wearing a different colour than we’d expect. Spock gets a uniform similar to Kirk’s in command gold, Sulu – who isn’t the helmsman this time, but some kind of mathematical aide – wears medical blue, and Scotty is in one of the beige uniforms that seem to have taken the place of engineering/security’s red.

The uniforms are also different in the way they appear: visual zippers on the shoulders, a softer, ribbed crew-neck collar that evokes World War II-era naval uniforms, and smaller, slightly different Starfleet delta patches, too. These uniforms are similar to those seen in The Cage, which is another quirk of production. But for the main crew and characters we’d come to know, this was the only time we’d ever see them in these particular uniforms.

Two still frames from Star Trek TOS showing early uniform variants
The uniforms are different in this episode.

Then there are the sets. The bridge is different – albeit in ways that may not be obvious at first. Kirk’s chair has a large communicator on one side, which I think I’m right in saying wasn’t seen again. The main viewscreen, though, is the most clear and obvious point of difference; its corners are far more rounded than they would be in the rest of the show, again evoking more of that World War II naval style in some ways. The set was moved to a different sound stage when The Original Series entered full production, which is why it looks different here.

Sickbay, which is one of the only other Enterprise rooms where the episode spends much time, is also quite different, with different coloured walls and simpler upholstery than we’d see in the rest of the show. Some doors in Where No Man Has Gone Before are grey or silver instead of the more familiar red, chairs are a different colour and have shorter backs, and the Enterprise as a whole just feels a little… different. You weren’t making that up, if you felt something was “off” upon watching this episode! Things really are different.

Two still frames from Star Trek TOS showing the viewscreen and sickbay
The main viewscreen on the bridge (left) and sickbay (right) aren’t quite the same as they are in the rest of the series.

Unusually for a pilot episode, Where No Man Has Gone Before wasn’t the first to be broadcast. That honour fell to The Man Trap, which executives at NBC apparently felt was a simpler, more straightforward story. This episode was pushed back and aired as the third of Season 1 in the United States… but interestingly, when Star Trek came to the UK in 1969, it actually was the first episode that the BBC chose to broadcast. I wonder why that happened?

Here’s a fun question: how many times, across The Original Series, do we see Captain Kirk wielding his phaser rifle? This iconic, legendary prop, which is well-known to all of us Trekkies and instantly recognisable, must’ve been used a lot… right? Well, no! The phaser rifle *only* appears here, in Where No Man Has Gone Before, and despite being seen in publicity photos of William Shatner in his role as Kirk, it never appears again in the entire series. According to Star Trek legend Bjo Trimble, Gene Roddenberry disliked the design, feeling that it looked “too lethal” for his calmer, more rational vision of humankind’s future.

Still frame from a YouTube video showing the Star Trek phaser rifle prop with its designer
Prop designer Reuben Klamer (pictured in 2013 with the original prop) designed the phaser rifle for Where No Man Has Gone Before.

In addition to Chekov, who wouldn’t be seen until Season 2, Where No Man Has Gone Before is also noteworthy insofar as it was produced before Nichelle Nichols was cast as Uhura, and before DeForest Kelley was cast as the ship’s doctor. The role of communications officer is instead taken by Lieutenant Alden, played by Lloyd Haynes, and standing in for DeForest Kelley is Paul Fix, who plays the character of Dr Mark Piper.

I’ve always felt that Dr Piper – in his limited on-screen moments – is a bit of a half-step between The Cage’s Dr Boyce and the main show’s Dr McCoy. He’s similar to both characters in as much as he’s older than Kirk, but he comes across as being a bit less serious than Dr Boyce, slouching during a conference meeting, but also less lighthearted or quippy than Dr McCoy would be. The archetype that Gene Rodenberry wanted to create – the older, slightly wiser ship’s doctor, who could be a guide to the captain both in medical matters and beyond – was clearly present in Dr Piper and Dr Boyce, but these versions feel… less refined, if that makes sense. Like, I can see where Dr McCoy is going to materialise, but the full personality of the character isn’t there yet.

Still frame from Star Trek TOS showing Kirk and Dr Piper
Dr Piper with Captain Kirk.

As an interesting aside, Gene Roddenberry had his heart set on casting DeForest Kelley for both The Cage and Where No Man Has Gone Before, but was overruled by others involved in the production. It was only when Star Trek was fully greenlit that Rodenberry got his man – and I think we can all agree that it was the right call! Still… it’s interesting to see what might have been.

I usually prefer to watch Star Trek on streaming nowadays… or at least I do during the months where I pay for Paramount+! But on this occasion, I actually went back to my old DVDs; the streaming versions are the remastered ones, complete with new special effects and CGI shots of the Enterprise. And while the remastered version of The Original Series does look, by every objective measure going, “better,” I wanted the classic look this time. There are differences in the way the episode looks – the Galactic Barrier, for instance, looks very different, as do a few other VFX shots. The Enterprise itself is also a fully CGI model in establishing shots.

Side-by-side comparison of Star Trek TOS original and remastered shots
The original versions (left) and remastered versions (right) of two moments in the story.

As a Trekkie, there are a lot of things that seem “wrong” about Where No Man Has Gone Before. What I mean by that is… with the hindsight that six decades and almost 1,000 subsequent stories can provide, there are things in the story that just don’t seem to fit. Spock being so quick to advocate for Mitchell’s extrajudicial execution, the Enterprise being on a mission to scout outside of the galaxy, some confusion about warp drive and impulse engines, and how fast impulse actually is when trying to get between star systems… all of these things feel a little “off.” To what extent that will bother you, or whether you can set it all aside and enjoy the story for what it is will be a matter of personal taste!

For me… I kind of place Where No Man Has Gone Before along with The Cage in almost their own category. These are fun Star Trek stories, of course, but they’re also unique oddities within the broader franchise; episodes which almost seem to take place apart from the rest of The Original Series. I think I can fall victim to being overly nitpicky sometimes (check out some of my other episode write-ups and reviews for that!) and the temptation is there with Where No Man Has Gone Before to say that things like the uniforms, the attitudes of some of the characters, and the Enterprise’s strange mission all seem to be, for want of a better word, “wrong.” But placing the episode in context, and understanding it for what it is, helps me set a lot of that aside. Even though it’s not an episode I re-watch all that often, I still had a good time when I revisited it, and I found myself getting swept along for the ride.

Promo photos for Star Trek TOS showing Doohan and Nimoy
Black-and-white promotional photos of James Doohan (left) and Leonard Nimoy (right).

That’s testament to the power that Star Trek still has some six decades later! There are undeniably outdated things in Where No Man Has Gone Before: papier-mache rocks, for instance, or Kirk and Mitchell’s attitude towards women. But the story itself is timeless; a classic morality fable about the dangers of granting a mere mortal the powers of a god. Given where we are today with conversations about artificial intelligence and its potential to far exceed us in terms of its capabilities, and the so-called “alignment problem,” stories like Where No Man Has Gone Before actually seem *more* relevant, not less.

So I like that we catch a glimpse of a kind of “alternate reality” for both Star Trek the show and the USS Enterprise in-universe. We see Kirk, presumably at a slightly earlier moment in his command, with different crewmates, wearing different uniforms, and even with a slightly different design to parts of the ship. It makes for a fun “what if;” what might The Original Series have looked like if *this* series – the one we catch a glimpse of for just one episode – had been continued with zero changes? Would these uniforms have been as iconic, with their toned-down colours and no red? Would the phaser rifle have become a standard part of the Federation’s arsenal? Would Dr Piper have been as well-received and well-remembered as Dr McCoy? And would some of the characters we don’t spend as much time with in the episode – like Alden or Yeoman Smith – have gone on to fill the absent roles of Uhura, Rand, or Chapel? I guess we’ll never know, eh?

Still frame from Star Trek TOS showing Alden
Lieutenant Alden, the Enterprise’s communications officer in this episode.

I think I’m right in saying that extra-sensory perception, or ESP, wasn’t mentioned again after Where No Man Has Gone Before. Obviously, we’ve seen similar abilities in races like the Talosians, Betazoids, Q Continuum, and more – and humans would occasionally gain similar powers in some stories. But it was never again expressed in quite this way, with Starfleet apparently keeping track of humans who possessed these seemingly magical powers.

It’s interesting that this vision of the future sees almost a blend of magic and science. ESP, even in the 1960s, was a fringe idea at best, but Where No Man Has Gone Before wraps it up in the language of science, presenting it as something to be merely noted and catalogued, the way we might expect Starfleet to make note of someone’s height or allergies. Because ESP is this kind of pseudoscientific, paranormal thing – which, if we think sceptically, has never been proven to exist – it feels odd to see it included in a Star Trek episode in this manner. I don’t hate it, and when you look at other stories in The Original Series, The Animated Series, and even early Next Generation episodes, it doesn’t feel that out-of-place. But once you get past, say, Season 2 of TNG, it’s not the kind of storyline I’d expect to see. Star Trek could make a comparable episode today, but if one were commissioned, I don’t think the ESP angle would be included at all – at least, not in this straightforward, scientific way.

Still frame from Star Trek TOS showing Kirk, Spock, and Dehner
Kirk, Spock, and Dr Dehner discuss extra-sensory perception.

So we’ve talked a lot about what makes Where No Man Has Gone Before stand apart, different from the rest of Star Trek. Let’s move on to ways in which the episode *does* feel familiar!

I recently had the opportunity to meet William Shatner – Captain Kirk himself – at an event here in the UK. Click or tap here to check out my thoughts on that, by the way; it’s a big part of why I wanted to write up another TOS episode re-watch! Shatner’s Captain Kirk arrives in Where No Man Has Gone Before basically fully-formed as the character we know and love: friendly with his crew, especially close to Spock, flirty with women, and with a strong sense of duty and protectiveness for his ship. Those traits would go on to define the character, and they’re all present here, in what was the first time Kirk was conceived and brought to the screen.

Spock has changed from The Cage, but in terms of the character we’re most familiar with, he’s also more or less fully-formed. Where No Man Has Gone Before was the first time (in production order, I mean) that the Vulcans were established as being a logical, unemotional people, and Spock embodies that here in a way he didn’t in The Cage.

Still frame from Star Trek TOS showing Kirk and Spock
Kirk and Spock in the conference room.

The barest bones of Scotty can be glimpsed; James Doohan is already doing the accent, and while we don’t exactly see Scotty as a miracle-worker (major repair tasks and the retrofitting of Delta Vega’s station fall to other characters this time), he’s at least established as the Enterprise’s senior engineer. Sulu is a bit of an oddity; as I said above, he’s not a helmsman, nor even a bridge officer, and if uniform colours mean *anything* in this particular story, he might well be supposed to be affiliated with the science or even medical divisions. But nevertheless, we have George Takei in his familiar role, and Sulu gets a few lines.

Dr Piper is a Dr McCoy prototype, as discussed above, and although he doesn’t get a ton of screen time or a lot of lines, you can see the outline for that kind of character in Paul Fix’s performance. So, once again, we have the bare bones of a familiar character – albeit that this one isn’t played by the actor we’d expect to see!

Sulu, Scotty, and Dr Piper.

The Enterprise, despite some key differences that we’ve already discussed, still feels familiar. The bridge is set up the same, despite the different main viewscreen, and the captain’s chair, Spock’s science station, the red turbolift doors, and the helm console are all exactly as we’d remember them. Minor differences may be a result of the set being dismantled and rebuilt at a different location, but by and large, the internal areas of the Enterprise that we see are still familiar enough not to feel totally “wrong.”

The exterior of the ship is also exactly the same. Where No Man Has Gone Before re-uses the filming model that had been built for The Cage, and some establishing shots of the ship would go on to be mainstays of The Original Series. The remastered Blu-ray version has different CGI shots; the Enterprise moves in ways we didn’t really see in the show’s original run. But, like I said, that’s partly why I wanted to watch my old DVD copy on this occasion!

Side-by-side comparison of Star Trek TOS original and remastered shots
The exact same moment in the story as seen in the original version of the episode (left) and the Blu-ray remaster (right).

For a one-off character, Gary Mitchell is surprisingly well-written. He fits seamlessly into The Original Series at this very early stage, and if Where No Man Has Gone Before was the first episode you ever watched, I could see what happens to him being genuinely shocking – especially to an audience some sixty years ago. I genuinely buy into Kirk and Mitchell’s friendship. Some one-off characters who are introduced as supposed besties of someone on the main cast don’t always stick the landing – their inclusions can, sometimes, feel a little *too* forced. But Mitchell and Kirk have chemistry together, thanks to William Shatner’s performance playing well with guest star Gary Lockwood.

Opinions on Mitchell himself may vary, I suspect, due to the passage of time. Writing in 2026, some six decades on from the character’s debut, I view Mitchell as being kind of arrogant and unlikable from the get-go; his dismissive attitude to the Enterprise’s helm officer and his unpleasant interaction with Dr Dehner being examples of this. But to an audience back then, I think Mitchell was meant to come across as kind of similar to Kirk; a ladies’ man with a sense of humour, perhaps even a happy-go-lucky attitude that would contrast with his later god-like powers.

Still frame from Star Trek TOS showing Mitchell
Gary Mitchell, prior to his transformation.

I would argue, though, that Mitchell’s early scenes with Kirk on the bridge and in the turbolift are at least meant to inform us of a selfish or arrogant side – something that would make his developing powers even harder to handle. Because Mitchell starts out as arguably a flawed person, there’s room for him to abuse the powers he develops later on in a way that feels plausible. If a character like Kirk had been given such powers, it would be harder, perhaps, to imagine that he’d want to misuse them; Kirk has a stronger moral core – or at least, I feel he does with the benefit of more than a hundred other episodes and films! But Mitchell has that arrogant streak from the get-go; a flaw that makes him susceptible to being corrupted by power.

But is that the moral of the story? That *only* a flawed person would abuse power?

I suspect the real intention was to show that a normal guy – as Mitchell is supposed to be, for the era in which Where No Man Has Gone Before was produced – is always going to be too tempted to abuse power. He’s an example of, to quote Kirk in the episode itself: “absolute power corrupting absolutely.” Mitchell was intended to be just an “everyman,” a regular Starfleet officer who couldn’t handle that kind of power. None of us can… and that’s supposed to be the point.

Still frame from Star Trek TOS showing Mitchell
Mitchell with his god-like powers.

Gene Roddenberry saw Star Trek, in part, as a vehicle for conveying these kinds of morality fables. Yes, there’s a vision of the future where humankind has overcome all kinds of obstacles, and there’s an incredibly positive outlook which, at the height of the Cold War, seemed impossible to a lot of folks. That inspirational side, that optimism, and that sense of hope are still part of the franchise to this day. But there’s also storytelling by metaphor – Gary Mitchell receives god-like powers, but those powers can be read as a metaphor for political power. Mitchell’s transformation, seen through that lens, is a warning against granting *anyone* – even a likeable guy or an “average Joe” like Gary Mitchell – too much power. I wonder if you can think of a contemporary example of someone like that… a politician, perhaps?

Then there’s Dr Dehner. Her powers take longer to manifest, and seem to be a little behind Mitchell’s – whether that’s because she’s supposed to be weaker, or because powers grow and improve over time isn’t 100% clear in the story itself, but it’s still an interesting question. It’s fascinating that Dr Dehner, not Mitchell, is the character able to be reasoned out of her power-mad state. If we take what I was saying before about storytelling by fable and metaphor, I think we can argue that Where No Man Has Gone Before wants to present intelligence, and perhaps education, as being virtues; that Dr Dehner, as a psychiatrist and a more intelligent and thoughtful person than Mitchell – was able to snap out of it and resist the temptation of unlimited power.

Kirk was able to remind Dr Dehner of her humanity in a way he couldn’t with Mitchell.

So I hope this has been interesting.

Where No Man Has Gone Before is, in many ways, an odd little curiosity; produced more than a year before the rest of The Original Series’ first season, it doesn’t integrate with it perfectly. But the outline of what Star Trek would become is present here – some characters aren’t fully fleshed-out yet, and others would be added, removed, or changed entirely. It makes the episode feel… unique. A distinct offering, and a rare glimpse at a vision for the series that’s both similar and different. Compared to The Cage, the episode is a lot closer to the rest of The Original Series. But compare it to any story produced later and it stands apart.

My encounter with William Shatner last month, and Star Trek’s big 60th anniversary year, were the catalysts for returning to Where No Man Has Gone Before. And you know what? I had fun with it! It’s an episode I haven’t actually re-watched in a few years, at this point, and it’s been even longer since I went back to my TOS DVD collection and watched the show in its un-remastered form. It was a lot of fun.

Still frame from Star Trek TOS showing the bridge and smoke
Fire on the bridge!

As the 60th anniversary nears, I have a few other ideas for episode re-watches, essays, discussion pieces, and more. Some of those may eventually make their way onto the website – so please stay tuned for that! And just next month we’ll be graced with Strange New Worlds’ fourth season. I plan to write individual episode reviews, so if that’s something you’re interested in, I hope you’ll join me for that.

Thanks for checking out my thoughts on this unique episode. If you’re interested in more of my take on TOS, I have write-ups of The Original Series episode Arena and The Animated Series episode How Sharper Than A Serpent’s Tooth, which you can find by following those links. And I’ve got pieces about The Motion Picture and The Search For Spock, too. Click or tap those links to check them out.

As always… Live Long and Prosper, friends!


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 the Skydance-Paramount corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Iron Lung: Film Review

A spoiler warning graphic

Spoiler Warning: There are spoilers ahead for Iron Lung.

After reviewing one video game adaptation – The Super Mario Galaxy Movie – just the other day, I’m back to check out another game-turned-into-a-film! But I think it’s fair to say that this one’s a little different.

I haven’t played Iron Lung, the game upon which this film is based. If you think my unfamiliarity with its source material makes my take somehow less valid… well, no hard feelings! But I wanted to be up front about that before we got started. I also want to add that I’m not a viewer of the video game YouTuber Markiplier, as Iron Lung is a film he wrote, directed, produced, edited and starred in. Note that I *didn’t* say that I dislike Markeplier, merely that his channel isn’t one I’m familiar with, as that kind of “gamer” content isn’t something I watch. Again, if you think my unfamiliarity with the film’s lead invalidates this review, that’s okay. These things are all subjective, at the end of the day.

Promo screenshot of the video game Iron Lung
Iron Lung is based on the video game of the same name.

I love to hear that someone is *passionate* about a story – even more so in the overly-commercialised film and entertainment landscape we inhabit in the 2020s. So I’m always willing to give passion projects like Iron Lung an opportunity to impress me, and perhaps a bit of a pass if things don’t quite measure up to other titles in the same space. The story behind the cinematic adaptation of Iron Lung is genuinely pleasing, even to an old cynic like me, and knowing that a video game could compel someone to use their money, fame, and connections to put together an entire film… that counts for something.

But let’s be honest: not all passion projects are any good, right? John Travolta’s Battlefield Earth, for instance, or last year’s Megalopolis, which I also reviewed; that film being the longstanding passion project of legendary director Francis Ford Coppola. Being truly excited about something – and exercising full creative control over the subsequent project – does not always make for a compelling or enjoyable movie. And, to be blunt, it’s in that category that I would place Iron Lung: a well-intentioned film, clearly created by someone truly passionate about its story… but that just didn’t come together to make something I enjoyed watching.

Still frame from Iron Lung (2026) showing Simon on the sub
Simon (the protagonist) aboard his submarine.

Let’s start with the film’s central – and, for almost its entire runtime, *only* – on-screen performance. Being the only character on screen almost all of the time, having to react and emote and talk to oneself… these are acting challenges that would trip up even a seasoned Hollywood veteran. And, as I said a moment ago, I don’t doubt the passion behind the performance, nor that Mark Fischbach (a.k.a. Markiplier) truly gave the role everything he had. But there were moments in his performance which, to be blunt, were so bad that they veered into being unintentionally funny. There weren’t enough of those, sadly, to turn Iron Lung into a “so-bad-it’s-good” title that I could ironically enjoy. But the performance of the film’s lead, especially as the story progressed and Simon began to hallucinate and spiral… it was too over-the-top, too unbelievable, and just wasn’t good enough to carry the film.

When the staging is so minimalist, and the story is so muddled, a film like Iron Lung needs that sole acting role, that central performance, to step up and carry it over the line. And for me, it absolutely couldn’t do that. Perhaps Fischbach would’ve been better served by hiring a professional actor to take on the lead role instead of trying to do it himself – even if that might’ve taken some of the fun out of the production for him.

Still frame from Iron Lung (2026) showing Simon
Simon was the only character on screen almost all of the time.

I called the story “muddled,” so let’s talk about that.

At key moments in the film, and especially from the halfway point onwards, I struggled to follow what was going on. The script didn’t make clear why Simon was doing some of the things he was doing or what his goals may have been. From the first moment we meet him, Simon’s main objective appears to be to survive the expedition and win his freedom. Great, got that. That explains why he’s mapping the cave, why he’s trying to find his way back, and why he seems, at points, to be pretty desperate and despondent.

But we don’t get enough of an explanation, either through monologue/dialogue, or even just from staging, camera work, and environmental storytelling, to explain some of the things that are going on. There’s deliberate ambiguity in some cases – like his hallucinations, the question of radiation exposure, and so on. But others – like the attack on the second submarine, and Simon sabotaging his own sub at the film’s climax – that really needed some more explanation. If Simon was going to go out in a blaze of glory; a heroic act of self-sacrifice to try to preserve the unseen and unexplained data… why was that not made clearer? I just didn’t get it… and it took looking up a plot summary after the credits had rolled for me to finally go “oh, so he deliberately rigged his own sub to explode.” Still not clear on the “why,” but at least I get what he was trying to do now.

Still frame from Iron Lung (2026) showing Simon covered in blood
The story felt muddled and confusing, especially towards the end of the film.

I will credit Iron Lung for its practical effects and its visual style. The submarine’s X-ray camera, set back from the minimalist pilot’s station, was genuinely well done, and it made for a tense voyage of exploration when Simon couldn’t see, in real-time, anything that was in front of him. Having to constantly stop and check the camera upped the tension, and the large rectangular button, with its slightly ominous green light, was a huge part of that. The grainy black-and-white X-ray images that the camera produced also added to this effect, and it was a lot better doing it this way than, for example, trying to have a bunch of CGI shots of the outside of the submarine.

The submarine set – which is more or less directly copied from the video game, as far as I can tell – was minimalist, but it was still an atmospheric space. The rusted, corroded metal, all of which felt old and decrepit, the clunky physical buttons and switches, the gauges and valves, they all evoked old World War II submarine films, and the claustrophobia that classic titles of the genre could create. Sealing the only porthole on the sub, too, added to that sense of being trapped; that this submarine was really just an over-engineered tomb from the very first moment Simon was sealed inside.

Still frame from Iron Lung (2026) showing Simon and the camera
Simon at the camera station.

Fake blood, especially in lower-budget titles, doesn’t always look great – but Iron Lung did a pretty good job with it. Especially later in the film, the blood became incredibly important, and the viscosity of the liquid actually looked about right, as did the colour. There were a couple of moments where I felt maybe it wasn’t *perfect*, but I’m content to let such things slide for the most part. What Iron Lung desperately needed to avoid was using something too thick – and looking like ketchup – or too thin and watery. I think, on balance, this exceptionally important aspect of the film landed about right.

I’m also pleased to see, in 2026, a film that doesn’t over-use CGI and digital animation. There’s something just… neat about old-school physical sets and props, and while there was CGI in the film, it didn’t swamp the production or feel overdone. And again, for a film on a shoestring budget compared to a lot of Hollywood titles, the CGI that was present actually looked pretty darn good.

Still frame from Iron Lung (2026) showing fake blood
An example of the film’s use of blood.

Although Mark Fischbach’s performance was more miss than hit, the voice roles of some of the other members of the cast were a lot better. Captain Ava stuck the landing, really nailing the feel of being a post-apocalyptic captain, barely keeping her ship and crew together. I was still confused why she was so willing to risk her own life at the end to rescue the data… but that’s a script issue rather than a performance issue. And the other voices we heard – the male engineer during Simon’s second dive, or the crew of the doomed SM-8 (and their hallucinatory forms) – were likewise well acted and well performed.

Iron Lung is, in a way, a bit of a tough one to review. I didn’t really like the film as it was presented, and ultimately… you can be as excited about a subject as you like, but if the way you bring it to life isn’t up to scratch, that’s what I’m gonna remember. But at the same time, it’s the kind of project I want to see more of and I want to be supportive of – not because I support this particular YouTuber; I’m not a viewer of his channel or familiar with any of his other work – but because I think the world needs more independent films, and films that don’t easily fall into the typical Hollywood mould.

Mark Fischbach (Markiplier) at an Iron Lung (2026) promo
Writer, director, and star Mark Fischbach at a promo event for Iron Lung.

I will say that I’m glad to have been able to watch Iron Lung, and for the money I spent on it (about tree-fiddy on YouTube at time of writing (£3.50 in the UK)) I wasn’t exactly furious that I didn’t like it! It’s my hope that Mark Fischbach, and the team he put together, will continue to make films, and will continue to find projects that excite them and that they *want* to adapt for the big screen. And, like any actor, Fischbach has room to grow. A less challenging role, or even a lead role as part of a bigger cast, where he has other actors to bounce off of and work with, may well suit him better.

Perhaps Iron Lung was never gonna be “my thing.” I’m not a big horror aficionado, I’ve never played the game it’s based on, and I’m not a viewer of Markiplier’s YouTube show. But… the point of adapting a story is to bring it to new eyes, and I like to think I gave the film a fair shake. I wouldn’t have paid to watch it if I didn’t think it had potential, and I certainly didn’t sit down to view it wanting or hoping to have a bad time. It just… didn’t do it for me, I’m afraid.

Thanks for reading. There are a couple of other horror and horror-adjacent films that I’d like to check out later this year, such as The End of Oak Street and Disclosure Day, so I hope you’ll stay tuned for that. And I’ve also recently reviewed both 28 Years Later and its sequel, 28 Years Later: The Bone Temple, so follow those links if you want to get my take on those titles.


Iron Lung is available to stream now (for a fee) on YouTube. Iron Lung is the copyright of Markiplier Studios and/or Iron Lung Productions. Two images used above courtesy of IGDB and IMDB. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Super Mario Galaxy Movie: Film Review

The first part of this review is free from major narrative spoilers for The Super Mario Galaxy Movie. The end of the spoiler-free section is clearly marked.

I wasn’t the biggest fan of the Super Mario Galaxy games when they premiered on the Nintendo Wii a few years ago. So when Illumination and Nintendo announced that a sequel to 2023’s Super Mario Bros. Movie would be based on those titles… I was a tad underwhelmed, to be honest. And in 2026, Nintendo – with its price hikes, anti-consumer attitude, and underwhelming new console – isn’t exactly my favourite company in the gaming space, either! So it’s with that background that I belatedly sat down to watch The Super Mario Galaxy Movie.

With all that being said, I had a great time with The Super Mario Bros. Movie in 2023 – I even called it my favourite film of the year. And my feelings about the Mario Galaxy games have more to do with their confusing spherical levels and the Wii remote’s awkward motion controls, rather than any actual narrative gripes. So there were definitely reasons to be optimistic about this return to the Mushroom Kingdom!

If you missed it, please check out my review of The Super Mario Bros. Movie, which I wrote back in 2023. You can find it by clicking or tapping here.

Three promo posters advertising The Super Mario Galaxy Movie (2026)
A trio of promotional posters.

Here’s the one-sentence summary: I liked The Super Mario Galaxy Movie. I don’t think it’s necessarily a “film of the year” contender, as its predecessor had been, but it’s definitely an enjoyable film for folks who’ve liked any of Nintendo’s games, the wider Mario franchise, or just animated films in general. Two main story threads felt connected, not just by characters, but also thematically, thanks to a strong focus on family ties, and the film had plenty of good-natured, kid-friendly humour throughout. Despite how I may have felt about the Mario Galaxy source material, the film wasn’t merely an attempt to re-tell the story of either of those games, and it included plenty of references to basically four decades’ worth of Mario games, from the original 2D platformers of the 1980s through to Odyssey and Wonder.

In terms of animation, I really can’t fault Illumination. I was lucky enough to watch The Super Mario Galaxy Movie in 4K on a pretty decent screen, and it really did look fantastic. Bold, bright colours are the order of the day, and there are plenty of stunning views of outer space, too. A variety of different locales came to life, and my only criticism would be that a couple of them felt a little samey, thanks to re-using the Mario franchise’s “blue sky, green grass, and brown rocks” aesthetic. But character models looked fantastic, there were a great variety of allies and villains for Mario, Peach, and the gang to encounter, and big set-piece moments all looked spectacular.

Still frame from The Super Mario Galaxy Movie (2026) showing Peach and a firework
The animation was fantastic.

The film’s score was solid, and it leaned heavily into nostalgia, with classic refrains from the video games being heard at multiple points. That goes for sound effects, too, with many different noises from the games being brought to the big screen. While I wouldn’t say I was “disappointed” that the film didn’t get a big song, like its predecessor… perhaps that’s something which, having sat with the film for a couple of days, I might say was missing. Given how Peaches, Bowser’s song from the first film, went mega-viral, I’m a little surprised to see Nintendo and Illumination not trying to repeat that.

Voice acting was generally pretty good. Brie Larson did well as Rosalina, with the only downside to her ethereal performance being that she wasn’t actually on screen all that much. The controversy of casting Chris Pratt as Mario has subsided since the first film, and again I think he did well in the part. I wanted to highlight the performance of Benny Safdie as Bowser Jr.; he gave so much life and personality to what could’ve been a pretty flat, over-the-top kind of villain. Jack Black as Bowser… I’m actually in two minds, and we’ll have to talk about why in the spoiler-ful part of the review.

The cast of The Super Mario Galaxy Movie (2026) at the premiere
Most of the main cast with Mario creator Shigeru Miyamoto at the film’s premiere in April 2026.

So I think that’s all I can say without really getting into spoiler territory.

Who’s this film for? Nintendo fans, obviously. But also fans of animated films in general, kids, parents of kids, and anyone looking for a fun adventure, really. If you *despise* Mario and all things Nintendo, I doubt this film will be the thing that finally wins you over! But even if you’re just a casual player of a few Nintendo titles every now and then – as I am, really – I still think you’ll find something to enjoy. In many ways, the film is a nostalgia overload; drawing on familiar characters, visuals, sounds, references, and more. But I don’t think that has to be a problem; a film like this, really, is designed from the ground up to be that kind of thing. My concern was whether, beneath all of that, there’d be a story worth following. And there was.

The Super Mario Galaxy Movie was lighthearted and funny in places, intense and action-packed in others, and even managed to hit some emotional beats. It’s a film I’d be happy to recommend to anyone who enjoyed the previous instalment and any fan of Mario or Nintendo games. We’re going to get into the film in a bit more detail now, so if you don’t want to see any spoilers, this is your chance to jump ship!


A Mario-themed spoiler warning graphic

Spoiler Warning: There are spoilers for The Super Mario Galaxy Movie from here on out. Also beware of spoilers for several Super Mario games, and the first Super Mario Bros. Movie.

The Super Mario Galaxy Movie was really about two families – neither of which were Mario’s! Bowser and Bowser Jr., on one side of the film, got a storyline about a deadbeat dad’s reconciliation with a son who adores him. And on the other, Peach yearned to discover her true origin – something she talked to Mario about in the first film – and belatedly discovered Rosalina, her long-lost sister. These stories weren’t symmetrical, but I liked the way that they rhymed, and how both Peach and Bowser Jr. kind of started out with similar motivations.

I love a good villian, so let’s start with Bowser.

The decision to have the pitch of Jack Black’s voice altered for basically half of the film was… well, not my favourite, to be honest. It was one of those things where, when you first hear it, it sounds hilarious; like hearing a friend who’s just inhaled a helium balloon. But for that to take up so much of his performance… I don’t think it landed as well as it should’ve. With Jack Black usually being such a commanding presence in any role, messing with his voice so much didn’t really work. I get where it came from, but for me, Bowser’s best moments came *after* he regrew to normal size and got his voice back.

Still frame from The Super Mario Galaxy Movie (2026) showing mini Bowser in Luigi's hand
Miniature Bowser.

Sticking with Bowser, a story about being true to oneself is a good one for a kids’ film. But to frame that story through a villainous lens isn’t necessarily a choice I’d have made. Bowser, though clearly still struggling with his evil side, had made clear and demonstrable progress since the events of the first film, and even seemed to be ready to overcome all of that in a moment of self-sacrifice, willingly going to prison so that Mario, Luigi, and Toad could go free. That’s character growth.

So to take that and then toss it aside so that Bowser could be his “true self”… it sends a bit of a weird message to the film’s intended younger audience, doesn’t it? It’s either saying “rehabilitation doesn’t work; evil people will be evil forever,” or it’s saying “it’s okay to be a bad person if that’s who you are, just be yourself.” I don’t like either of those messages *in a film for kids*, and while I agree with the sentiments that “Bowser should be Bowser,” and that a Mario movie wouldn’t work with Bowser being a reformed ally… it does make me wonder why the writers and producers inserted any of that rehabilitation stuff at all. Was it just to be able to pull a twist later on? Was it to make Bowser’s supposed death hit harder? I don’t know… but I don’t think those justifications are enough, I’m afraid.

Still frame from The Super Mario Galaxy Movie (2026) showing Bowser's demise
Bowser’s downfall.

That being said, Bowser Jr. made for a strangely relatable character. A kid who just wants to see his father again, who’s willing to do anything to get him back, and who’s taken his father’s lessons to heart – evil though those lessons may have been – is a character I can empathise with to an extent. And far from being a one-dimensional “I’m evil for no reason, mwahaha!” type of villain, it gave both Bowser Jr. and his dad a bit more depth. I don’t think kids’ films should be granted an exception for weak writing, worldbuilding, or character motivations – not in most cases, anyway – so to see Bowser Jr. given a backstory that led directly into his scheme, and a plan to reunite with his dad that I could understand and that made sense? I liked it.

On the other side of things, we have Peach and Rosalina.

For the culmination of Peach’s single biggest desire across both films, my only criticism of the Rosalina connection would be that it felt a bit hollow to just have Peach learn about it from a book, rather than having another character – like one of the Lumas – explaining it to her. It was also, perhaps, a tiny bit rushed; Peach’s memory of being sent away seemed to come rushing back to her very quickly as she read from Rosalina’s storybook.

Still frame from The Super Mario Galaxy Movie (2026) showing Peach and Rosalina's book
Peach remembers…

But the sibling connection worked really well. I genuinely couldn’t remember if, in the *very* loose “lore” of the Super Mario games, Rosalina and Peach were already siblings, or otherwise related, but I think the connection works really well in the film. The way it’s set up, with Rosalina as the older sibling, having to send her younger sister away for safety… it made for a decently emotional setup for both of their arcs. I’d have liked to have spent a little more time with Rosalina, and especially with Peach and Rosalina after their reunion, but maybe that’s something we’ll see more of in the inevitable sequel.

One thing I strongly complimented 2023’s Super Mario Bros. Movie for was how it moved away from the tired, played-out (and arguably pretty sexist) “save the damsel in distress” trope. And while The Super Mario Galaxy Movie gets some credit for making Peach the main character invested in saving her sister… the setup, with Rosalina being kidnapped, still felt just a little bit regressive. And certainly less original than the previous instalment’s quest to save Luigi.

Still frame from The Super Mario Galaxy Movie (2026) showing Rosalina in a cage
Peach and Mario have to save the princess.

Perhaps it’s because I don’t have a lot of close family left, and because I live far enough away from my remaining close relative that I don’t see them as often as I’d like, but both of these storylines – Peach’s quest to help her sister and Bowser Jr.’s mission to save his dad – resonated with me, and I think they hit more of those emotional beats than I’d have expected when I sat down to watch the film. I don’t think The Super Mario Galaxy Movie is a tear-jerker by any stretch, but there are moments between both pairs of characters that hit me quite hard.

Mario’s storyline, such as it was, was definitely less important this time around. His “should I ask out Peach?” mini-arc didn’t really go anywhere, and didn’t get enough time in the spotlight to really build up much dramatic tension. It wasn’t bad, and it gave the character something to do beyond just chasing after Peach and Bowser. But in a film that had its main focus elsewhere, Mario’s hesitancy to ask out Peach, and his self-doubt about his “worthiness” to date a princess just… didn’t do much for me, I guess.

Still frame from The Super Mario Galaxy Movie (2026) showing Luigi, Mario, and Yoshi
Mario with Luigi and Yoshi.

There was potential in Mario and Luigi losing control of the Mushroom Kingdom, perhaps coming to realise that Peach’s job was harder than they realised. But that idea, when it was hinted at at all, likewise didn’t really get much time to shine. Nor did the fact that, on their watch, Peach’s castle was obliterated. In fact, I wish the film had made a tiny bit more of that – either through Mario confessing to Peach what had happened, or through an extended rebuilding sequence at the end. This is, after all, Peach’s home and the seat of authority in her kingdom. She left Mario in charge, yet didn’t so much as bat an eye when he showed up to help. And Mario and Luigi didn’t even have one moment of conflict or anxiety about how to explain to Peach what had happened.

Okay, let’s talk cameos! I don’t think I noticed everything, and The Super Mario Galaxy Movie might be a ton of fun to revisit just to catch more of these little easter eggs that Illumination and Nintendo slipped in! But I loved seeing things like the Nintendo 64 logo in the “seedy underworld” part of the galactic spaceport. Birdo made for a fun mini-villain at one point. R.O.B. (the annoyingly slow information kiosk robot) was a cute callback to the Nintendo product of the same name from the 1980s, Bowser Jr.’s weapon looked like a SNES Super Scope, and there were plenty of others, too. Some of these were deep cuts to a single game – Luigi’s frog suit, for instance, or the Tostarena Kingdom from the beginning of the film. And others were more directly connected to the Mario Galaxy titles, like the Lumas, the star bits, the star cannons, and so on. The baby characters – a callback to Yoshi’s Island – were cute, too.

Still frame from The Super Mario Galaxy Movie (2026) showing a Super Scope
Did anyone else have a SNES Super Scope? I loved mine!

Then we have Star Fox! I loved Star Fox on the SNES; it was one of the games that really made me fall in love with that kind of space-shooter. It was a real treat to see Fox McCloud in The Super Mario Galaxy Movie… but I agree with what a lot of other commentators and critics have said: spoiling that reveal ahead of time, in the film’s own marketing material, was a bit of an own goal.

That being said, I loved the way Fox was presented in this story – a kind of Han Solo-esque rogue with a heart of gold. Fox didn’t get a ton of time in the spotlight, but his moments were some of my favourites in the film. And the sequence of him piloting his ship, blasting his laser cannons and taking down Bowser Jr.? That was genuinely a lot of fun – and a sequence, which, quite frankly, eclipses many comparable sequences in “serious” sci-fi films! It was genuinely that good.

Still frame from The Super Mario Galaxy Movie (2026) showing Fox McCloud
Fox McCloud, from the Star Fox series.

The Super Mario Bros. Movie was a hard act to follow. And I felt some absences this time around: there’s no Donkey Kong, for instance, despite D.K. returning for his first 3D adventure in decades on the Switch 2 just last year. The first film’s Mario Kart sequence is still one of my favourites, and it’s a shame there wasn’t more of that this time around. And, as mentioned, the lack of a big musical number, while not something every animated film *needs*, felt a bit odd in light of what we got last time.

With all that being said, I enjoyed my time with The Super Mario Galaxy Movie. It met my expectations in many ways, exceeded them in a few, and didn’t really let me down at all. It’s unlikely to be a film I revisit a lot; I’m just not *that* big of a Nintendo fan, especially at the moment. But I’m glad to have seen it, I certainly enjoyed my time with it, and it’s the kind of happy, bright, kid-friendly adventure that I think we all need to see, sometimes.

So that’s all for today. If you missed my review of The Super Mario Bros. Movie back in 2023, you can check that out by clicking or tapping here. And I have quite a few articles about the venerable Mario Kart series – click or tap here for more on that! I still don’t own a Nintendo Switch 2, so I’m afraid reviews of any potential upcoming Mario titles will have to wait! But I’m sure I’ll have more to say about Nintendo – and the wider video games industry – before too long, so be sure to check in from time to time if you’ve enjoyed my take. Thanks for reading… and let’s-a go!


The Super Mario Galaxy Movie is available to stream now and will be released on DVD and Blu-ray later in the year. The Super Mario Galaxy Movie is the copyright of Nintendo and Illumination. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Worst Things That Star Trek Characters Have Done

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of spoilers for the following Star Trek productions: The Original Series, The Search for Spock, The Next Generation, First Contact, Deep Space Nine, Voyager, Discovery, Lower Decks, Picard, and Strange New Worlds.

It’s Star Trek’s big 60th anniversary year, and since January, I’ve been poking a bit of fun at the franchise! We’ve talked about some truly awful fan theories, some “unpopular opinions” shared by Trekkies, and I’ve even published another of my “what if?” alt-history pieces, postulating about the outcomes of some major storylines. This time, though, I want to get way darker! We’re going to talk about some of the very *worst* things that characters in Star Trek have ever done.

As always, a couple of caveats! Firstly, and most importantly, everything we’re going to discuss today is the *subjective, not objective* opinion of just one person. There’s room within the Trekkie community for a spectrum of different opinions, so if your take on a character, storyline, or episode doesn’t align with mine, that’s okay! We don’t need to get into an argument about it. Secondly, this is meant to be a bit of fun, and an opportunity to talk Trek. If I say that a character acted immorally or that I disagree with their actions, that shouldn’t be taken as me “hating” that character, that episode, or that part of Star Trek. If anything, it’s testament to the power of media – and the power of the Star Trek franchise – to evoke such strong opinions. And it *definitely* shouldn’t be taken as criticism or hate for any individual actors, writers, directors, or behind-the-scenes folks!

Set photo from Star Trek: Generations showing the Enterprise-B bridge
The view from the captain’s chair of the Enterprise-B.

Next, let’s briefly talk about the format. I’ve picked ten storylines or character moments from across the franchise’s history where one character – or, in a couple of cases, multiple characters – did something truly awful… when you think about it from an in-universe perspective. I’ve deliberately excluded villains, because it should be obvious that villains would do bad things! I’m instead focusing on immoral or questionable actions taken by characters we’re meant to see as protagonists, heroes, or at least allies. I’ve also chosen, on this occasion, to focus on main and major recurring characters rather than one-off guests – though this may be a subject I’ll revisit in the future, so watch this space!

With all of that out of the way, this is your final chance to jump ship if you don’t want to get into some potentially controversial Star Trek opinions!

Number One:
Sabotaging Starfleet’s next major technological leap for selfish reasons.
Scotty in The Search for Spock.

Still frame from Star Trek III showing Scotty with Kirk and McCoy
He looks quite proud of himself, doesn’t he?

The Search for Spock sees Kirk and his friends deciding to steal the badly-damaged USS Enterprise from Spacedock to rescue Spock from the Genesis Planet. But standing in their way is the USS Excelsior, commanded by Captain Styles. The Excelsior was the testing ground for Starfleet’s new “transwarp” programme, and it was a functional technology that could have utterly transformed Starfleet’s missions of exploration and defence. Until Scotty sabotaged it.

Because Starfleet’s “transwarp” was never mentioned again after The Search for Spock, that seems to imply that the programme was abandoned or never moved forward. Putting two and two together strongly implies that Scotty’s sabotage was at least a contributing factor, and could be the reason why Starfleet and the Federation still rely on warp drive into the 25th Century… and beyond.

Still frame from Star Trek III showing the Excelsior
The USS Excelsior sputters to a halt outside Spacedock.

There are counterpoints to this, though. My personal head canon has, for a long time, been that Starfleet simply re-designates warp factors as new engines are designed, rather than continually adding decimals to Warp 9.99 or new numbers beyond Warp 10. So it could be that “transwarp” was a success, and Excelsior’s engines were rolled out to the fleet. I also believe Scotty would, after the events of The Voyage Home, have come clean about what happened – or even that the Excelsior’s engineering staff would’ve been able to figure out what happened. So I offer those rebuttals!

However, none of that has ever been shown on screen to my knowledge, and the absence of the term “transwarp” after The Search for Spock could mean that the Excelsior was considered a failure. Given how much more powerful its engines were when contrasted with the Enterprise and other ships at the time… that one act of sabotage may have set back Starfleet’s exploration by literally decades! That’s almost as bad as Starfleet choosing to abandon the Spore Drive.

Number Two:
Dating a one-year-old.
Neelix in Voyager’s first couple of seasons.

Promo photo for Star Trek: Voyager showing Neelix and Kes kissing
Neelix and Kes in a promotional photo.

I know what you’re gonna say: Ocampans age at a different rate when compared to other species, so Kes wasn’t *really* a “one-year-old” in the way I’ve implied. Okay, granted. But she was, at the time we met her, around the Ocampan equivalent of age eighteen, whereas Neelix was already well into middle age. Even if you completely set aside the fact that Kes is literally one year old, you’ve still got a creepy-ass middle-aged man dating a teenager. And that’s really icky.

I’ve said this before, but I’m really glad that the Neelix-Kes relationship wasn’t in focus more in Voyager’s first couple of seasons. If it had been, I think it would’ve been detrimental to both characters and even to the series as a whole. Perhaps, to be incredibly generous, you could say that attitudes to large age gaps in relationships have hardened in the thirty-plus years since Voyager premiered, making this relationship a bit of a product of its time, and something we’re less likely to see replicated today. Even with that in mind, though, I remember seeing it being discussed on Star Trek sites in the ’90s, when Voyager was airing, so I don’t think that fully excuses it.

Still frame from Star Trek VOY showing Neelix
Neelix’s jealousy and possessive side are on full display.

Some episodes, like Parturnition, also saw Neelix displaying very jealous, possessive, controlling, and I would argue abusive behaviour towards Kes. And that’s also something that really detracted from his characterisation. Neelix was a lot of fun as the happy-go-lucky guide to the Delta Quadrant… but he also clearly has a darker side when it comes to his personal relationships.

Fortunately, this wasn’t the main focus of Voyager, nor even of Kes and Neelix’s arcs on the show. But just because it was only in focus on a few occasions doesn’t mean we can or should ignore it, and Neelix dating a literal one-year-old – or the equivalent of a high-schooler, if you prefer – when he’s a middle-aged man is still insanely creepy and unsettling, no matter how you slice it.

Number Three:
The moron’s mutiny.
Michael Burnham in the Discovery series premiere.

Still frame from Star Trek DIS showing Burnham
Burnham attempts her mutiny.

As I said a few years ago, when I re-watched The Vulcan Hello and Battle at the Binary Stars, I’ve never seen a TV series – inside or outside of the Star Trek franchise – do so much to present its own protagonist as an arrogant idiot. Because that’s how Burnham comes across in the premiere: a complete and utter moron. Burnham misunderstands the advice given to her by Sarek, decides that she knows best and everyone around her is stupid, and tries to stage a one-person mutiny against her captain and entire bridge crew when she doesn’t get her way. It isn’t hard to see why some Trekkies soured on the character immediately, and weren’t willing to give her a chance to redeem herself.

Think about where Burnham and the USS Shenzhou were when she decided to mutiny. On a far border of Federation space, staring down a fleet of powerful Klingon vessels. Sarek told her about the way the Vulcans treated the Klingons *before* first contact had been made, but the circumstances were completely different. If Burnham did manage to get her way and shoot first, the only thing that would’ve happened would’ve been the loss of the Shenzhou and her own death; obliterated in a hail of disruptor fire.

Still frame from Star Trek DIS showing Burnham
Burnham faces a court-martial at the end of the premiere.

The sensible thing to do – as proposed by Captain Georgiou, Saru, and others – was to wait for backup. The Shenzhou was outmatched and outgunned, so waiting for Starfleet reinforcements, and the arrival of a senior officer who hopefully has more diplomatic sway, is the only sensible move under the circumstances. Burnham’s decision didn’t directly cause the Klingon War; we as the audience know this because we’re privy to what the Klingons discussed with each other. But *Burnham* doesn’t know that – she didn’t see those conversations. There’s no evidence for or against her claim that the Klingon ships are here because they want to unite and declare war, so the sensible course of action, once again, is to wait – not shoot first.

I love the idea of a redemption arc, and I think a flawed character who learns what they did was wrong and actively works to overcome their faults can be fun to root for. But… is that how we’d describe Michael Burnham, either in Discovery’s first few episodes or, really, across the entire five-season run of the show? She softens a bit, later on, and settles into her relationship with Starfleet a bit more. But she never really loses that arrogant, single-minded streak. And she never really has to confront her own actions in the premiere or come to terms with what she did wrong. Her statement at the end of Battle at the Binary Stars hammers this home: she doesn’t lament the loss of her captain or her crewmates, nor the war that broke out. She talks about herself and how sad she is that she’s lost the opportunity to one day command a starship.

Number Four:
Creating holographic facsimiles of real people without their consent.
Reginald Barclay and Geordi La Forge in The Next Generation.

Still frame from Star Trek TNG showing holograms
Data, Picard, and Geordi re-imagined as holograms.

The holodeck is an awesome piece of technology! And it’s something that, as Trekkies, I think we’d all love to be able to play around with one day! But Starfleet and the Federation seem to have absolutely no safeguards when it comes to the holodeck being used to potentially abuse real people. The ease with which seemingly anyone can just create holographic replicas of their friends and crewmates is… well, it’s pretty weird, if you stop to think about it. And two of the best examples of this come from The Next Generation.

While working on an engineering problem, Geordi recreates Dr Leah Brahms, one of the designers of the Enterprise-D, on the holodeck. And he soon falls in love with her – something that the *real* Dr Brahms berates him for when she discovers the truth. Her reaction is pitch-perfect, showing how violated she feels by being digitally created in this fashion.

Still frame from Star Trek TNG showing Leah Brahms
Dr Leah Brahms (the real one).

Then we have Barclay. Barclay created for himself a kind of “Walter Mitty” power fantasy on the holodeck. And… let’s be honest, that kinda thing is perfectly fine in a lot of cases. But Barclay did it using real people – the officers and crew of the Enterprise-D, people he hated, people he respected, and people he was crushing on. Again, the reactions of those depicted, upon discovering what Barclay had done, showed how wrong and violating this behaviour was… but Starfleet clearly took no action to discipline Barclay *or* to prevent that kind of thing from happening again, because we’ve seen similar behaviour from characters in Deep Space Nine, Voyager, and beyond.

Think about it like this: if you found that one of your friends had created an AI chatbot based on an interpretation of your personality, using a photo of you, and they’d been using that bot for role-play and fantasising… you’d feel sick to your stomach, right? I know I would. And the holodeck is massively more immersive than one of today’s chatbots could ever be. So using it to recreate real people – to date them, fight duels with them, kill them, presumably have sex with some of them… it’s abhorrent.

Number Five:
Polluting and changing the timeline.
Riker and the away team from the Enterprise-E in First Contact.

Still frame from First Contact showing Riker, Geordi, and Cochrane on the Phoenix
“Stay out of history’s way…”

It’s fair to say that human-Vulcan first contact is one of the most significant events in the history of the Federation. So if there was *one* event to which the Temporal Prime Directive should apply, it’s this one. And I know what you’re gonna say: the Borg attack means there are mitigating circumstances, and Picard and his crew had to get involved to *preserve* the timeline and ensure first contact happened on schedule.

But did they have to do it in such an obvious and ham-fisted way?

Geordi and Barclay told Dr Cochrane that he was going to have a statue built and that his entire launch site would be a museum. Even if they had to reveal limited knowledge of the future to convince Dr Cochrane to accept their help, did they need to go that far? No, of course not! And did they need to be present aboard the Phoenix when it launched? Also no!

Still frame from Star Trek First Contact showing Riker and Geordi
Riker and Geordi on Earth in the 21st Century.

Given the nature of the Borg attack and the damage to the Enterprise-E, some amount of interference with the timeline was inevitable. But there must’ve been more subtle and less damaging ways for the away team to have involved itself with the events leading up to first contact, ways which would’ve limited the contamination the timeline suffered. And, given Enterprise’s semi-sequel episode Regeneration, we also know that Picard and the crew were downright incompetent and negligent when it came to cleaning up the multiple messes that they left behind.

At this point, Star Trek’s timeline is a bit of a mess – and that’s putting it mildly! Between Kirk, La’an, Picard, and the Soongs, the history of Khan’s birth and rise to power is completely screwed up. Sisko had to trigger the Bell Riots after accidentally getting the real Gabriel Bell killed. Kirk and his crew literally abducted a woman from the 20th Century and brought her to the 23rd. But of all the events in Star Trek’s timeline, first contact is one of the most important in the creation of the Federation and the “correct” version of the future. For Picard, Riker, and the others to have contaminated it so thoroughly, and to have not been so much as reprimanded for it after… it beggars belief!

Number Six:
Kidnapping a sentient energy life-form for a laugh.
Beckett Mariner in Lower Decks Season 1.

Still frame from Star Trek Lower Decks showing Mariner, Tendi, and an energy lifeform
The offending moment.

You might remember this from my review of the episode Envoys, if you’re a regular reader. That episode’s opening moment sees Ensign Marniner trying to kidnap a sentient energy-based life-form that she encounters aboard the USS Cerritos. Why? Because she thinks it’ll be funny, and maybe she can force it to grant her a wish. There are very few moments in the entire six-decade history of the franchise that see Starfleet personnel behaving in a worse way than that, in my view.

Starfleet’s mission is to seek out new life and new civilisations. Mariner’s mission was to put herself first at the expense of one of those new life-forms. It’s inherently un-Starfleet in a way that I struggle to put into words, and while I absolutely concede that it was meant to be a joke and not taken too seriously… I think I’m glad that *this* kind of joke, and that this way of characterising Mariner, weren’t the main focus of Lower Decks. Where the show succeeded was how it made the regular goings-on in Starfleet humorous. Where it failed, in my view, was in trying to emulate the likes of South Park’s Eric Cartman or Rick and Morty’s Rick Sanchez, using Mariner as a stand-in for that kind of character.

Still frame from Star Trek SNW shoing Mariner and Boimler
Mariner (left) with Ensign Boimler.

Think about what Mariner does in this moment. She sees a brand-new life-form for the first time, and her first instinct isn’t “woah, that’s so unusual and interesting,” it isn’t “I better tell the captain or a senior officer,” and it isn’t to introduce herself or offer help and support. Instead, she thinks it’ll be funny to violate one of the most fundamental ethical rules that Starfleet has, to kidnap a sentient life-form against its clearly-expressed wishes, and then to force it to perform for her or grant her some kind of gift in exchange for its freedom. If the Cerritos’ senior officers found out… surely that would mean not only her expulsion from Starfleet, but also perhaps a period of incarceration.

Fortunately, this was the only time Mariner did something this egregious – at least, across the first half of Lower Decks’ run, which is all I’ve seen of the series so far! And there are moments in every Star Trek show that we basically have to write off or ignore in order for character arcs or other storylines to make sense. So I’m content, in a way, to set the opening minutes of Envoys aside. But that doesn’t mean I have to like it!

Number Seven:
Erasing an entire timeline, decades’ worth of people’s lives, and genociding untold millions or billions of people.
Admiral Janeway in Voyager’s finale.

Still frame from Star Trek VOY showing Adm. Janeway
Admiral Janeway.

Some fans argue that the worst thing Janeway ever did was murdering Tuvix. I disagree! The way Admiral Janeway’s actions are presented in Endgame leads to one conclusion and one conclusion only: she committed a war crime of almost unimaginable proportions. The Temporal Prime Directive, if it exists at all, exists to prevent actions like those taken by Admiral Janway. By travelling back in time, she wiped out almost three decades’ worth of people’s lives and memories, and erased or “un-made” millions (or perhaps billions) of people who were born and lived in the timeline she wiped out. That is… beyond horrific.

If the future that Admiral Janeway came from was awful, perhaps devastated by a Borg conquest of the galaxy, then we could reframe her choices. But because, for basically everyone except Tuvok and Seven of Nine, the future was at least tolerable – the least-bad version of events, considering how long it took Voyager to make it home – her actions are incredibly selfish, narrow-minded, and immoral.

Still frame from Star Trek VOY showing Harry and Sabrina
Sabrina (left, with Harry Kim) is one of millions of people whose lives will have been erased by Admiral Janeway.

It was Spock who famously said that “the needs of the many outweigh the needs of the few,” so in this case… Seven and Tuvok kinda have to take one for the team. Admiral Janeway’s actions may have saved Seven’s life and helped the elderly Tuvok live a little longer without succumbing to Vulcan dementia, but what are two lives when stacked up against the millions or billions who were erased – genocided, in effect – when the timeline was reset? Sabrina, the young daughter of Naomi Wildman, is one such individual – someone we actually get to meet in the episode. The circumstances of her birth, conception, and parents’ meeting are completely changed by Janeway’s actions, so unless we subscribe to some notion of fate or destiny, Sabrina was un-made – murdered, really – by Janeway.

This isn’t a ranked list, but if it were… I think this would be number one. What Admiral Janeway did is a war crime, by the definitions we have within Star Trek of how time travel can be used as a weapon. It’s mass murder if not genocide, thanks to the changes to the timeline un-birthing countless numbers of people and preventing them from ever living. And it’s a complete betrayal of one of Star Trek’s core philosophies. Admiral Janeway may have felt that her voyage home was unfairly difficult. But… them’s the breaks. Destroying reality to save one or two lives? That’s not acceptable by anyone’s standards.

Number Eight:
Torturing Odo.
Garak in The Die Is Cast.

Still frame from Star Trek DS9 showing Garak and Odo
Garak with Odo.

When Garak agreed to team up with his old mentor, Enabran Tain, for a mission to the Gamma Quadrant… things quickly went off the rails. A joint Tal Shiar-Obsidian Order plot to attack the Founders of the Dominion on their homeworld was infiltrated by the Founders themselves, paving the way for the destruction of Cardassia’s intelligence agency and Dukat’s rise to power. But Garak himself crossed a line during that journey to the Gamma Quadrant.

Odo began by investigating what appeared to be an attempt on Garak’s life – though this was later revealed to be a feint by Garak to attract attention. But with a *real* plot to kill Garak in the offing, Odo joined the Cardassian on a venture away from DS9 that led them to Enabran Tain. Odo didn’t *have* to do that; he could’ve concluded his investigation, blaming Garak, or remained aboard DS9, leaving Garak to confront Tain alone. They were never “friends,” but Odo went above and beyond to aid Garak in the first half of this story.

Still frame from Star Trek DS9 showing Odo
Odo during his torture.

But when Garak agreed to join Tain on his crusade against the Founders, Odo became a suspect and an enemy. Garak was assigned to “interrogate” him – and was given the use of an experimental device that could prevent changelings from shape-shifting. A side-effect of this device was extreme pain and discomfort, and Garak used that, intentionally, to try to force Odo to give up information about his people. There’s a word for that: torture.

To be fair to Garak, he feels bad about the torture, and even tries to prompt Odo to share *something* with him; some new information that isn’t on file so he can call the interrogation a success and turn off the device. But… feeling sad about something, while still continuing to do it, doesn’t erase or justify what’s been done. And yes, you could try to make a case for Garak being under duress with the Tal Shiar and Obsidian Order demanding results. But again, that doesn’t justify literal torture. Odo’s subsequent reaction to what happened, helping Garak escape and later suggesting that the whole torture thing is something “best forgotten” is… incredibly generous, under the circumstances.

Number Nine:
Declaring Talos IV to be off-limits and banning all contact with the Talosians.
Captain Pike et al., after the events of The Cage.

Still frame from Star Trek: Discovery Season 2 showing a trio of Talosians.
Talosians as seen in Discovery.

Think about where The Cage (and The Menagerie) end. The Talosians were deceptive, sure, and they did use their impressive mental and telepathic powers to trick Pike and the crew of the Enterprise. That ability should not be forgotten. But the Talosians also came to accept, however reluctantly, that enslaving humans and Vulcans was not acceptable – and, more to the point for them, simply not practical. So this raises a question: why would Starfleet, an organisation dedicated to seeking out new life and rendering aid, go on to ban all contact with Talos IV and the Talosians?

How many Star Trek stories start with an alien being adversarial or even villainous, but end with communication and understanding? The Talosians in The Cage are the original archetype of that familiar trope; Pike’s story in the episode sees him overcome their telepathy, but moreover, open the first genuine reciprocal dialogue between the Federation and Talos IV. Both sides come to an understanding: that enslaving humans is, if nothing else, not worthwhile for the Talosians. And subsequent events see the Talosians willingly helping both Spock and Pike, without really demanding anything in exchange.

Still frame from Star Trek TOS showing the surface of a planet
The surface of Talos IV.

So why should Talos IV be off-limits to everyone? The Talosians possess the ability to deceive, using their mental powers to trick people. But is ability alone enough to warrant such a ban? Given the Federation’s resources, helping the Talosians rebuild, or at least stabilise their population, is well within their capabilities, and surely having the Talosians as a friend, or at least being on positive terms, is better than a blanket ban. Especially for an organisation like the Federation, with its mission of peaceful exploration and co-existence.

Cutting off the Talosians will, in the longer-term, likely condemn the entire race to death. Without the ability to maintain their planet, their machines, and their underground home, the Talosian population will continue to decline, resulting in their extinction. This is not a “Prime Directive” kind of situation, either; the Talosians already know about Starfleet and humanity, so offering assistance in some form, even if it’s just resources and materials at first, is surely the right call. Condemning an entire race to extinction based on *one* interaction – an interaction which, to be honest, didn’t end all that badly – just doesn’t feel right based on everything we know about Starfleet. And as the Enterprise’s captain, the leader of the away mission, and the man who spent the most time with the Talosians, I have to assume that it was at least partly Pike’s idea to recommend cutting off Talos IV.

Number Ten:
Resurrecting Data after he very clearly expressed a desire to die.
Picard in Picard Season 3.

Still frame from Star Trek PIC showing the Data golem
The golem which would later become the resurrected Data.

One of the few genuine highlights of the rough and rushed Picard Season 1 finale was the sequence in which Picard laid Data to rest. I wrote at the time that I could finally see how a sequence like this was missing from Nemesis, and how it was a beautiful way for fans to get closure all these years later. Season 1 had its issues, sure, but the way in which Data was finally able to die – achieving his goal of becoming as close to human as possible in the process, because what could be more human to a machine than mortality? – was not one of them. In fact, it *should* have been left alone, remaining one of the best parts of the entire show.

But Terry Matalas, the showrunner for Picard’s third and final season and who also directed the final two episodes of the show, desperately wanted to reunite the *entire* cast of The Next Generation. He wanted to “play with his action figures,” and the set wouldn’t have been complete without Data… so Data needed to be brought back somehow. Even though, in-universe, Data was as dead as it was possible to be, with both his physical body destroyed *and* his remaining neurons having been shut down.

Still frame from Star Trek PIC showing Data's death
Data asked for and willingly embraced death in Picard’s first season.

So Picard, who sat with Data in the “digital afterlife,” went against Data’s expressed wishes, resurrecting him again in a new body, using a different set of memories or neurons. He should’ve known that what he was doing was wrong, and that it completely betrayed Data’s own clear instructions for what should happen. But this was really only acknowledged very briefly, and well after the fact, before Picard and the crew just pressed on with the rest of the mission.

I like to believe that, by the 24th and 25th Centuries, a lot of diseases and health conditions will have been totally cured. But there will be some that won’t have been, and there will be some cases where assisted dying or discontinuing treatment will be the least bad option for some folks. Data was in that position in Picard – being forced to exist in the digital afterlife was, for him, akin to being in a coma, vegetative state, or worse. So he asked Picard to help him; to shut down the small part of him that remained and finally allow him to die with some degree of dignity. And it was a powerful, deeply emotional sequence. For Picard to go back on that mere weeks or months later… it doesn’t sit right. And when the storyline found no real narrative justification beyond “hey, look at the shiny thing! Isn’t nostalgia great?” it feels all the worse.

So that’s it… for now!

Still frame from Star Trek DS9 showing a fleet of ships
A Federation fleet as seen in Deep Space Nine.

Stay tuned, because I have another set of “the worst things” that I’d like to write up one day. If your favourite (or least-favourite, I guess) didn’t make the list this time… well, be sure to check back the next time I do this. Because I may already have it under consideration!

I hope this has been interesting, and as I said at the beginning, not something to get too worked up or upset over! If I called out one of your favourite characters for their misbehaviour, or you think what they did was either totally okay or justified by circumstances… well, that’s okay. There will always be a range of different opinions on stories and media, and one of the things I love the most about the Star Trek fan community is how passionate folks can be in defending their favourite characters and episodes!

Screenshot of Across The Unknown showing a cut-scene
The USS Voyager.

Although this was intended to be just for fun, these are opinions I genuinely hold. I’m not making stuff up for the sake of clickbaiting you, and I think there are genuine moral and ethical issues with what each of these characters did in the stories discussed above. But again, one of the great things about Star Trek is that it’s *never* really been a purely black-and-white, good-versus-evil kind of franchise. There are shades of grey in many different characters and stories, and even the most virtuous heroes can have flaws or make mistakes.

I know I haven’t been as active on the website over the past couple of months, but I still have some ideas in the pipeline as the 60th anniversary nears. We’ve also got Strange New Worlds to look forward to in the summer, and I’m planning weekly episode reviews as those new episodes air. I hope you’ll join me for some of that! And if you missed it, I had the incredible good fortune to be able to meet William Shatner – Captain Kirk himself – at a recent Comic-Con event, so click or tap here to read about that experience.

Until next time… and Live Long and Prosper, friends!


The Star Trek franchise – including most films and TV series discussed above – can be streamed now on Paramount+ in countries and territories where the platform is available. Many are also available on DVD and/or Blu-ray. The Star Trek franchise is the copyright of Skydance-Paramount. Some still frames used above were upscaled using A.I. tools. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Artemis II Inspired Me

Even as the astronauts suited up and boarded the impressive Space Launch System rocket… I was sceptical. When the countdown got to ten minutes, and then paused… I was *even more* sceptical! Would this long-delayed, oft-postponed mission to the moon ever make it off the launchpad? Or would this be just another broken promise, another failure, and another let-down in a long line? After so many cancellations and disappointments courtesy of NASA, I’m afraid my faith in these things has been well and truly sapped.

But the idea of a return to the moon – even just for a flyby, this time – was so incredible, intense, and inspirational that even as I sat there, watching that stalled clock… I found myself *wanting* to believe it. As the minutes passed, and various NASA ground control crew talked to each other over the radio, it didn’t seem like a sure thing, but I felt my hopes slowly starting to build. And then… it actually happened. Artemis II took humanity back to the moon.

Artemis II/SLS launching from Florida
The launch of Artemis II.

Here on the website, we’ve talked a few times about real-life space exploration. Specifically, I’ve shared my scepticism about recent space projects, and how a crucial element of space exploration – the inspirational factor – has gone missing more often than not. Flights to low Earth orbit have become so commonplace that I don’t really consider the most recent astronauts, space station visitors, and space tourists to truly be “pioneers” any more, which I guess says a lot about how far we’ve come as a spacefaring species! But on the other hand, I’ve come to feel distinctly uninspired by and even bored of repeated missions to the ISS, test launches for new rockets and vehicles, and even sending *another* rover to the same planet where we’ve already got one!

Space exploration *needs* that inspirational element. Without it, how are we to convince a new generation that there’s anything worth doing in space? If all we’re able to do any more is go back to the same space station time and again, or send identical-looking robots to the same planet over and over again, or launch the same wealthy bajillionaires into space for ten minutes over and over again… why would *anyone* be interested in that? And without that interest, that inspiration… how can humankind take the next big steps in space technology and space exploration?

That’s where Artemis II came in.

The moon as seen from Artemis II
The moon as seen by the crew of Artemis II.

I’m the wrong side of forty, but in my entire lifetime, no humans had so much as left low Earth orbit. The last mission to the moon was all the way back in 1972, meaning you’d need to be past fifty to have even been alive for that – sixty-plus to remember it with any real clarity. Artemis II was the culmination of decades’ worth of effort to take humanity back to the true frontiers of space exploration – and the first spaceflight in years to really feel like it was inspiring masses of people and capturing the imagination of the public at large.

I watched the live stream of Artemis II’s launch – which was late at night here in the UK – while on a video call with my sister. My niece was born just last year, and my sister and I talked at length about how exciting it was that, within her first year of life, something that feels so profound and huge was happening. Artemis II took humans further from Earth than we’ve ever been before, and also paved the way for a new landing on the surface of the moon sometime in the next few years. Those are incredible achievements, and I was thrilled to be able to watch the mission as it unfolded.

Earthrise from Artemis II
Earthrise.

As Artemis II cruised to and around the moon, I periodically checked in with NASA’s live streams. I wouldn’t say I was glued to my screen for the duration of the mission, but I certainly spent a good amount of time seeing this mission unfold as close to first-hand as I could. And one evening, when the clouds had parted and the sky was clear, I perched outside on my garden wall, just gazing up at the moon. “It’s incredible,” I remember thinking to myself, “that right now, people are… there.” Was this what it felt like in the 1960s, during the first Apollo missions? Apollo 8 was the Apollo programme’s equivalent; the first mission to leave Earth behind and orbit the moon. I wonder how many people, in 1968, perched on their garden walls and gazed up at the moon, as I just did.

Artemis II feels like NASA (and the Americans in general, I suppose) planting a flag and saying, “we’re back, we’re really doing this.” And after so many false starts, cancellations, and disappointments… I’m glad to see it. And this isn’t some kind of flag-wavy thing; I’m not an American, and I’d have been just as excited if China or India or the European Space Agency had managed to launch a similar moon-orbiting mission. Space isn’t the sole preserve of one faction or one nation, and it should be something we can explore together – or at least somewhere we can celebrate all achievements, no matter where they originate.

The crew of Artemis II during the mission.
Clockwise from left: Christina Koch, Jeremy Hansen, Reid Wiseman, and Victor Glover.

There are still innumerable hurdles for current and future space missions to overcome. Going beyond the moon to send humans to visit the likes of Mars or Venus – our closest planetary neighbours – still feels out of reach with current technology, despite recent advancements and promises of a Martian colony springing up! And there will be more setbacks to come, for sure; Artemis III has been “downgraded” from its moon landing to another trial run, and Artemis IV has been pushed back to 2028. But that potential moon landing – humans setting foot on the moon’s surface for the first time in more than half a century, and for the first time in my lifetime… well, it feels a lot closer today than it did just a few months ago.

Sci-fi is what really kick-started my love for all things space. As a geeky little kid, I can remember reading every book about outer space that I could get my hands on, and being *obsessed* with the Space Shuttle and NASA. Going to space – actually sending real people up there – felt magical, like something out of Star Trek. But as time passed (and as I got older), that excitement seemed to fade. And there haven’t been very many missions in the last few years to truly recapture it. The last two I can remember before Artemis II were New Horizons’ visit to Pluto, which completed the “set” of the nine planets I learned about in school, and William Shatner’s trip to space. The idea of sending Captain Kirk himself into space in real life… that definitely tickled me!

The moon as seen from Artemis II
We really went back to the moon. Wow.

I’m still not sure what the future will hold for space exploration. Events here on Earth have a tendency to get in the way, unfortunately, and with wars, political disruption, economic problems, and all kinds of other issues already plaguing us… I can’t say I have 100% confidence in Artemis IV landing on the moon a couple of years from now. But I feel more confident in the possibility – the idea that it plausibly *could* happen – than I did at the beginning of the year.

And that’s pretty neat! It’s a feeling I haven’t had in a long time, really.

So, as I said at the beginning: Artemis II inspired me. It’s a rare space mission in the 2020s to truly recapture that sense of excitement, that humanity was going “where no one has gone before” – quite literally, in this case, as Artemis II went further than any of the Apollo missions, setting a new record! It’s important that space exploration retains that sense of wonder and excitement if we’re to inspire the next generation of astronauts and rocket scientists, and I hope that many of my niece’s generation will look at Artemis II with the same sense of wonder that I had when I looked at the Apollo missions and the Space Shuttle. Who knows… maybe one day *she’ll* suit up and blast off to the final frontier. I may not be here to see it, but she’ll have an incredibly proud uncle either way.


Some images above are courtesy of NASA. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

I Met William Shatner

I’ve told this story once before here on the website, so please bear with me. In the mid-1990s, around the time Generations was in cinemas, I attended my first-ever Star Trek fan meet. I’d read about it in a sci-fi magazine, and after what felt like a long journey to a kid, I ended up in a big city where I had my first real-life encounter with the Star Trek fan community. As a kid, I grew up in a small, rural area, and I was the only person (that I knew of, at any rate) who even *watched* Star Trek, let alone was a big fan. So being able to hang out with other Trekkies was a blast.

At that meet-up, I was the youngest person there by an entire generation, but the Trekkies I met were incredibly welcoming, and several of them had fun stories to tell about their favourite episodes, merch they owned, or encounters with some of the stars. I distinctly remember a couple of folks sharing tales of how they’d been able to meet William Shatner at fan events in the United States – Captain Kirk himself. Although my way into the Star Trek fan community was via The Next Generation, and by that point I wasn’t fully caught up on The Original Series, I remember being very impressed! And a little jealous.

Well, some three decades later, I can finally check that item off my bucket list! Because this past weekend, I got to meet William Shatner.

William Shatner on stage at the 2026 Saturn Awards
William Shatner at the 2026 Saturn Awards.
Photo: TrekMovie

Over the past year or so, I’ve been pushing myself harder to get out of my “comfort zone” and become a bit more resilient to the pain. You may know if you’re a regular reader, but I’m disabled, and I can’t walk without the aid of a walking stick, walk very far at all, or stand for any length of time without being in pain. But my desire to spend more time with my family – I have fewer family members these days, so the ones who are still here are important to me – spurred me on to try new things, push myself, and grow my confidence a little. I still can’t manage these kinds of events very often… but some things are worth trying to achieve.

Last year, for the first time in fifteen years, I made it to a Star Trek convention. And I had a blast meeting some of the actors from The Original Series all the way through to Strange New Worlds! It was a long, difficult, painful day, but I made it to the end with a smile on my face and some wonderful memories. The success of that event led me to look for similar things this year, as I’ve been interested in spending money on “experiences” rather than just… stuff.

A pair of publicity stills showing William Shatner as Captain Kirk c. 1960s
Publicity photos of William Shatner as Captain Kirk from the 1960s.

I’ve never been to a Comic-Con event before. But when, just after New Year, I saw that Liverpool Comic-Con here in the UK had booked William Shatner – Captain Kirk – as a guest… well, I decided to push myself once again. Because of Mr Shatner’s age (he’s 95 years old, though you’d never know it), as well as my own shaky health, I spent the next few months talking it down. “It probably won’t happen”, and “we’ll see” became my refrains, as I tried to put a lid on any potential disappointment if, for whatever reason, I wasn’t able to get there and meet him.

But, to my surprise, the day of Comic-Con rolled around, and everything was still on the schedule! I’d bought my train tickets weeks in advance (Liverpool is actually slightly easier and more convenient for me to reach than Blackpool had been last year), so I set off. It was an early start, and I actually made it to Liverpool with almost two hours to spare before my 11AM entry to Comic-Con. I killed some time at a nearby shopping complex, the Albert Dock, and with a ride on the Wheel of Liverpool – a large ferris wheel which is that city’s equivalent of the London Eye. The Wheel of Liverpool was right outside where the convention was taking place – and I was the *only* rider when I boarded, for some reason!

The entrance to Liverpool Comic-Con from the Wheel of Liverpool
Liverpool Comic-Con from the Wheel of Liverpool. The main convention buildings are to the right.
Photo: Trekking with Dennis

I’ll be honest: Liverpool Comic-Con, and the venue that hosted it, felt quite poorly-organised, and not very disability-friendly. The event was, in my opinion, oversold, which resulted in densely-packed crowds in some of the venue’s relatively narrow hallways and areas. There were fewer stalls and shops than I expected for an event of this size, too, and even though I wasn’t really there for shopping, it would’ve been a way to kill time while I waited for my meet-and-greet with Mr Shatner.

From a disability access perspective, there were very few accessible bathrooms, even fewer “changing places” bathrooms, and an almost total lack of seating. There *may* have been a way to gain access to extra help, as I was able to do at last year’s Star Trek convention, but the only way I could find to get that access at Comic-Con was by *paying for* some kind of special disability access card, which I refused to do – partly on principle, and partly due to lack of funds.

I was unimpressed with Liverpool Comic-Con’s organisation and accessibility.
Photo: Trekking with Dennis

Then we come to the meeting itself. A few days before Comic-Con, I was invited to book a timeslot for my photo session with Mr Shatner, and I duly chose one out of the available options, which were in half-hour increments. I arrived a few minutes early, hoping that there’d at least be somewhere to wait… but I was *stunned* to see that a massive queue had already formed. With none of the staff checking to see timeslot bookings, it seemed as if it was a free-for-all, with everyone just turning up and a giant queue forming for the photo sessions. I was a little disappointed by that; if I’d known, I would’ve arrived way earlier and could’ve perhaps been closer to the front of the line.

All of this is to say that, despite having a wonderful time with Mr Shatner and achieving what I set out to on the day… Liverpool Comic-Con was not well-run, not nearly accessible enough, and if I’d been going there to experience the event rather than for one specific reason… I’d have been *very* disappointed. I felt last year’s Star Trek convention in Blackpool was, in some ways, quite low-budget, but its organisation absolutely blew Comic-Con out of the water, and especially in terms of being accessible and disability-friendly, it takes the win.

Photo from Liverpool Comic-Con 2026 showing the Shatner banner
The banner in the room where the photographs took place.
Photo: Trekking with Dennis

However!

I wasn’t there to go to Comic-Con. There really wasn’t anything else going on at the event that I wanted to do; the only thing I even *considered* was booking a photo session with a couple of the voice actors from Futurama, who were also in attendance. This isn’t actually a slight against Liverpool Comic-Con, it’s just that most of the guests that were booked, as well as the panels and events on the schedule, involved franchises, films, and TV shows that are either not my thing or that I’m just not interested in enough to want to spend that kind of money on.

From my perspective, I was going to Liverpool for one reason and one reason only: to meet William Shatner. And I can now tell you, dear reader, that I did it! A lifelong dream to meet Captain Kirk – and to meet someone who’s actually travelled into space – has been achieved, and I can check that off the bucket list once and for all.

Still frame from The City on the Edge of Forever showing Kirk
William Shatner as Captain Kirk in The City on the Edge of Forever.

I talked about this last year, when I went to the Star Trek convention, but if I have the choice, I’ll always choose a meeting or a photo rather than an autograph. I know some people are autograph collectors, and this is no shade to them at all, but I’ve personally never been all that interested in autographs. With the money I had, I couldn’t have gotten both a photo and an autograph from Mr Shatner, so I chose to have my photo taken with him. That moment – which probably lasted less than a minute – is a memory that, frankly, I couldn’t put a value on. Being able to be there, with him, to talk to him and thank him for his incredible contributions to the Star Trek franchise… that’s something so incredibly special.

And William Shatner, for many folks, is *still* the one person they associate the most with the words “Star Trek.” To have been able to meet the man who, arguably more than any other, defined what Star Trek was for decades… it’s a really incredible feeling. I could’ve spent that money on something like a Captain Kirk statue, or put it towards that stupidly expensive Star Trek Lego set, maybe, or a prop replica. But I don’t think any of those things really compare to the feeling of being there in that room, standing right next to him, talking to him, even for just a moment, and making that memory.

Still frame from the Blue Origin mission showing William Shatner in space
William Shatner in space aboard Blue Origin’s NS-18 mission in 2021.

So it was another long day. And it was difficult day, thanks in no small part to Liverpool Comic-Con’s poor organisation and lack of disability access. By the time I was on my way back to the railway station I was exhausted, overheating, and probably a little dehydrated, too. But I made it home in the end with my prize: a simple photo of myself standing with William Shatner. And despite everything… it was worth it.

As Star Trek celebrates its sixtieth anniversary, this was even more of a special thing to have been able to do. And I’m glad that both Mr Shatner was well enough to make the trip, and that I myself was able to do it. I have to assume that Mr Shatner doesn’t do this kind of thing for the money any more, not at his time of life and given his financial situation. So I can only imagine that he still attends conventions like these because he likes them, or because he genuinely *enjoys* meeting fans. That’s a pretty incredible thing, to be honest, and at 95 years of age, no one would blame him for retiring quietly and never shaking another hand again!

Still frame from The Search for Spock showing Kirk
Kirk in The Search for Spock.

So I hope this has been interesting – and I hope you aren’t *too* envious! I know a lot of Trekkies will have had similar opportunities in the past; it’s by no means a unique thing for a fan to meet the star of their favourite franchise. But for me, this was my first time meeting Mr Shatner, and having been a Trekkie for thirty-five years (I first began watching The Next Generation during its original broadcast run here in the UK in the early ’90s), it was just a really special thing to have been able to do. I’m glad I felt up to it, and I’m glad I pushed myself – even though I’m still feeling the lingering after-effects a couple of days later!

I know I haven’t been as active here on the website over the last month or so, but I have a few ideas in the pipeline as Star Trek’s sixtieth anniversary gets closer. Thanks for reading, and I hope you’ll stay tuned for some of that in the days and weeks ahead.

Live Long and Prosper, friends!


The Star Trek franchise – including all films and TV series discussed above – is the copyright of the Paramount Skydance Corporation. Logos, branding, etc. for Comic-Con and Comic-Con Liverpool are trademarks/copyright of their respective owners and organisers. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Strange New Worlds – The New Season 4 Trailer

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of spoilers for Star Trek: Strange New Worlds Seasons 1-3 and the trailers and teasers for Season 4. Spoilers are also present for Discovery Season 2 and Picard Season 3.

I haven’t had as much to say as usual over the past few weeks, but we’re slowly getting back into the swing of things – and the website isn’t going away, so don’t worry about that! A few days ago, though, we got to catch another glimpse of Strange New Worlds’ impending fourth season! So I thought it could be a bit of fun to go through the trailer and share my thoughts on how the season is shaping up. In addition to the trailer, we also got a release date for the season premiere – the 23rd of July, which is a little over eleven weeks away at time of writing. These spring and summer months can pass quickly, so it won’t be long before we’re sitting down to watch the next batch of episodes – and, disappointingly, Strange New Worlds’ final ten-episode season.

If you want to check out what I thought of the first Season 4 clip we got, back at last year’s Comic-Con event, you can find that by clicking or tapping here. And it goes without saying, but there will be spoilers for all of Strange New Worlds – including Season 4 – from here on out!

Still frame from the Strange New Worlds S4 trailer showing a planet being destroyed
The destruction of a planet.

First of all, I’d like to start by saying that a July broadcast date is a little earlier than I expected. Starfleet Academy only wrapped up its first season a few weeks ago, and while we’re still a long way away from 2022’s incredibly poor scheduling, with Star Trek shows tripping over one another… I wouldn’t have objected to Paramount-Skydance giving the franchise a bit more of a break. There are only two more seasons of Strange New Worlds left, and maybe it’s just me… but I really don’t wanna rush through these remaining episodes! I’d have been happy to leave Season 4 until the autumn/winter season, or even into the first part of 2027, if that in turn would’ve meant the remaining season of Starfleet Academy and Strange New Worlds’ own swansong could’ve also been pushed back a bit. As this current era of Star Trek winds down… that kind of thing has been on my mind.

And as another aside, we got news recently that the sets and stages for both Starfleet Academy and Strange New Worlds are to be fully dismantled. That seems to put the final nail in the coffin of any kind of resurrection for Starfleet Academy or for the Year One spin-off idea that we discussed last year. Neither seemed likely to me, so this news is really just a confirmation rather than a shock. But as we look at the trailer for Season 4… I can’t escape the fact that we’re looking at a show cancelled before its time, and that the curtain is already beginning to fall on this era of Star Trek.

Behind-the-scenes photo from the set of Strange New Worlds showing the bridge
The Strange New Worlds sets have been dismantled now that production has wrapped.

The first thing to say about the trailer is this: for something that was barely a minute long, there seemed to be a lot of discussion about danger – and perhaps even death. Strange New Worlds has killed off characters before: Hemmer and Captain Batel, to name just two. But with the show winding down – and, crucially, the production team being aware of that and trying to pivot to their Year One pitch… could we see another main character death this season? If so, it would obviously have to be one of the original characters: La’an, Pelia, or Ortegas. I suppose we could throw Una into the mix, too, as her fate beyond the end of the series is also unconfirmed.

That could be a total overreach, but in a short trailer, I thought it was at least noticeable that some of the only lines of dialogue we got involved the danger of Starfleet’s mission and the risk of injury or death to Federation personnel. Hemmer’s death in Season 1 was admirable, in some ways, for its sheer brutality and the impact it had on the crew, but it’s also a plot point I’ve criticised, as I felt we hadn’t really spent enough time with Star Trek’s first Aenar main character (and first blind character to be portrayed by a visually-impaired performer). However, now that we’re three-plus seasons in and we’ve gotten to know these characters a lot more, a main character death – if handled well – could be an incredibly powerful moment. I don’t necessarily think it’s something the series “needs,” but if it was well-written and the story could carry such a powerful emotional beat… I do believe it could work.

Still frame from the Strange New Worlds S4 trailer showing an away mission
An away mission to a crystal-filled cavern.

Speaking of Hemmer, one of the clips in the trailer showed a suspiciously pale hand on La’an’s shoulder. Could that be a hint that Hemmer might return for a cameo or single-episode role, as he did in Season 2? If this moment were taking place in the past, either as a flashback or through some kind of time-travel shenanigans… well, anything’s possible. And as Connor Trineer told the audience at a Star Trek convention just last year, in sci-fi, no one is ever *really* dead, right? I mean, if Data can come back after everything that happened to him… why not have a story in which Hemmer once again features?

The very next frame of the trailer shows La’an standing in Main Engineering, speaking to a crowd. And if you look closely, one of the people closest to her in the crowd looks like an Andorian or Aenar. So… Hemmer’s return is confirmed! Just kidding, there’s been no official word on that so far. But it’s interesting, in any case, to even be considering Hemmer as a possible returning character this time around.

Still frame from the Strange New Worlds S4 trailer showing La'an with a second still frame inset showing a crowd scene and a circled character
La’an with a hand on her shoulder.
Inset: Could the highlighted character be Hemmer?

Obviously, the dinosaur has picked up the most attention from fans coming out of the trailer, and it was undeniably a cool “Jurassic Park”-inspired moment. I’m going to reserve judgement on the dinosaur until we know a bit more about this story; will it be a wonderful homage to classic monster movies, or is there something else being planned? Will the creatures be actual Earth dinosaurs, or dino-like aliens from another world? And will they even play a major role in the episode that features them, or is this all just a bait-and-switch; a cool visual for the trailer to get viewers interested? Without knowing more, it’s hard to say.

I will say, though, that last season’s “zombie episode” was in pretty much the same camp for me! When we glimpsed what appeared to be Klingon zombies in the Season 3 trailer, I was cautiously excited – but I wanted to wait and see what the finished episode would be like. Shuttle to Kenfori ultimately turned out to be a great story, a horror-tinged outing that was fun and frightening in equal measure. So I’m cautiously optimistic that this season’s upcoming “dino episode” will go the same way. It’s definitely something different for Star Trek, and I continue to appreciate that Strange New Worlds is willing to try different things and explore not only the Final Frontier, but also new genres and different ways of telling stories.

Still frame from the Strange New Worlds S4 trailer showing a T Rex
*The Jurassic Park theme plays.*

Speaking of new forms of storytelling, we didn’t see anything of the puppet episode this time around, which I think is a noteworthy omission from this trailer. We’ve known for a while that the Jim Henson Company has created puppets for one Season 4 episode, and I guess Paramount-Skydance doesn’t want to spoil too much more of that story at this early stage. I know the puppet announcement wasn’t met with universal support from Trekkies, but I’m definitely curious to see what kind of episode it’ll turn out to be – and whether the writers and creative team have been able to take full advantage of a very different medium to put together a story that we may not have seen in Star Trek before.

The young Vulcan cadet whom we’d caught a glimpse of in last year’s clip also made a return, this time serving as a stand-in transporter chief. This would seem to indicate that this character might be a slightly bigger presence on the show, perhaps appearing in more than one episode (and certainly appearing in more than one scene). In both of her appearances, she was paired up with one of Strange New Worlds’ younger characters – Uhura last time, and now Scotty. I think that could be interesting, and I like the idea of one or both of those characters getting an arc that could take them from being the younger, less-experienced trainee to a mentor of sorts to a new, up-and-coming cadet.

Still frame from the Strange New Worlds S4 trailer showing a cadet
The Vulcan cadet.

There were two points in the trailer where we seemed to see a “black hole” – or at least a space phenomenon which greatly resembles one. First, we saw the Enterprise approaching one right at the beginning of the trailer, and later, we saw one of the female characters – Uhura, perhaps, or La’an, I couldn’t really tell – flying towards a black hole-like phenomenon in a space suit. These clips are probably from the same episode (it would be kinda repetitive to re-use the same kind of CGI creation twice in one season), but at the same time, I felt that the scale of the black hole was different when you look at the two clips side-by-side.

Black holes in Star Trek have been a kind of magical macguffin in the past; a real-world scientific name that has been bent and twisted to fit the whims of generations of storytellers! But it will be interesting to see something like this up close again; my mind wanders back to Season 2 of Discovery, where the Talosians projected an imaginary black hole as a shield to hide their planet. I’m not saying a return to Talos IV is on the cards, of course. But there’s precedent for things not being entirely as they seem!

Still frame from the Strange New Worlds S4 trailer showing a black hole
A black hole.

Kirk and Spock – who’ve been building up a friendship across several episodes now – seem to get another turn in the spotlight. Their hug – or rather, Kirk’s hugging of Spock – seems to indicate that this friendship is progressing even more, bringing both characters closer to how we remember them from The Original Series. Strange New Worlds has already done a lot to lay the groundwork for this relationship, so I don’t think we need to go overboard with this younger version of Kirk. One storyline with Spock should be all it takes, as Strange New Worlds enters the latter part of its run, to get Kirk exactly where he needs to be.

Speaking of Kirk, I hope we’ll get to see him with other characters this time around, too. Season 3’s “backdoor pilot” for the Year One spin-off saw Kirk meeting Chapel, Scotty and Uhura, as well as Spock, and Kirk also got a B-plot with Scotty in the comedy episode Four-and-a-Half Vulcans later in the season, so there’s plenty of room to build up some of those relationships a little more. Perhaps it’s because I’m beginning to feel a little burned out on this version of Spock (after so many “Spock comedy” and “Spock relationship drama” stories), but I’d quite like to see Kirk teamed up with other characters this time around… at least for some of the time.

Still frame from the Strange New Worlds S4 trailer showing a hug
Things are about to get… Spirky.

One of the CGI clips showed a planet (or moon, I guess) being destroyed in a way that felt eerily similar to Star Trek 2009′s destruction of Vulcan. I don’t think we’re going to get things like Red Matter or the Kelvin timeline in Season 4, of course, but there’s gotta be an explanation for this destroyed planet… and the advanced-looking starship of unfamiliar design seen in orbit as it blew up.

Pike’s voiceover, which carried through the first part of the trailer, was interesting. At first, I thought it sounded like it could be one of the captain’s typical inspirational speeches… but now I’m not so sure. Could Pike’s words – if they’re taken from the season and weren’t written for the trailer itself – actually be a eulogy? Think about it: Pike starts by reading what seems like a quotation about exploration, and specifically the *dangers* posed by exploration, then goes on to say that “space is limitless in its beauty… and in its terror.” He concludes with the line “sometimes, things still don’t work out the way we’d hoped.” Could he be speaking to his crew after someone’s death? Could this speech be a eulogy delivered at a wake or a funeral? Combined with La’an’s line about how “any of these missions could be our last,” I think we’ve got at least enough evidence to posit a theory!

Still frame from the Strange New Worlds S4 trailer showing Uhura and La'an
“Any of these missions could be our last.”

Then there’s Kirk’s scream as turbolift doors are closed. What’s happening on the other side of those doors, behind the camera? Is Kirk… leaving someone behind? It could be Spock, of course – perhaps Spock is saving Kirk’s life or putting himself in danger in some way, and that could be what leads to the hug and the strong bond the trailer is hinting at. Or… this could be another piece of the puzzle hinting at a main character’s death, perhaps a death involving self-sacrifice to save their comrades.

Okay, I’ll drop the “death” angle for now. But that was a big part of the tone and presentation of this trailer, in my opinion, and while of course it could be the case that the trailer was deliberately cut this way to generate interest, excitement, and trepidation… somehow, some way, by the end of next season, Strange New Worlds will have to explain what’s coming next for its main characters. Why, as of The Original Series and Kirk’s tenure in the captain’s chair, were the likes of Ortegas, Una, La’an, and Pelia no longer serving aboard the Enterprise? They could be promoted, transferred, demoted, arrested… any of that. Or… one or more of them could be killed in action.

Still frame from the Strange New Worlds S4 trailer showing Una, La'an, and Ortegas.
Three characters who may not survive to the end of the series…

A few final thoughts, then, before we wrap this up. The cliff or canyon, with flying creatures, would seem to be taken from the same episode as the T. Rex; I read those flying animals as being pterodactyls, or similar winged dinosaurs. The shot of the canyon was pretty, though, and I liked that it seems to be a unique location rather than a re-used outdoor filming site. The same can’t be said, though, for the away mission to the crystal cave, which looks like it might’ve been filmed at the quarry near Toronto that has been seen quite a few times since Discovery premiered.

Speaking of familiar locales… was the moment with Pike and Una being fired at taking place in a similar complex to last season’s Vezda prison? The dark stone, the angles of the plinths… it kinda looked like that to me. Again, that could be a coincidence (or a consequence of recycling sets), but it could also indicate that the Vezda storyline hasn’t been entirely wrapped up. I hope that isn’t the case; it would make Captain Batel’s sacrifice feel a lot worse if the enemy she gave her life to stop came back just a few episodes later! But that very brief clip definitely reminded me of last season and the Vezda prison.

Still frame from the Strange New Worlds S4 trailer showing Una and Pike
Does this location feel familiar to anyone else?

We saw a brief shot of characters on horseback; Pike is known to be an equestrian, but we haven’t seen him in the saddle since Season 1. It would be neat to get another sequence of Pike on horseback, and perhaps see him introducing some of his shipmates to the joys of riding. The next clip seemed to show an all-female away team, comprised of Una, La’an, and Ortegas, which was interesting. We can also briefly see a shuttle in the background, which could suggest that Ortegas gets another chance to show off her piloting skills.

The alien ship seen in orbit of the destroyed planet seems to have some kind of energy field or weapon which we briefly saw encroaching on the Enterprise; will this be another “they just wanted to communicate!!1!” story, or could we be seeing the introduction of a new villain? I didn’t recognise this ship, and the blue colour used for its engines and weapons is also not something we’ve seen a lot of in Star Trek before. While I think it’s fun to welcome back alien races and villainous factions from the past, it’s also interesting – and healthy for the long-term prospects of Star Trek – to introduce new ones. As with characters, striking a balance between new and returning alien races is important.

Still frame from the Strange New Worlds S4 trailer showing the Enterprise being attacked.
The Enterprise being attacked(?) by the alien ship.

So I think that’s everything for now. I wanted to take a look at the trailer, even though I’ve been absent and not really posting much over the last few weeks. I guess Starfleet Academy’s cancellation – and the realisation that this era of Star Trek really is winding down – kinda hit me harder than I expected, and while my website has never been *only* about Star Trek, that news has kinda sapped some of my enthusiasm for writing about the franchise – or writing in general, I guess. So… sorry about that. I’ll try to get back into the swing of things over the next little while.

This trailer did what it needed to do. It piqued my curiosity and got me a little more excited for the upcoming season. I wouldn’t necessarily have rushed Season 4 out the door this summer (and TV shows tend to perform worse in the summer months, which is another great reason to wait), but now that we have a confirmed date of the 23rd of July, I promise to be here with individual episode reviews! So I really hope that you’ll join me for those in what we can officially say is “just a couple of months’ time!”

Dinosaurs, black holes, and Spirk. Oh my.

Until next time… and Live Long and Prosper, friends!


Star Trek: Strange New Worlds Season 4 will premiere on Paramount+ on the 23rd of July 2026. Seasons 1-3 are available to stream on Paramount+ now, and are also available on DVD/Blu-ray. The Star Trek franchise – including Strange New Worlds and all other properties discussed above – remains the copyright of the Paramount Skydance Corporation. Some still frames used in this article were edited using A.I. tools to remove logos and watermarks. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Pondering Star Trek’s Future

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware spoilers for the following Star Trek productions: Discovery, Picard, Prodigy, Strange New Worlds, and Starfleet Academy.

Although it was predictable, unfortunately, that a third season renewal would be a bridge too far for Starfleet Academy, the timing of that announcement still felt pretty brutal. It came just days after the Season 1 finale, perhaps a year or eighteen months away from Season 2’s arrival, and in the middle of a fairly muted 60th anniversary year to boot. But the news did get me thinking about what Star Trek might look like in the future, now that all of the CBS All Access/Paramount+ shows are being wound down. And also… it got me thinking about what I’d like Star Trek to look like, too.

I said a couple of weeks ago that Starfleet Academy was the “final pillar of streaming Trek;” i.e. the last surviving show of the franchise’s modern incarnation. That pillar is now set to fall, so it means we have to look to the future.

Still frame from Rubincon showing the Athena saucer in a gas cloud
The USS Athena in Starfleet Academy.

As an aside, a fan petition or campaign, however creditable its numbers may be, will undoubtedly not save Starfleet Academy. Star Trek has a long, well-established history of fan campaigns, with the most famous still being the one that got The Original Series renewed for its third season. But the new Skydance-Paramount corporate entity is a completely different beast, and I’m increasingly of the opinion that Starfleet Academy had been “de facto cancelled” before it had even premiered. The new leadership team came in, intent on taking Star Trek in a different direction, but still committed to the shows currently in production. Starfleet Academy was too far along to officially cancel – and announcing a cancellation before the show’s premiere would’ve been idiotic, even by the standards of the old Paramount corporation. So Season 1 went ahead as planned.

I also feel ever more sure that Alex Kurtzman – who’s been in charge of the franchise for eight years – is on the way out. Whatever other ideas he and his team may have had – like Tawny Newsome’s “workplace comedy” show, for instance – seem unlikely to see the light of day.

Behind-the-scenes photo from Star Trek Starfleet Academy S1 of Alex Kurtzman and Bella Shepard
Alex Kurtzman (right) with Bella Shepard during production on Starfleet Academy.

So that leaves us with two questions: what does this new Skydance-Paramount intend to do with Star Trek? And in an ideal world, what would I like to see happen to this storied franchise?

The first question’s the easy one, at least right now: they’re going to make at least one feature film. That’s, uh, it. At least as far as we know right now, when Strange New Worlds and Starfleet Academy wrap up, there’ll be at least one new film hitting the big screen. And if it makes waves and picks up a lot of traction, maybe there’ll be a sequel or a spin-off. But it certainly seems, as of mid-2026 anyway, that Skydance plans to make Star Trek a cinematic franchise – and an occasional one at that.

Stock photo of cinema seats
Star Trek is headed back to the cinema.

There is an additional complication, though – one which could, perhaps, see Star Trek on the small screen granted a reprieve sooner than we might expect. After buying out Paramount just last year (and incurring a ton of debt in the process), Skydance is now set on doing the same thing again. This time, their target is Warner Bros./Discovery, which owns the likes of CNN, HBO, Cartoon Network, and more. Brands and franchises like Game of Thrones, DC Comics, and the cinematic adaptation of The Lord of The Rings all come under that corporate umbrella.

This new buyout – assuming it will be completed (which is a big assumption at this stage!) – will leave the new Skydance-Paramount-Warner Bros. corporation in a mountain of debt. And yes, films at the cinema will be part of the new entity’s strategy to pay back its investors. But so will streaming and TV. And if there’s any hope for Star Trek coming back to the small screen in the years ahead, I think it’s gotta be there. At least, that’s how it feels right now.

Paramount-Skydance logo white on blue.
Skydance-Paramount is making a bid to buy Warner Bros.-Discovery.

Star Trek has told some fun stories at the cinema. I enjoy basically all of the Star Trek films on some level – even so-called “lesser” offerings like The Final Frontier or Insurrection. But, for me, Star Trek has always been more at home on the small screen, which is why Discovery’s premiere nine years ago felt like a true homecoming.

One of the lessons that I *hope* the new Skydance-Paramount team has learned is that Star Trek can’t just be blended up and poured into a typical streaming TV mould. This franchise – arguably more than any other, at least in the sci-fi space – *needs* the freedom that episodic storytelling brings, and trying to chop and change Star Trek to fit in with other modern streaming shows simply hasn’t allowed it to shine. That isn’t to say there haven’t been some wonderful stories over the past nine years, because there absolutely have been. But at its core, Star Trek is about exploring, right? It’s about seeking out new life and new civilisations… and that means that the crews of your starships have to be free to warp away to a new planet, a new star system, and a new adventure pretty much every week.

Still frame from Vox in Excelso showing the cadets
The Starfleet Academy cadets.

That, for me, is what modern Star Trek has been missing more often than not. Discovery, Picard, and, to an extent, Prodigy and Starfleet Academy, too, went for season-long serialised arcs, with big villains, unfolding mysteries, and characters who grow and evolve over the course of a single story. But that isn’t really what Star Trek ever was, if you look back. There were serialised seasons, especially in DS9 and Enterprise, sure. But even those seasons still had those episodic elements, or else took diversions along the way to visit different places and keep Star Trek’s core theme of exploration in the picture.

I’ve said multiple times here on the website that Star Trek, like any long-running project, has to be adaptable and must be able to change with the times. Doubling-down on what used to work thirty or sixty years ago is not necessarily going to cut it in a transformed media landscape. And I stand by that; as much as some of us fans might want to see it, a return to the exact style of The Next Generation era is off the table.

Still frame from The Enterprise Incident showing Spock and the scanner
Star Trek can’t just fall back on repeating what it’s already done.

But I find myself also being of the opinion that there can be too much change, too much attempted modernisation, and too much of an emphasis on copying what’s working for someone else. That’s led to multiple seasons of live-action Star Trek over the past few years that not only feel samey and repetitive when compared to each other, but which have also failed to establish a firm identity for the franchise. What *is* Star Trek to a new viewer? What does Star Trek look like to someone who’s tuning in for the first time? If all you’ve seen of Star Trek is Discovery or Starfleet Academy, you’d be forgiven for thinking that this franchise is just… more of the same. It’s no different from the Star Wars shows on Disney+, or countless other modern sci-fi and fantasy offerings from other networks. There’s nothing unique about Star Trek any more… nothing to make it stand out in a crowded marketplace.

And that’s what Star Trek will need to do in the future: stand out. If the streaming landscape continues to be dominated by short, six- or eight-episode fully-serialised seasons, let’s make Star Trek shows longer and more episodic. If big, over-the-top baddies are still the name of the game, step away from those kinds of characters. In fact, use violence sparingly, and focus on stories with scientific and engineering puzzles rather than mindless action and phaser fights. That kind of thing, I believe, is what could give a future Star Trek show enough of a unique hook to appeal to viewers. As audiences begin to tire of some of these streaming programmes, things will undoubtedly change – and Star Trek could, with the right timing, be on the crest of the wave, or even *lead* a trend away from TV shows that are akin to “ten-hour movies.”

Sir Patrick Stewart at 2018 Star Trek Las Vegas
Sir Patrick Stewart (pictured) famously described Star Trek: Picard as a “ten-hour movie.”

That doesn’t mean a new Star Trek show can’t have *any* modern features. I think retaining character growth or even giving characters season-long arcs which play out across multiple stories can work exceptionally well. And I’m also not advocating for a return to low-budget “bottle shows” every other episode. Quite a bit of so-called “classic Star Trek” is filler, if you think about it; unremarkable episodes which exist solely to pad out a season and make the mandatory twenty-two or twenty-six episode limit. We don’t need more Shades of Gray, thank you very much!

If you’re already thinking of three words, then you and I are on the same page, because the kind of show I’m describing is… Strange New Worlds. That show, for me, is the model that any and all future Star Trek pitches should be based around. You’ve got an episodic adventure set on a moving starship. You warp away to a new planet and a new story every week. But within that framework, you have characters who develop, grow, and change, and who retain things that happened to them last week in this week’s adventure.

Still frame from Star Trek SNW S3 showing Batel and Pike
Sitting on the sofa to watch Strange New Worlds

For me, Strange New Worlds has been the absolute highlight of modern Star Trek for this exact reason. By reverting to an older, more episodic style, the show has been able to explore more aliens, more planets, and more of the Star Trek galaxy as a whole than any of its contemporaries. And it’s also been a beautifully diverse series, with episodes in a variety of genres: the horror and war tones of the Gorn conflict, comedy and drama with Spock and Chapel, a zombie episode… and even a musical. Strange New Worlds really has tried to do it all! Not every story worked or was to my taste, sure… but I appreciate the commitment to trying new things and keeping that episodic style throughout.

That doesn’t mean, by the way, that I’m asking for “more Strange New Worlds,” or the “Year One” idea that’s been floated around. Strange New Worlds has been cancelled, and for my money, Year One isn’t the direction I’d go. But what I *am* saying is that the show’s core model – episodic storytelling with character growth – is what any future Star Trek show should look to adopt.

Concept Art for Star Trek TMP showing the USS Enterprise
Concept art for The Motion Picture showing the USS Enterprise in drydock.

Whether it will happen, though… who’s to say? Star Trek has been cancelled before and found a way back, so I don’t think Starfleet Academy’s finale will be the last we’ll ever see of it. And with corporate shenanigans afoot, it may not be long before Sky-Mount-Bros.-Max decides it *needs* a new Star Trek show to win subscribers or viewers and pay down its debt. But whether Star Trek will take the kind of form I’m advocating for here… I’m not so sure, unfortunately. I’d love to see it happen; I’d love nothing more than to get the kind of exploration-focused, episodic adventure that used to be the franchise’s bread and butter. But in 2026, the entertainment landscape has definitely moved away from TV shows like that. And I have to accept that there may not be a way back.

If you made it to the end, thanks for reading. I hope this has been interesting. As I said, Starfleet Academy’s cancellation prompted this conversation and got me thinking about what Star Trek could or should look like in the future.

All I can really say is this: I hope we aren’t coming to the end of the line, and that Skydance’s warm words about Star Trek over the past months and years are genuine. We are heading into uncharted waters, in a way, with takeovers, mergers, and the streaming wars. Star Trek’s future is unclear right now… but it’s my sincere hope that there will be a future beyond the announced feature film and the end of the 2020s.


Most Star Trek films and TV shows discussed above can be streamed now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including all films, TV programmes, and other properties discussed above – is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfleet Academy Has Been Cancelled!

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of minor spoilers for Star Trek: Starfleet Academy Season 1.

Mere days after the finale of Season 1, and with Season 2 still in post-production, news has leaked that Star Trek: Starfleet Academy has been cancelled. I won’t lie: this was something I expected we’d hear either this year or next year at the very latest, but there’s something about the timing that feels… well, pretty brutal.

The newly-formed Skydance/Paramount corporation seems to be making it clear that a line is being drawn under Star Trek’s current streaming era. That was pretty obvious, I argued, when Discovery and Strange New Worlds were cancelled – the latter coming before the show had even aired a single episode of its *third* season, with two more still to come after that. Star Trek’s new corporate overlords clearly intend to take the franchise in a very different direction, and Starfleet Academy was the last vestige of the old regime. That final pillar of “streaming Trek” has now fallen.

Screenshot of Variety showing Starfleet Academy's cancellation
Variety broke the news.
Image: Variety.com

I’m still assuming, at this stage, that Season 2 will actually be completed and broadcast. Filming wrapped last month, and while there’s still a lot of work to do in the editing suite, it would be foolish to scrap the entire project. So Starfleet Academy fans can, at least, take solace in the fact that we’re only halfway through the show; ten more episodes should air sometime next year or in 2028.

I don’t really wanna keep repeating the phrase “end of an era;” it was something I said last year when Strange New Worlds got the axe, and when Discovery and Lower Decks wrapped up, too. But with Starfleet Academy being treated so brutally by Paramount, it’s hard to know what else to say. This is definitely calling to mind Enterprise’s 2005 cancellation – with the only difference, really, being that a new feature film is allegedly in the works, a consolation prize we didn’t have back then.

Still frame from Star Trek Enterprise S4 showing Riker
Does anyone else feel echoes of 2005?

If you’re a regular reader, you may recall that Starfleet Academy’s cancellation was something I predicted for 2026 back in January. I’m not taking a victory lap – the show may not have been “my thing,” but I went into it with an open mind, and I truly hoped it would find a way to connect with its intended target audience. Low streaming numbers throughout Season 1, however, seem to confirm that that simply didn’t happen. I said back in January that it would take a real miracle to convince this new incarnation of Paramount to stick with the show beyond Season 2 – going viral and becoming a must-watch sensation, like Stranger Things or Wednesday, perhaps, might’ve been enough to guarantee a renewal. But even doing reasonably well probably wouldn’t have been enough. I just got that impression from Paramount’s new ownership.

But, regrettably, Starfleet Academy didn’t even manage “good but not great” streaming numbers. It never cracked the top ten in the United States or here in the UK, even in a relatively easy TV window where there wasn’t a ton of big-budget competition. Shows like Fallout, The Pitt, and even preschool cartoon Bluey were performing well ahead of Starfleet Academy during its first season. Cancellation seemed inevitable, I’m sorry to say.

Behind-the-scenes photo from Starfleet Academy S1 showing two extras in alien makeup
A pair of cadets in happier times.

But the timing… it feels brutal, as I said, but also a little insulting to the cast and crew. Paramount will still expect Holly Hunter and her co-stars to go out on the interview circuit, promoting Season 2 next year or the year after. And we’re barely ten days out from the end of Season 1. I get why the decision was made – if a show isn’t performing very well, and a new corporate team wants to reorganise the studio’s big brands and franchises, it makes sense. But even so, you’d think a bit of a grace period could’ve been given, timing-wise. There’s now practically no chance of the show picking up any extra attention from fans who missed it over the past couple of months. What would be the point, after all, in getting invested in a series which has already been cancelled?

With Starfleet Academy’s cancellation, there’s now officially no new Star Trek in production on the small screen. Strange New Worlds and Starfleet Academy’s second season remain in post-production, so there’ll be new Star Trek on our screens later in 2026 and into 2027. But then, after that? All we have to focus on, barring any shocking announcements, is Skydance’s new feature film. Although this was expected, and despite Starfleet Academy not really being “my thing,” I gotta be honest: this news still stings.

Behind-the-scenes photo from Star Trek SFA S1 showing Kurtzman directing
Showrunner and director Alex Kurtzman on set.

However, as I said a couple of weeks ago, there are some potential benefits for a long-running franchise like Star Trek taking a break or going on hiatus for a while. The previous incarnation of ViacomCBS and Paramount threw *a lot* of Star Trek at us over the past few years… in a pretty incoherent and poorly-managed way a lot of the time. There’s something to be said for a new team coming in, wiping the slate clean, and taking a moment so we can all catch our breath. And if the current creative/production team has taken Star Trek as far as it reasonably could, there’s also a lot to be said for new folks taking the reins. Most of the Star Trek shows since Discovery have shared writers, directors, producers, and more behind-the-scenes folks, so giving new people an opportunity to work on the franchise should – in my opinion, naturally – be a positive thing.

No serious Trekkie sat down to watch Starfleet Academy hoping they’d hate it or wanting it to fail. But I think a lot of us recognised that the show was probably coming along a little too late, after the previous Paramount corporation hadn’t handled Star Trek especially well. It would’ve taken something exceptionally special for Starfleet Academy to rise above all of that, and to do something that no project in the franchise’s streaming era *truly* managed to do to any great extent: connect with a new audience. It was a tall order, for sure, but making a show intentionally aimed at teens and young adults was far from the worst idea in the world. It’s just a shame, really, that Starfleet Academy launched when it did, and didn’t really get a chance to connect with potential new viewers.

(Cropped) still frame from Come Lets Away showing the USS Miyazaki
Surely it’s not some kind of visual metaphor…

Many folks argue that Star Trek shows don’t really “get good” until their second seasons or beyond, so cancelling Starfleet Academy after just one season might seem like a poor decision in that sense. And I kind of see that point, at least to an extent. But if Season 1 just wasn’t finding much of an audience in the first place, not with older Star Trek fans nor with its intended new audience of younger folks, would sticking with it for a third or fourth season have really changed that? I guess we’ll never know, eh?

It’s a shame, and despite the fact that Starfleet Academy wasn’t really for me, I don’t celebrate its cancellation by any stretch. In fact, I lament it. I think it’s a real shame, barely nine years on from Star Trek’s triumphal return to the small screen, to be back here all over again. And despite the way things look right now, it’s my hope that, behind the scenes, there are folks at the new Skydance/Paramount corporation who are seriously considering where to take the franchise in the future. Films are great, and some of Star Trek’s most highly-regarded stories came at the cinema. But for this old Trekkie, Star Trek has always been a television show; a franchise best-suited for the small screen, where crews of explorers can warp away to a new planet, a new alien race, and a new adventure every week. Maybe one day… that kind of Star Trek will be back.

Behind-the-scenes photo from Starfleet Academy S1 showing four main cast members
Four main cast members in a behind-the-scenes snap.

If you’re a huge Starfleet Academy fan, you have my sympathies today. This news may have seemed inevitable for a while, but it’s not something any of us wanted to see. And as for what it means for the future? I really don’t know, to be honest. I want to say I feel optimistic that, one day soon, Star Trek will be back! But today… doesn’t really feel like that kind of day, to tell the truth.

I’m not sure how you’ll feel reading a mixed-to-negative review, today of all days, but if you want to check out my thoughts on Starfleet Academy’s first season, you can find my review by clicking or tapping here. I also have reviews of the two-part premiere, and episodes three through ten. Click or tap those links to check those out. And finally, I have two more pieces: one covers a storyline involving Deep Space Nine, which you can find by clicking or tapping here, and finally, my thoughts on the Doctor’s major storyline, which you can find by clicking or tapping here.

Thanks for reading. And, as always: Live Long and Prosper, friends.


Star Trek: Starfleet Academy is available to stream now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy and everything else discussed above – remains the copyright of Paramount/Skydance. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Thoughts on the Doctor in Starfleet Academy

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Starfleet Academy Season 1. Spoilers are also present for the following Star Trek productions: The Next Generation, Deep Space Nine, Voyager, Discovery, and Prodigy.

I’d like to focus on one individual storyline from Starfleet Academy’s first season today – specifically from the episode The Life of the Stars. This was only one part of the episode, so if you want to get my thoughts on other aspects of The Life of the Stars, I have a brief review in my Starfleet Academy Season 1 episodes piece – click or tap here to check it out. And if you want to see what I thought of Starfleet Academy’s first season as a whole, check out my full review by clicking or tapping here.

We’re going to get into some serious spoiler territory today, so if you ignored my little spoiler warning above, consider this your last chance to nope out before I talk about storylines impacting not only Starfleet Academy, but also Voyager, Prodigy, and other parts of the Star Trek franchise, too.

Promo photo for Starfleet Academy S1 showing the Doctor
Promo photo of the Doctor released ahead of Season 1’s premiere.

Today, we’re going to focus on the Doctor: Voyager’s Emergency Medical Hologram. The Doctor was a surprising inclusion in Starfleet Academy’s cast when the announcement was made a couple of years ago, but I genuinely thought it was a fun idea. I’d speculated for a long time that the Doctor – or perhaps a backup copy of him – could have survived to the 32nd Century, but we didn’t get to see him in Discovery. A teaching role sounded perfect for a being who’s now more than 800 years old; Robert Picardo, who plays the character, described this version of the Doctor as being akin to Yoda over in the Star Wars franchise! I thought that sounded like an apt comparison.

The Doctor appeared in almost all of Starfleet Academy’s episodes this season, but his role in The Life of the Stars was by far the biggest. This storyline explored the Doctor’s history, his family, his memories, and why he struggled to make a genuine connection with Sam – Starfleet Academy’s holographic cadet.

And… I really didn’t like what this storyline had to say, unfortunately.

Behind-the-scenes photo from Star Trek SFA S1 showing the shuttle set
Behind-the-scenes during production on The Life of the Stars.

Before we go any further, let me give my usual caveat: everything we’re discussing today is the *subjective, not objective* opinion of just one old Trekkie. If you disagree with me about the Doctor (or any other element of Starfleet Academy), if you think I’ve totally got the wrong end of the stick, or if our views don’t align… that’s okay. There’s enough room in the Star Trek fan community for differences of opinion and respectful disagreement, and I share my thoughts with you in that spirit. I’m not trying to say “I’m right and that’s that;” I’m well aware that other Trekkies may completely disagree – and that’s totally fine.

There are always going to be a range of opinions on works of art and media in general, and just because I personally didn’t like what this storyline had to say doesn’t mean other people won’t find it interesting or entertaining. The story was clearly written this way for a reason, so at least *someone* out there must’ve thought it was a good idea!

Photo from the Star Trek SFA finale screening showing the main cast and showrunners
Robert Picardo (second-left), with several co-stars and the executive producers of Starfleet Academy in March 2026.

Finally, this is my second time criticising the way in which Starfleet Academy handled the legacy of a character from The Next Generation era. The show only did two storylines which really focused in on legacy characters, so for me to come away feeling that *both of them* weren’t enjoyable and I didn’t like what they said… that’s pretty disappointing, to be honest. It’ll go down as a real black mark against Starfleet Academy, at least in my book.

Starfleet Academy, in my view, already had several challenges to overcome: its teen/young adult focus, its serialised storytelling, its unimpressive villain, and the simple fact that it’s the sixth new Star Trek series to come along in just nine years. Solid, well-written, enjoyable callbacks to Deep Space Nine and Voyager could’ve done a lot to boost the show’s prospects, at least for an old Trekkie like myself, and could’ve made it more entertaining and just more memorable. I didn’t want to be in this position of having to criticise two of the storylines that *should*, in a sense, have been just the kind of thing I’d have wanted or hoped to see in a series like this. But… here we are.

If you want to check out what I thought of Starfleet Academy’s connection to Captain Sisko and DS9, by the way, you can find that article by clicking or tapping here.

Still frame from Star Trek SFA 1x05 showing Sam and the Doctor
Series Acclimation Mil was also an episode I did not enjoy…

Alright, now that that’s out of the way, let’s set the scene. Cadet Sam – short for Series Acclimation Mil – is only a few days old, but she’s been programmed by her holographic race to have the maturity and appearance of an Academy-aged individual. The Life of the Stars follows on from Sam’s role in the episode Series Acclimation Mil, in which we learned why her people wanted to create her and send her to the Academy in the first place.

Sam had been injured (or “damaged,” I guess) a couple of episodes earlier in Come, Let’s Away, and her injuries progressed to such an extent that the Doctor couldn’t find a treatment. The Doctor and Captain Ake agreed to take Sam back to her homeworld, Kasq, where there was hope that Sam could be repaired. There were stakes not only for Sam herself, but also for Kasq’s potential to come out of isolation and to spend more time with organic life-forms. Sam’s mission, at the end of the day, was to better understand organic life and convey that understanding to her makers.

Still frame from Star Trek SFA 1x08 showing Sam
Sam’s injury.

And then we come to the Doctor.

The Doctor had been quite standoffish with Sam when they first met, back in the series premiere. When Sam tried to bring up the Doctor’s past life – the crews of the USS Voyager and Protostar – he quite quickly shut her down. I speculated that the Doctor could be struggling with having lived such a long life, and having seen potentially many generations of organic friends live and die. I said that, while I was glad the Doctor didn’t overwhelm Starfleet Academy in the show’s premiere, I was curious to see if that angle would be explored further.

The Life of the Stars was that explanation – after a fashion. It turns out that the Doctor was, as I theorised, struggling with life and loss… but not in the way I’d have thought or expected. Rather than mourning his friends from the USS Voyager or the cadets of the Protostar, the Doctor had, instead, spent close to eight centuries grieving for his holographic family from the Voyager Season 3 episode Real Life.

Still frame from Star Trek Voyager Real Life showing the Doctor and Belle
The Doctor with Belle, his holographic daughter, in Real Life.

According to The Life of the Stars, it wasn’t Janeway or Seven of Nine that the Doctor missed and lamented outliving. It wasn’t lil’ Harry Kim, the fresh-faced ensign who was one of the first people the Doctor ever met. Nor was it Dal, Gwyndala, or Rok-Tahk, the young kids he came to know – and perhaps the first cadets he ever really “mentored.” The Doctor, according to this story, loved none of them as much as his holographic family from Real Life, and it was the simulated “death” of his holographic daughter in particular that caused him to become withdrawn and unwilling to risk loving anyone ever again.

What the actual fuck?

Let’s talk about holograms, as defined by Star Trek – and specifically, what their capabilities were in the 24th Century. The Next Generation was the first series to introduce holograms, and according to that show, as well as to Deep Space Nine and Voyager, practically all holograms at that time *were not sentient*. They’re characters in a story, computer programmes, pieces of code. Their lack of sentience is such an important point that holograms which become genuinely self-aware were almost always treated as unique, special, or even dangerous, in some cases.

Still frame from Star Trek Prodigy 1x06 showing the Doctor and the cadets
The Doctor with the cadets in Prodigy Season 2.

The first sentient hologram we met in Star Trek was Professor Moriarty, in Elementary, Dear Data. He was inadvertently created by the Enterprise-D’s computer following a misunderstanding, and seemed – at that time, anyway – to be the only sentient holoprogramme in existence. The next self-aware hologram is arguably the EMH programme – i.e. the Doctor’s original programme. And then we come to the likes of Vic Fontaine. But in between we saw countless examples of holograms that were basically – to use some modern lingo – akin to video game NPCs.

This is how we get away with stories like Hollow Pursuits, which saw Barclay recreating members of the Enterprise-D crew on the holodeck as part of his escapist power fantasy. Or the countless references to holosuites at Quark’s being used for… adult activities. Or holograms created entirely for the purposes of being killed in training simulations. The list goes on.

Are these holograms “alive,” too?

What The Life of the Stars is effectively saying, in my opinion, is that the Doctor spent hundreds of years of his life refusing to get too close to anyone ever again because… he had a particularly emotional reaction to a character from a video game. It would be like if you or I refused to get married or have kids because “this one time, my family in The Sims all died, and it made me really sad… I don’t think I could put myself through that again.” Do you get my point? These holograms are, according to everything we know about Star Trek, holodecks, and the 24th Century, not sentient, not self-aware, and not… alive. At least, not by any conventional definition.

I don’t want to downplay the power of entertainment to evoke strong emotions. Heck, I run a website all about films, games, TV shows, and the Star Trek franchise. I can’t even count the number of incredible titles – interactive and non-interactive – that have given me “the feels.” Just the other day, I talked about the intense bittersweet feelings of nostalgia that I got from a single twenty-minute episode of an anime. So I’m not calling out Starfleet Academy because the writers wanted to show the Doctor having a reaction to a holoprogramme that he participated in. If that was the intention of the story, and if it was handled differently, I might’ve been willing to praise an interesting take on the power of interactive media. But that wasn’t the intention, and it’s not the way it comes across.

Still frame of Robert Picardo (Star Trek) from YouTube
Robert Picardo, who plays the Doctor.

I’m afraid I have to come to the conclusion that one of the episode’s writers (two writers are credited, but Starfleet Academy also had a writers’ room, I believe) just didn’t understand how holograms worked in past iterations of Star Trek. They looked at their character, Sam, and they looked at the Doctor – two sentient, self-aware, alive holograms – and concluded that *all* holograms must be like that. Even though, during TNG, DS9, and Voyager, sentience was the exception, not the norm. And the result is a massively confused storyline that seriously harms the Doctor’s characterisation.

The sad thing is that this exact same storyline, had it adopted one of two possible changes, could have been one of the best of the entire season. In a season which, in my view, was drowned out by a silly, hammy villain and a little too much teen/young adult drama, a story about an older man coming to terms with loss, grief, and what it means to outlive the people you love… that could’ve been incredibly powerful. I’ve lost people close to me – friends as well as close family – and getting a storyline that touched on that, on what it means to be the one left behind… I really think there’s a lot of potential there, and the Doctor’s unique status and age presented a golden opportunity.

But Starfleet Academy’s writers pissed it away on a story they clearly thought was clever… but that completely misunderstands a very basic piece of the franchise’s history.

Still frame from Star Trek SFA 1x08 showing Kasq
The Doctor, along with Sam and Captain Ake, arrives at Kasq.

I am not, despite how parts of this piece may be coming across, a stickler for “the tiniest minutiae of canon.” If holograms were relatively new to Star Trek, or if Real Life had been one of the only episodes in The Next Generation era to feature holograms, I’d have been willing to accept this as a bit of a retcon; a change, but one that could lead somewhere narratively interesting. But I believe that there are a few fundamental building blocks to writing a coherent story in a long-running franchise, and one of those is basic internal consistency. It’s been established on dozens, or perhaps even hundreds, of occasions across TNG, DS9, Voyager and beyond that most holograms – like those in Real Life – are not alive and are not sentient. So new writers have to be bound by that; making an arbitrary change to it this late in the game is not something I can accept.

The consequences of such a change ricochet across the entire 24th Century, if that’s the case. It makes B’Elanna into a murderer, first and foremost, since she reprogrammed the Doctor’s idealistic family life in such a way that his daughter died. It makes a lot of other characters into killers, into sex pests, and more… and while I really like the idea of using the holodeck as a way to critique things like fantasising excessively, relying too much on the computer, or – in the modern day – as an analogy for A.I. chat bots, perhaps… that isn’t how this story was intended, and it doesn’t come across that way, either.

Still frame from Star Trek SFA 1x08 showing the Doctor, Sam, and memories
The Doctor remembers his holographic daughter.

There were, as I mentioned, two ways to salvage this story, so let’s go over them in turn.

Firstly, rather than going back to Real Life and Voyager, The Life of the Stars could’ve simply introduced new holographic characters to fill that role. Let’s say that, sometime in the 25th Century, the Doctor settled down with his holographic husband or wife. But, because of some technobabble, his partner or one of his holographic offspring ended up being damaged beyond repair and couldn’t be reset or saved. This could even be tied to the Burn – the massive, galaxy-altering event that underpins Starfleet Academy’s 32nd Century setting.

That gets us to the exact same narrative place, but in a way that makes it clear that the Doctor is grieving someone who was actually alive to begin with. It wouldn’t have the same connection to Voyager, but I mean… is Real Life an especially memorable episode for a lot of folks? I don’t think that one random deep cut to a single episode would’ve been as effective as the writers hoped, even without this glaring narrative fault.

Still frame from Star Trek SFA 1x08 showing the Doctor getting emotional
The Doctor gets emotional.

Secondly, there’s the more obvious solution: the Doctor finds it difficult to accept friendships of any kind because of the toll outliving so many friends has taken on him.

This kind of story could see the Doctor lamenting the deaths of people like Chakotay, Harry Kim, or Seven of Nine. It might’ve even been possible to bring back one of those characters for a brief scene – perhaps their funeral or even their deathbed. The Doctor gained sentience and self-awareness around these people; they were the first friends he ever knew, and they had his back on multiple occasions when he was in jeopardy, when he was distressed, or just when he needed to talk. Seeing him grieve for Captain Janeway or Tuvok, remarking that it’s a terrible tragedy to outlive all of one’s friends… that could’ve been incredibly powerful.

And then, to hammer it home, the Doctor would explain that this didn’t just happen once… but over and over again. Generations of organic friends came and went, and he remembers – and mourns – all of them. But after the Burn, perhaps the Doctor felt he’d lost too much, and for his own mental health and wellbeing he needed to start keeping things professional. He keeps Sam (and others) at arm’s length not because he misses his video game family from one random episode… but because he’s grieving the loss of countless friends across eight centuries.

Promo photo for Star Trek Voyager showing the main cast
The Doctor’s sense of loss and grief could’ve connected back to Voyager in another way.

Maybe the writers thought that was “too obvious,” and wanted to be a bit subversive. Unless we get them on the record, I guess we’ll never know for sure. But I think that kind of story would’ve got the Doctor to the same place with the same mindset, ready to have that experience on Kasq with Sam, but in a much more powerful, emotional, and enjoyable way – and a way that makes narrative sense based on our understanding of holograms in past iterations of Star Trek.

As I’ve said before on quite a few occasions with modern Star Trek: it isn’t that the core idea was bad, but the way it was executed just… fucked it up. A story about the Doctor coming to terms with grief and having to make the incredibly brave decision to put his heart on the line one more time to save the life of a child? That’s powerful stuff. But because of the way it was handled, and the decision to make the root cause of his grief these one-dimensional characters from the 24th Century equivalent of a video game? It ruined it, and it turned what should’ve been one of the best storylines of the entire season into one of the worst.

Behind-the-scenes photo from Starfleet Academy S01 showing Larry Teng and Robert Picardo
Robert Picardo (right) with director Larry Teng on the set of Series Acclimation Mil earlier in the season.

I was excited when Robert Picardo announced that the Doctor was coming back. And I wondered what might lie in store – this is a character I first fell in love with some thirty years ago, so to see him back in a totally different century for a new adventure… I was on board! I just wish that the end result hadn’t misunderstood something so basic about Star Trek, and that the Doctor’s one real moment in the spotlight could’ve been stronger and more enjoyable. When I can see not one but *two* clear and obvious narrative pathways that could’ve made it happen… it’s an unforgivable mistake, in my view.

Starfleet Academy, as I said in my review, wasn’t really “my thing.” But if there was one storyline that could’ve been more my speed, or that might’ve had something to say that resonated with me, it was this one. And I think that’s why I feel this disappointment all the more – it’s not just what it says about the Doctor, and how he apparently spent centuries sulking over the equivalent of his save file in The Sims. It isn’t even what it says about B’Elanna or other characters who used or reprogrammed holograms for selfish reasons across the TNG era. It’s because it feels like, after Starfleet Academy had already messed up its Sisko story, this was really one of the only storylines I might’ve found relatable or enjoyable. But because the writers – again, in my opinion – didn’t understand or didn’t know enough about holograms… it comes across as completely missing the point, and missing the point so severely that it harms my opinion of the Doctor himself.

Sam with the Doctor during her second life.

So there we go. That’s my take on the Doctor’s role in The Life of the Stars and what this new information says about his character.

I would say, to the story’s credit, that there were some creative ideas. Kasq existing in a different “plane of existence” felt like a bit of a cop-out; a way to ensure the Doctor and Sam wouldn’t need to take too long to re-grow and get back to normal. But the visuals of Kasq were creative, I liked the ultimate explanation for Sam’s breakdown being mental, rather than physical, and the episode’s attempted message about looking after one’s mental health is arguably executed far better than in comparable stories in Discovery or Picard. So it isn’t that the episode as a whole as no merit; this side of the story, though, completely failed for me.

I hope this has been interesting, and I hope I didn’t come across as too harsh or aggressive. Star Trek is something I’m passionate about and have been for a long time, and as someone who watched and enjoyed Voyager during its original run, bringing the Doctor back felt like a great idea in this latest adventure. I just wish it had been handled better, and that a different reason for the Doctor’s grief and reluctance to help could’ve been written. We came close – *this close* – to one of the best parts of the entire season.

Still frame from Star Trek SFA 1x08 showing the Doctor and the cadets
The Doctor and the cadets at the end of the episode.

Thanks for reading. Despite my feelings about Starfleet Academy as a whole, and this storyline, I can tell you that I genuinely gave the series a fair shake. I always expected it wouldn’t be my favourite part of the franchise – the whole teen/young adult focus, of course, but also the serialised story and the villain with an over-the-top magical macguffin all saw to that. But despite that, I really tried to let Starfleet Academy speak for itself, and to go into the show with an open mind.

This essay concludes my coverage of Starfleet Academy for the foreseeable future. Obviously, if we get major news about Season 2, a third season renewal, or any kind of teasers, clips, or trailers, I’ll do my best to cover that here on the website. But for now… that’s all. I’ve finally said all I wanted to say about the show’s first season.

If you missed them, please check out my reviews of the two-part premiere, the first season as a whole, and episodes 3-10. You can find them by clicking or tapping those links. And as the 60th anniversary year rolls along, I’ll have more to say about Star Trek, so be sure to check back from time to time. Thanks again for reading, and Live Long and Prosper, friends!


Star Trek: Starfleet Academy is available to stream now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy and everything else discussed above – remains the copyright of Paramount/Skydance. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Rating Your “Unpopular” Star Trek Opinions!

A Star Trek-themed spoiler warning

Spoiler Warning: There are spoilers ahead for practically the entire Star Trek franchise, including recent seasons of Discovery, Picard, Strange New Worlds, and Starfleet Academy.

Later this year, Star Trek will celebrate its sixtieth anniversary – that’s six decades of sci-fi adventures, space exploration, and a wonderful fan community that I absolutely adore! Today, I thought it could be a bit of fun to look at some of the Trekkie community’s so-called “unpopular opinions” about Star Trek. If you read my piece about fan theories a few weeks back, I’m going to do something similar this time around: I’ve compiled a bunch of “unpopular opinions” from across social media, and I’m going to dissect them!

I went to Tumblr, Facebook, Reddit, TikTok, and other social media pages, scanning posts and comments sections, and I pulled out twenty-five “unpopular opinions” for this piece. And rather than just state them and share my opinion, I thought it could be interesting to try to answer two questions! Firstly, I’ll share whether I agree or disagree. And secondly, I’ll try to gauge whether the opinion in question could fairly be described as “unpopular.”

Still frame from The Enterprise Incident showing Spock and the scanner
I scanned social media to detect your most controversial opinions…

Here’s a couple of examples so we’re all on the same page!

Example #1: “Khan sucks as a villain because he’s lame and boring, and his evil scheme makes no sense.”

I would say I disagree (vehemently) with this opinion! But I would concede that it is a genuinely *unpopular* opinion within the fan community and with a wider audience. In fact, it’s such an unpopular opinion that I’ve never seen anyone genuinely express it!

Still frame from Star Trek II showing Khan
Khaaaaaan!

Example #2: “Captain Picard is the best Enterprise captain, better than Kirk or Archer or anyone else by miles.”

This one’s a toughie on the “agree/disagree” bit, because Kirk, Archer, and really every Star Trek captain across the franchise have plenty of their own strengths. But if I had to come down on one side or the other, I’d say I agree; Picard is a great captain. However, this is clearly not an “unpopular” opinion within the fandom – ask any group of Trekkies who their favourite captain is, and it won’t be long before you hear multiple people say “Picard!”

So… does that cover everything in terms of the format?

Still frame from Star Trek: The Next Generation Season 2 (Q Who) showing Q materialising next to Picard.
Who’s the best Enterprise captain?

It should go without saying, but everything we’re going to talk about today is *entirely subjective, not objective* – and it’s just one old Trekkie’s take, at the end of the day. If you hate my opinions, think I’ve got it completely wrong, or if I criticise a show or character you adore, please try to keep that in mind! There are a variety of opinions out there about this wonderful franchise, and I share mine with the Trekkie community in the spirit of light-hearted celebration in this landmark anniversary year.

Some of these “unpopular opinions” have clearly been shared in a tongue-in-cheek way (at least, I hope they have!) and I’m not planning on taking any of this too seriously. This also shouldn’t be interpreted as an “attack” or “hate” for any folks in the fandom who genuinely hold any of these opinions. This is meant to be a bit of fun, partly at Star Trek’s expense, as we move closer to the 60th anniversary.

With all of that out of the way, this is your final chance to nope out if you don’t want to get into some potentially controversial Star Trek opinions!

“Unpopular” Opinion #1:
Threshold is a great body horror episode.

Still frame from Threshold showing (mutating) Paris and Janeway

“Threshold” and “great” in the same sentence, eh? We’re starting off strong! I can see where this is coming from; Tom Paris’ gradual mutation into a salamander-like “hyper-evolved human” does have some genuinely disturbing moments, brought to life by some solid prosthetics during the sequences in sickbay. The idea of mutating in real-time, and not being able to do anything to stop it… that’s the same kind of idea behind classic body horror films like The Fly, only with a Star Trek flavour in this case.

I would say, though, that for whatever successes Threshold might have on the body horror front in the middle of the story, the ending really nullifies all of it. The CGI salamanders weren’t great to look at, nor were they frightening or disturbing in any way, and the typical episodic TV “reset” of Paris and Janeway back to their normal selves meant there were no lasting consequences for either of them. This comment is clearly a response to Threshold’s meme status, and I’m glad that Trekkies are willing to re-examine even the most disliked episodes! But for me, Threshold is still a weak story, and while there is some creative body horror-adjacent storytelling in the middle, it’s completely negated by the way the episode wraps up.

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #2:
Spock and Chapel’s romance is too big a part of Strange New Worlds – and it sucks.

Still frame from Charades showing Spock and Chapel kissing

100% agree on this one – no notes! Chapel’s “crush” on Spock in The Original Series was cute. But it wasn’t a huge part of the show for either of them, and it didn’t need this kind of on-again, off-again storyline in Strange New Worlds to make sense. In my opinion, Strange New Worlds has been way too focused on Spock and putting him in situations which, frankly, are toe-curlingly cringeworthy. The Chapel-Spock romance is part of that. I had hoped that, with the addition of Chapel’s fiancé, we’d have seen the back of this storyline – but alas.

I think I could’ve stomached an episode or two in which this relationship existed and ran its course. But I agree with the original poster, here: it’s become way too big a part of the show. When combined with other “Spock comedy” storylines (which seem to be the only Spock storylines the producers are interested in or know how to write), it quickly became too much. Cringeworthy, unnecessary, and arguably treading on the toes of The Original Series, too. A bad combination all around! And, based on the number of likes and comments on posts like this, I think it’s a fairly common take among Trekkies, too.

Unpopular? 🛑No!🛑
Agree? ✅Yes.✅

“Unpopular” Opinion #3:
T’Rul should’ve become a recurring character on Deep Space Nine.

Still frame from The Search Part I showing T'Rul

In The Search, which kicked off DS9′s third season, we’re introduced to the USS Defiant for the first time: the first Federation starship (officially) able to cloak. The cloaking device was loaned to Starfleet by the Romulans, and Sub-Commander T’Rul was the officer assigned to oversee it, and make sure it wasn’t being used in a way that violated Federation-Romulan treaties. However, after her first appearance, T’Rul disappeared from Deep Space Nine. Martha Hackett, who played the character, would go on to have a recurring role on Voyager as Seska.

I quite like this idea, to be honest. T’Rul would’ve added something different to DS9 during some of the episodes set aboard the Defiant, and it could’ve been fun to see a Romulan getting to know the crew and learning how to live with the Federation. There wasn’t a Romulan character like that through the entire TNG era, and it wouldn’t be until we met Elnor decades later that we’d get to spend more time with a Romulan. I can see plenty of stories where T’Rul could’ve played a role, and I especially like the idea of her trying to socialise with members of the crew, perhaps teaching us a bit about Romulan culture and customs along the way. Definitely a niche idea, though!

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #4:
The first few episodes of Lower Decks were too “horny,” and this turned off potential viewers.

Still frame from Second Contact showing Boimler in an alien's mouth

Assuming the original poster meant “horny” as in “overly sexualised,” I have to say I don’t agree. Not that the first episodes of Lower Decks had a lot more sexual imagery and language than TNG-era Star Trek – they absolutely did! But I disagree that the early episodes are unique in that regard! I’ve only seen up to the first part of Season 3; Lower Decks is still a show I need to catch up on and finish watching. But I didn’t feel the tone changed or softened very much across the first two-and-a-bit seasons – which is basically half of the show.

In the run-up to Lower Decks’ premiere, I was a firm advocate for the fact that Star Trek can be funny, that Star Trek has always been funny, and that being an animated comedy shouldn’t matter as long as the show is good. I think the general response from Trekkies has been that Lower Decks is a solid addition to the franchise, even recapturing that episodic, TNG style which Discovery and Picard had moved away from. But did some of its crude humour or over-the-top moments mean some Trekkies switched off? Probably. In fact, almost certainly. Not every Star Trek show is right for every viewer, so folks who want to take the franchise seriously, and who don’t want a Rick and Morty-inspired take on Star Trek were probably never going to enjoy what Lower Decks had to offer.

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #5:
Chekov was “useless” in The Original Series.

Still frame from The Trouble with Tribbles showing Chekov

I think I can see where this one is coming from… but I really don’t agree. Chekov was a late addition to TOS, joining in from Season 2. He only appeared in 36 episodes in total – less than half of The Original Series. But… none of that makes him “useless.” In fact, I’d argue very passionately that Chekov’s presence on the bridge alongside Sulu, Kirk, Uhura, and the others was a very powerful and symbolic statement: at the height of the Cold War, a mere five years after the world almost blew itself up over the Cuban Missile Crisis, here was a vision of the future in which Russians, Americans, and humans from all over the world were living and working together in harmony.

Like most of the cast of The Original Series outside of “the big three” of Kirk, Spock, and Dr McCoy, Chekov got fewer moments in the spotlight and fewer lines, and because he joined the show later, I guess that shows up even more. He was also absent from The Animated Series, due to the show’s tight budget. But he does get storylines and interesting moments across practically all of his episodes, and he stands in for Sulu at points in Season 2, as well. Not useless at all!

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #6:
Discovery is overrated.

Behind-the-scenes cast photo from Discovery S5

I had to do a double-take when I saw this. “Surely,” I thought, “the original poster must’ve meant underrated, or maybe over-*hated*?” But no, this is their unpopular opinion! To be blunt, I don’t think Discovery is rated particularly highly by a large swathe of the fan community. It has its fans, of course – myself included for the most part. But “overrated” suggests that the show is held in high esteem when it shouldn’t be, when really I’d be arguing the opposite: that too many Trekkies wrote off Discovery without giving it a fair shake, and that Season 2, and parts of Seasons 3 through 5 all had good episodes, interesting moments, and more.

For something to be “overrated,” it has to have that acclaim within the fan community, and I just don’t see Discovery having that kind of reputation for the most part. I think it’s absolutely fair to criticise Discovery, as I’ve done on many occasions here on the website. And if the original commenter dislikes some or all of the show, then that’s okay. But I couldn’t say Discovery is overrated… because I just don’t think the fan community at large rates it very highly to begin with!

Unpopular? 🛑No!🛑
Agree? 🛑No!🛑

“Unpopular” Opinion #7:
Captain Janeway did the right thing with Tuvix.

Cropped screenshot from Across the Unknown showing art of Tuvix

Tuvix’s controversial status lives on! One of the best things about Star Trek is that many episodes make you stop and think. They present complex issues with moral quandaries, and they don’t shy away from reckoning with them. And Tuvix is one such example. Do you kill a man you barely know while he’s pleading for his life in order to save two of your friends? Captain Janeway believed she had to, and even stepped in to do it herself when the Doctor refused.

I can understand her point of view. The mitigating circumstances are the unique perils of the Delta Quadrant, and Tuvok and Neelix’s skills in navigating it. But was it the “right” thing to do? The episode pulls no punches, and I’ve even heard some fans say it’s the worst thing Janeway ever did. I don’t agree on that front – wiping out an entire timeline and the lives of everyone in it has to take that prize! But yeah, it was a shitty thing to do. It was a tough situation, and Janeway made the call that she felt gave her ship and crew the best chance of making it home. And hey, if you disagree… play the new video game Across the Unknown and make a different choice!

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #8:
Wesley Crusher is fine/underappreciated/good.

Still frame from The Dauphin showing Wesley

Things have changed a lot for Wesley over the years, I think in large part due to actor Wil Wheaton’s incredibly positive attitude and the great way he’s advocated for and represented the Trekkie community. But there was a time when Wesley was wildly unpopular; in the early days of Star Trek fansites, back when I was first getting started with the internet in the ’90s, hating on Wesley was one of the most common things you’d see. I never felt Wesley deserved all the hate he got; some of it crossed a line, really, into something a bit unpleasant or even sinister. We’re talking about a child, after all, or a teenager, and attacking a performer because you don’t like their character is just stupid.

However… I get where the original dislike stemmed from, especially in stories where Wesley could seemingly do no wrong, or was better and more competent than the trained officers around him. Partly, this came from Gene Roddenberry – Wesley was a bit of a self-insert character for Gene, even being named for Roddenberry’s own middle name. But Wesley did have weaknesses and flaws, even in The Next Generation’s first season. His inability to get accepted to the Academy being just one example. And when Wesley did make it to the Academy, the accident he was caught up in tested his loyalties and morality to the limit. Is he the best character in Star Trek? Arguably not. Is he better than folks give him credit for? I’ve gotta say yes.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #9:
The reboot/Kelvin timeline Enterprise is a beautiful ship.

Still frame from Star Trek 2009 showing the Enterprise

To this day, I know Trekkies who point-blank refuse to watch the Kelvin films. But… I think the out-and-out hate for the reboot has begun to fade, thanks to the passage of time. Practically everything about the 2009 reboot was controversial in some quarters of the fan community when the film was released, including the redesign of the USS Enterprise. The design took the original Constitution-class from TOS and changed a lot of things, with a different colour scheme, bulkier nacelles, a lit-up main deflector, and more. It’s certainly a different interpretation of the classic ship from four decades earlier.

I’m actually pleased to see opinions like this. There will always be holdouts – people who can’t get over the changes and who only want to stick to a certain design philosophy or a particular era of Star Trek. But as time passes and puts distance between us and the premiere of these designs, I think it’s nice to see more Trekkies revising their opinions, revisiting some of these elements of the reboot films, and coming away with a more positive impression. It gives me hope, quite honestly, for the future of the fan community in the years to come, and that some of today’s controversies may also be forgiven over time!

Unpopular? 🛑No!🛑
Agree? ✅Yes.✅

“Unpopular” Opinion #10:
“Faith of the Heart” was a good song for Enterprise’s title sequence.

Still frame from the Star Trek Enterprise title sequence showing the show's title

This is another example of the passage of time smoothing things out, I think! I remember hopping online, circa 2001, to try to download Faith of the Heart – and then burning it onto a CD and a MiniDisc (remember those?) so I could listen to it on the go! Sure, it was different – the whole sequence, really, is a very “2000s” way to open a show, and it feels a bit dated today. But I’ve always enjoyed the song, and I certainly never agreed with folks who said it “ruined Enterprise,” or turned them off so completely that they wouldn’t even watch the show!

“Archer’s Theme,” the music heard during Enterprise’s end credits, is the track some folks argue the show should’ve used instead. And I get wanting Star Trek to revert to type; to have the ship warping over a starry background while an orchestra plays a piece of music. But did “Faith of the Heart” really change much about the series? It’s still Star Trek. And if you hate it… well, it’s never been easier, thanks to DVDs and streaming, to skip it! That being said, I think this is still a minority position within the wider fan community, even if the song’s reputation has recovered somewhat over the years.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #11:
Neelix and Kes were a good couple.

Promo photo for Star Trek: Voyager showing Neelix and Kes kissing

This one has to be trolling, right? I’d go so far as to say that, if Neelix’s relationship with Kes had been in focus in Voyager much more than it was, it could’ve been genuinely detrimental to both characters and even the entire series. As the setup for getting Neelix to help Janeway and ultimately join the crew, it tracks. But what it says about Neelix – a man in the Talaxian equivalent of middle age – falling in love with a girl who’s… one year old, and the Ocampan equivalent of, what? Seventeen or eighteen? It’s… really, truly icky.

Moreover, the relationship exaggerated some of Neelix’s worst qualities. In episodes like Parturition, we’d see him getting jealous and possessive over Kes in a way that, frankly, felt uncomfortable. A man who seems positive and happy-go-lucky on the outside seemed to have a dark, possessive, almost abusive streak, and if that had been brought up even once or twice more, it would make Neelix truly difficult to root for. Fortunately, this isn’t an opinion I’ve ever seen another Trekkie endorse, though!

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #12:
Sybok was a fun and deep villain in Star Trek V.

Still frame from Star Trek V showing Sybok.

The Final Frontier has its issues. But is Sybok one of them? This commenter argues he isn’t, and that a religious zealot who belatedly realises that he’s wrong and he’s been lied to or manipulated gave Sybok a lot of depth. I’d add to that that the idea of exploring a Vulcan offshoot – someone who doesn’t care to suppress his emotions – was also something different. It was certainly unique at this point in the franchise, coming before the Vulcans got more development in episodes like TNG’s Sarek, and of course, through storylines in Enterprise.

The problem I have with this, really, is not so much in concept – I think the original poster is right about that – but in execution. Sybok’s best moment is arguably his final one, when he sacrificed himself to help his brother and the Enterprise escape. Prior to that… Sybok wasn’t *outstanding*, really. There is more to The Final Frontier than some fans give it credit for. And like most Star Trek characters, really, there are elements to Sybok, to the way he’s written, and to the portrayal on screen that worked or that hold some interest. And I will say, to the original comment’s credit, it’s not an argument I’ve seen before.

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #13:
All of “Kurtzman Trek” sucks and should be considered a failure.

Behind-the-scenes photo from Star Trek SFA S1 showing Kurtzman directing

In the time Alex Kurtzman has been in charge of Star Trek for CBS, then Paramount, and now Skydance, there have been more than 200 episodes (and a TV movie) produced and broadcast. Are you telling me, original commenter, that there’s absolutely no merit to *any* of it? Because I find that hard to believe! Even Trekkies who’ve hated most of modern Star Trek have enjoyed some projects – Picard’s third season, or perhaps Strange New Worlds. Alex Kurtzman was in charge of the franchise for that, and was executive producer on both shows.

I don’t think you can write off an entire era of the franchise, any more than you could say “Berman Trek” was bad, or “Roddenberry Trek” sucked. But even if someone is of the opinion that *all* of modern Star Trek is atrocious and without merit… we can agree to disagree without getting into personal attacks. I hope! Has Alex Kurtzman got everything right? No – and I think he’d admit that. But has there been some fantastic Star Trek on our screens since he’s been helming the franchise? I believe there has been.

Unpopular? 🛑No!🛑
Agree? 🛑No!🛑

“Unpopular” Opinion #14:
Voyager focused too much on Janeway, the Doctor, and Seven of Nine from Season 4 onwards.

Composite of promo photos for Star Trek Voyager showing Janeway, Seven, and the Doctor

I was surprised to see this on one of the “unpopular opinion” posts – not because I disagree (I don’t), but because I’ve never seen anyone else share this opinion online before! For me, the back half of Voyager’s run felt swamped by one character: Seven of Nine. Seven would apparently “learn” some lesson in how to be human one week, only to seemingly forget it all in time for the next story. This led to several Seven/Janeway and Seven/Doctor episodes being so awfully repetitive that I sometimes mix them up. Voyager’s still a great show, don’t get me wrong, but taking some spotlight episodes away from Seven and redistributing them to neglected characters like Chakotay, Tuvok, or B’Elanna wouldn’t have gone amiss.

Picard rehabilitated Seven of Nine for me, though – I even went so far as to say that that series made Seven into an interesting character for the very first time! So this aspect of Voyager, while admittedly not great, doesn’t feel so bad in hindsight, I guess. And the issue isn’t really that most of these episodes are “bad,” but rather that they’re too narrow in their focus on one or two characters at the expense of other members of the cast. When I used to use Twitter and I shared a similar opinion about Seven of Nine being repetitive and boring, though, I got a fair bit of pushback! So I think this opinion can truly be said to be “unpopular” within the fan community.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #15:
The Maquis were right to leave the Federation.

Photo of the Maquis Raider filming model

This comment went on to lay out that, in the writer’s opinion, the Maquis had every right to reject the Federation and want to leave, regardless of whether they wanted to fight the Cardassians or not. This seems to come from a place of “popular sovereignty;” the political philosophy which states that people should be free to choose how they are governed – and whether they want to remain as part of an institution like the Federation. The right to secession, by definition, exists if popular sovereignty exists within the Federation – something we’ve seen a lot more of in Discovery and Starfleet Academy, to be fair.

So should the Maquis have been allowed to leave? I would say yes… in principle. But it also isn’t quite so straightforward. The Federation had to balance the rights of its citizens along the Cardassian border with the need to avoid war with the Cardassians – something that would have impacted Maquis colonists *and* the rest of the Federation. Sometimes, as Spock would say, “the needs of the many outweigh the needs of the few.” If you’re one of the few, in that case… that kinda sucks, especially if it means you have to abandon your home. So it’s not quite as cut-and-dry as presented. But as a general rule, if Federation member worlds want to leave, even if they began life as colonies… they should surely be allowed to do so.

Unpopular? 🛑No!🛑
Agree? ✅Yes.✅

“Unpopular” Opinion #16:
The Tellarites and Andorians deserve more screen time.

Still frame from Lower Decks Mining the Mind's Mines showing Jennifer

The four original founding members of the United Federation of Planets were humans, Vulcans, Tellarites, and Andorians – yet only Vulcans have really been explored across Star Trek’s nearly six decades of history. Enterprise told more stories with the Andorians, sure, and we’ve seen Tellarites (and half-Tellarites) in Prodigy and Starfleet Academy. But these two races still feel underrepresented across the franchise as a whole. Partly, it must be said, that’s because of their almost complete absence from all three shows of The Next Generation era.

Since the turn of the millennium, Star Trek has made moves to address this. But it would still be neat to get a major Andorian or Tellarite character in the next live-action film or series. These two races are important to the Federation within Star Trek’s fictional history, so it is kind of odd, when you think about it, that they haven’t been seen more often. I would suggest, perhaps, that the more complex prosthetic makeup – when compared to the likes of the Vulcans, Bajorans, and so on – may have made it a bit more difficult or expensive in years gone by. Less of an issue today, though! It’s not an argument I’ve seen very often, and I think that, especially prior to Enterprise, a lot of Trekkies had more or less forgotten about both of these races, and didn’t seem to care much about them.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #17:
Jack Crusher was an especially bad character in Picard Season 3 because of what his existence says about Beverly.

Still frame from No Win Scenario showing Jack

This post argued that Jack Crusher’s “secret birth” storyline actively harms his mother’s characterisation. By essentially hiding Picard’s son from him, concealing the birth, and disappearing for decades, Dr Crusher – in this person’s opinion – committed an unforgivable sin, and it was also something that she wouldn’t have done based on the way she was in TNG.

For my two cents, I didn’t think Jack was the best part of Season 3. The storyline he was wrapped up in, while not his fault on his own, wasn’t all that great, and I found it hard to buy into the idea that the character was only twenty-one years old (since the actor who played him was in his mid-thirties). Further, giving this version of Picard a storyline about discovering he had a long-lost son didn’t feel right, either – it felt like a story better-suited to someone younger, which seemed to go against other themes in the season. However, on the specific criticism of Jack “harming” Dr Crusher’s character… I don’t think I agree. It was explained in the show why she did it – to keep Jack safe from the shenanigans that constantly swirl around Picard – and I actually felt that this version of Dr Crusher had a bit more personality than she did in most of TNG. It wasn’t a random thing; Dr Crusher didn’t decide to leave for no reason. And her reasoning made sense in the context of the show.

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #18:
Strange New Worlds’ Gorn arc is good, and the Gorn make for entertaining villains.

Still frame from Hegemony Part 2 showing a Gorn

I didn’t really realise that this one was quite so controversial until I saw some of the comments under posts expressing this opinion! Personally, I’ve really enjoyed Strange New Worlds’ take on the Gorn – transforming them into almost Xenomorph-inspired “monsters” has definitely shaken things up. At the same time, though, leaning too heavily on the monstrous angle does raise questions about the Gorn’s sentience and ability to be a spacefaring race, so there probably are moments where it went a little too far in one direction.

Strange New Worlds had a bit of a challenge, I suppose, when it came to villains. Most Star Trek villainous factions are off the table: Discovery had recently done the Klingon war, DS9 has already done a big Cardassian war, there can’t be the Romulans in a big way due to the timeline, and returning to the likes of the Xindi from Enterprise wouldn’t have worked very well, either. So to pick a race like the Gorn – who have run-ins with Starfleet in this era – wasn’t a bad idea. And giving them a new, more frightening presentation has – in my view – worked pretty well.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #19:
It’s hard to get used to the way Avery Brooks delivers his lines.

Still frame from In The Pale Moonlight showing Sisko

This one’s a toughie for me, because I first watched Deep Space Nine in the mid-1990s when I was a wee bairn. I can’t remember ever thinking that the way Sisko speaks is weird or offputting, as this commenter suggests. In fact, all of my DS9 memories are positive from that period, and Sisko quickly became one of my favourite parts of the entire Star Trek franchise. His vocal delivery, cadence, and manner of speaking weren’t things I’d considered at all until I read this post.

I suppose, to be fair to the commenter, Avery Brooks might come across as a bit of a thespian; the way he speaks and emotes is at least partially inspired by acting in the theatre for a live audience. But the same is definitely true of Sir Patrick Stewart, in that case – and other Star Trek regulars, too. Many actors get their start in stage productions, and that’s not a negative thing at all. Obviously, the way any of us feel about an actor and a performance is going to vary, and I would never say that everyone “must” like Captain Sisko or the way Avery Brooks portrayed the character. But for me… this just isn’t something I ever remember feeling when DS9 was new, and I haven’t heard this argument before.

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #20:
Bending the rules of “canon” is okay.

Stock photo of a cannon

Every time a new Star Trek story touches on a character, alien, faction, or even an aesthetic or design we’ve seen before, some folks crawl out of the woodwork to moan about “violating the integrity of canon!” I’ve actually written about this subject before, and I tried to lay out that my position is a bit more nuanced than the black-or-white, “respect all canon” versus “I don’t care” debate that flares up, from time to time, within the Trekkie community! In short, I’d argue that the foundational building blocks of a fictional world and its key characters should be kept the same, but the minutiae can be changed.

As an example: warp drive works using dilithium, so future Star Trek stories need to keep that in mind. But if one episode says warp seven takes a week to reach Romulus and another episode says it takes three days… that kind of thing doesn’t matter. Nor does the fact that uniform designs look different from one show to another. So, yes, canon matters because basic internal consistency within Star Trek’s fictional setting is important if I’m to maintain my suspension of disbelief. But it isn’t the only thing that matters, and we needn’t sacrifice interesting narrative ideas at the altar of “canon purity” if there’s a fun story to be told.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

“Unpopular” Opinion #21:
A crossover between Star Trek and Star Wars is a great idea.

Still frame from Return of the Jedi showing Vader and Luke on Endor

As a kid playing with action figures, I already achieved this goal thirty-five years ago! Jokes aside, fans of both Star Trek *and* Star Wars have speculated about what a crossover might look like for decades. And who knows… with Paramount buying up everything in Hollywood, maybe it’s no longer the impossible dream that it once appeared to be!

There are some pretty big hurdles, though, just from a practical point of view. Both franchises are owned by competing companies, and both have decades’ worth of complicated lore and history. Then there’s the question of time and place – Star Wars famously takes place “a long time ago in a galaxy far, far away,” whereas Star Trek takes place in a vision of our future. Which characters would be involved? And how would Star Trek’s technology co-exist with hyperdrives, lightsabres, and the Force? As tempting as it might sound on some level, I don’t think I’d go for it if I were in charge!

Unpopular? 🛑No!🛑
Agree? 🛑No!🛑

“Unpopular” Opinion #22:
The Prime Directive is unethical.

Still frame from Star Trek Insurrection showing the duck blind

Several commenters argued that the Federation’s Prime Directive is a fundamentally unethical policy, because it condemns whole civilisations to extinction just because they haven’t developed one specific technology. And, on the surface, that seems to track – stories like Pen Pals, Dear Doctor, and the beginning of Into Darkness quite clearly show Starfleet has the ability to intervene, but chooses not to, even when there’s an existential risk to an entire race of sentient beings.

The Prime Directive, fundamentally, is about not interfering with or altering the trajectory of societies that haven’t yet discovered alien life. And it makes sense, right? Think of the chaos it would cause to our own society if aliens descended from the skies – even if they had the best of intentions. We aren’t ready for that, and maybe we won’t be for a long time. The rigidity of the Prime Directive throws up some strange situations, though – but we often see our heroes finding ways around it, and the fact that they never seem to get in trouble suggests that Starfleet is okay with rule-bending, sometimes!

Unpopular? 🛑No!🛑
Agree? 🛑No!🛑

“Unpopular” Opinion #23:
Too many people are related to Spock, best friends with Spock, falling in love with Spock, or revere Spock.

Still from YesterYear (Star Trek TAS) showing Spock

Spock has become a larger and larger part of Star Trek, over the years, even as we’ve moved further away from The Original Series. He and his father appeared in The Next Generation, Spock crossed over to the Kelvin timeline where he met his younger self, and Spock has had two long-lost siblings that he never mentioned: Sybok and Michael Burnham. Chapel falls in love with Spock, La’an falls in love with Spock, and all the while, Spock is betrothed to T’Pring. Characters like Boimler talk about Spock with reverence, too. Yeah… it’s kind of a lot, huh?

It can feel, sometimes, like Spock is too present and too big a part of the storylines he’s included in. I’d be totally fine with stepping back from Spock, for a while, and giving other characters a chance to be in the spotlight. The Burnham connection has been established at this point, and there won’t be any retconning or removal of that. But going forward… if we’re lucky enough to see more Star Trek entering production, setting Spock aside would probably be for the best – at least for a while.

Unpopular? 🛑No!🛑
Agree? ✅Yes.✅

“Unpopular” Opinion #24:
René Auberjonois should’ve played Odo with an exaggerated French accent.

Still frame from What We Left Behind showing Odo

This one… I think it was entirely tongue-in-cheek! But I thought it was funny, and it’s my list so I’m including it. René Auberjonois played the French chef in The Little Mermaid, and his French accent is pretty iconic! It would’ve certainly shaken things up, with Odo becoming much more of a comic relief character, especially if Auberjonois really hammed it up. Would it have made DS9 *better*? Uh, probably not. Would some of his conflicts with Quark have been a lot funnier, though? Yes.

Look, this was just a bit of silly fun. I’m pretty sure no one’s out there seriously suggesting that giving *any* Star Trek character a comedy accent would’ve improved the show. But it’s fun, as fans, to think about these things sometimes. How different would episodes like The Die Is Cast have been if Odo were hamming it up, sounding like the French chef from The Little Mermaid? And, to the credit of the original commenter, it’s not an opinion I have *ever* heard expressed before!

Unpopular? ✅Yes.✅
Agree? 🛑No!🛑

“Unpopular” Opinion #25:
Star Trek *should* change over time, and not simply re-make TOS or TNG for every new series.

Still frame from Vox in Excelso showing the cadets

As early as the ’70s, when The Animated Series entered production, Star Trek was changing. When Phase II was reimagined as The Motion Picture, and Star Trek went to the cinema for the first time, the franchise changed. Star Trek, like any long-running franchise, moves with the times. That means the way shows look and feel changes, it means the way characters are cast and handled changes, and it means the nature of storytelling changes, too. The entertainment industry is not a static, stagnant thing, and if the higher-ups at Star Trek tried to recreate The Original Series every time… well, the franchise probably would have died out a long time ago.

That being said, some experiments and changes work better than others. I’m firmly of the opinion, having seen multiple seasons of modern Star Trek, that the franchise *needs* the freedom episodic television brings, and that serialised stories need to be a much smaller part of Star Trek in the future… assuming there will be a future. It seems that Skydance, Star Trek’s new corporate overlords, are more interested in films than streaming TV, so that could be another change coming down the pipeline. But the original poster is correct – Star Trek can’t afford to be left behind as the entertainment industry shifts around it. Figuring out what to change, how far to take those changes, and what fundamentals need to be left in place, though… that’s a tougher set of questions, and modern Star Trek hasn’t always stuck the landing, unfortunately.

Unpopular? ✅Yes.✅
Agree? ✅Yes.✅

So that’s it… for now!

Concept art of the USS Enterprise in Spacedock for The Search for Spock
Concept art of the USS Enterprise in Spacedock.

Stay tuned, because I have *at least* another twenty-five of these “unpopular” opinions that I’d love to write up one day.

I hope this has been a bit of fun. If I tore a hole in an opinion you agree with… please try not to take it personally! This is meant to be a bit of light-hearted fun, joining in with the Star Trek fan community in my own way, and not something to get too upset about or offended by. I tried to pick a mix of different opinions from across social media, touching on different parts of the franchise, including things I agreed with and didn’t agree with.

If you missed it, I have a two-part review of Starfleet Academy’s first season, which is now live on the website. You can find part one by clicking or tapping here, and the follow-up by clicking or tapping here. And there’s more Star Trek content to come as the 60th anniversary nears! I’ve got plans for re-watches, theories, and more, so I hope you’ll check back from time to time. Thanks for joining me to dissect these “unpopular opinions,” and Live Long and Prosper!


Most Star Trek films and TV shows discussed above can be streamed now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including all films, TV programmes, and other properties discussed above – is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Nvidia DLSS 5: Is This What The Future Looks Like?

Allow me to preface this by saying that I’m not on the “anti-A.I.” bandwagon by any stretch. While I’m sceptical, to a reasonable degree, about some of today’s large-language models, and whether they can really do as much as investors have been promised, I see the potential in A.I. in a lot of ways. I don’t want this piece – discussing one very specific use of A.I. – to be misunderstood! In fact, I’d argue that anyone who claims to be “anti-A.I.” in every possible case doesn’t actually understand what A.I. is and how broad a category it is; it would be like saying your “anti-computer,” or “anti-electricity.” The uses for A.I. are vast – it’s an incredibly big category of inventions.

So what are we getting into today, then? If you missed the announcement, graphics card manufacturer (and major supplier of components to A.I. datacentres) Nvidia has recently shown off its new A.I.-powered DLSS 5.0 – a graphical overlay for some video games, which is intended to add more “realism” to environments, character models, and faces.

And… to be blunt, I think it looks like shit.

Nvidia DLSS 5.0 demo image
The DLSS 5 Starfield demo.

Some of today’s generative A.I. models can create photorealistic landscapes, creatures, and even people. A.I. art is a big topic in and of itself, and it can be quite controversial, so we won’t get into all of the arguments around it. Suffice to say that, as someone who runs a small website as a hobby, the only times I’ve used A.I. art (that I’m aware of, anyway) are in a couple of my other articles discussing A.I. – and that was a deliberate choice to help illustrate a point I was making. I’m not actively opposed to A.I. art in all cases; as with any subject, it’s not a black-or-white thing. Not all photographs are “art,” but some can be – and I would suggest A.I. art is probably in that same kind of space.

But we’re off-topic already!

DLSS 5, according to Nvidia, is intended to increase the “visual fidelity” of video games, and the company claims it’s their most significant innovation since real-time ray-tracing almost nine years ago. DLSS 5 uses generative A.I. in some form – the exact details are not clear – and seems to work as a kind of “middle man” during the rendering of frames, upscaling, adding detail, and trying to give games a more photorealistic look.

Nvidia DLSS 5.0 demo image
Nvidia’s helpful explanation of how DLSS 5 works.

On the surface, this sounds like a useful invention, right? At least for *some* games, anyway. Game developers have been chasing photorealism since, really, the very dawn of video games and computer-generated imagery, so any new innovation that brings us closer to that goal should be a cause for celebration. Only… well, is DLSS 5 *actually* making things photorealistic? Or is it simply adding a filter?

The screenshots Nvidia provided – which, I would note, are going to have been *very* carefully selected to show the new tech in the best possible light – all feel, well, kinda samey. And that’s despite the games selected to show off this new technology all being pretty different from one another in terms of art style. Yes, all of the games in question were aiming for some measure of photorealism, but there are incredibly important differences in the way they use more subtle things like light, shading, facial animations, and so on. If DLSS 5 smooths all of that out, resulting in games that look indistinguishable from one another… I’m not sure I’d call that a “breakthrough.”

Nvidia DLSS 5.0 demo image
DLSS 5 running on an Nvidia tech demo.

To Nvidia’s credit, they claim, in their marketing blurb, that DLSS 5 is meant to be “tightly grounded in the game developer’s 3D world and artistic intent.” But based on the screenshots and video that Nvidia itself provided as part of this announcement, I gotta be honest: I’m not seeing that. I see a filter that smooths out a game’s rough edges, sure, and definitely adds more detail – but if those details are all the same, and the end result is that faces in particular end up looking incredibly similar from title to title (and, I would add, not unlike a Snapchat/TikTok filter or other A.I.-generated artwork), then I don’t think it’s going to be of interest – at least, not to me.

There’s already a lot of sameyness and repetitiveness in the way modern games look thanks to many of the industry’s biggest studios using the same handful of game engines. Unreal Engine 4 and 5 are so commonplace nowadays that you can almost always notice its presence from the moment you boot up a title. And there are advantages to that – don’t get me wrong. As someone who used to work in the industry, one of the biggest issues developers (and studios) faced was that skills in one engine or one programming language don’t automatically translate; if more studios are using the same software, skills are more easily transferrable.

Nvidia DLSS 5.0 demo image
Another of the demo images.

But for players, the end result has been that an increasing number of big-budget titles feel… samey. And DLSS 5, if it can actually do what’s being advertised, might just make that particular trend *worse*, not better. Photorealism is not one singular thing – just go to an art gallery and look at photos, and you can see that, even in the real world, there are completely different ways to capture a portrait, a city, a landscape… and more. DLSS 5 seems, to me, to be trying to apply the same techniques to every game shown off – and the results are more miss than hit.

One of the titles selected was Starfield – and if you know me, you’ll know I’m of the opinion that Starfield needs all the help it can get! I once described Starfield’s NPCs as “dead-eyed, waxy-skinned Madame Tussauds rejects,” so *anything* that could be added to the game to “fix” its NPCs should be great. Right?

Nvidia DLSS 5.0 demo image
Starfield with DLSS 5.

Look at the image above, which is taken from the opening act of Starfield. Look at the two characters – Heller and Lin. Doesn’t Heller just look like… a meme? You know, the edited “Chad face” meme? And what’s with the lighting? The image is horrifically over-lit, completely negating the vibe of the original scene. I can’t believe Nvidia has got me *defending* Bethesda’s “artistic vision” for Starfield, but the original version of the scene genuinely has more character. The dimly-lit, dusty space evokes the feeling of being on a small outpost at the arse end of space; the DLSS 5 version completely changes the entire tone of the setting. It makes it feel washed-out.

Even if you prefer the more brightly-lit version of Starfield’s opening area, can we at least agree that Bethesda lit the original room a certain way on purpose? Starfield has other indoor areas which are much brighter, so it’s not a technical limitation. It’s clearly a creative choice for that room, at that mining outpost, to be lit the way it was. And DLSS 5 blasted right through that, ignoring all of it.

Nvidia DLSS 5.0 demo image
EA Sports FC.

The one game where I thought DLSS 5 worked best (or “least badly,” I guess) was EA Sports FC. Those kinds of sports games have always been interested in pushing photorealism, and I just felt that DLSS 5 looked most in line with the game’s art style. But the EA Sports FC promo images also threw up some pretty weird and jarring artefacting in the background: in the image above, note how the player on the left, when DLSS 5 has been enabled, seems to stick out from the background quite abruptly. Compare that to the same image without DLSS 5; it’s a much smoother transition from face to background – something that, I would argue, looks more natural and less artificial.

The lighting issue also affects Resident Evil Requiem. The provided images of protagonist Leon (seen below) show DLSS 5 completely changing the way he appears in that scene – and again, as with Starfield above, it looks too bright compared to the original. For a horror game, where environments and lighting matter all the more, I can only describe that as being a potentially huge problem.

The Leon image also has a weird “glassy” effect to the sky in the background, despite seemingly being set outdoors. That could also be a bug – a bug in the very demo images that Nvidia is using to introduce this new technology.

Nvidia DLSS 5.0 demo image
Resident Evil Requiem’s entire lighting has changed.

According to reports by folks who’ve seen DLSS 5 for themselves, Nvidia was running the demonstration on not one but *two* of its top-of-the-line RTX 5090 graphics cards. Here in the UK, those cards retail for upwards of £1,800 – so a rig needing two of them is gonna set you back a pretty penny! Cutting-edge innovation often starts expensive and gradually comes down in price – 1080p HD, ray-tracing, 4K, etc. were all in that category. But if DLSS 5 launches, as promised, later this year and it needs the highest of high-end hardware just to get started… well, I guess that rules me out, anyway!

From what I’ve seen, I gotta be honest with you: I’m not impressed. I think there’s potential – in theory – to use A.I. in some way to improve graphical fidelity, add realism, and do the kinds of things that Nvidia is promising DLSS 5 can. But if the end result is games and characters that look like they’re straight out of memes or A.I. art… I don’t see that proving popular and catching on. Even when DLSS 5 had opportunities to genuinely improve some pretty janky-looking character models in a game like Starfield, it still came up short.

Nvidia DLSS 5.0 demo image
If DLSS 5 could’ve improved any of the games selected, it would’ve been Starfield.

Art is complicated, and art is subjective. And I have no doubt that some folks will happily sacrifice “artistic vision” in order to gain a more detailed, photorealistic look. But if there’s one thing we’ve learned from the success of indie games over the past decade-plus, it’s that graphics aren’t the only thing that matters to players. I’m still of the opinion that, if I had to choose between two similar games in the same genre, the better-looking one is going to grab my attention first. And the push for photorealism has led to some absolutely beautiful video games over the past few years. But does adding a generative A.I. layer improve things? Based on the evidence Nvidia chose to submit, I’m gonna say “no.”

However, this could be an idea to keep an eye on. If we haven’t yet reached the ceiling of generative A.I.’s capabilities, and if improvements to this kind of system are possible, it could be an interesting technology for the future. For one thing, it could mean there’s less of a need to remaster and remake older games; if the goal of a remaster, like last year’s Oblivion, for instance, is just to improve the graphical fidelity, well, this kind of system might be able to do that much more easily. So, despite not liking DLSS 5 as it’s been shown today, I can at least see the potential for its use somewhere down the line – assuming that Nvidia can hone it, refine it, and ensure that it really does preserve a game’s unique art style without ruining things like brightness and environmental details, or making faces look… well, like *that*.

Thanks for reading. I’m not a tech expert by any stretch, but I wanted to share my thoughts on this new technology as it pertains to video games. If you want to check out my thoughts on one potential future for generative A.I. in entertainment, click or tap here. And if you want to get my thoughts on last year’s alarming A.I. 2027 paper, you can find that by clicking or tapping here. Until next time!


DLSS and DLSS 5 are trademarks of Nvidia. All titles discussed above are the copyrights of their respective developer, studio, and/or publisher. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Bittersweet Summer Nostalgia

An anime-themed spoiler warning.

Spoiler Warning: Beware of spoilers for Non Non Biyori Season 1.

I want to preface this by saying that I’m not familiar with anime as a medium. I haven’t watched any anime, really, save for a couple of films that an ex insisted we watch, and while I’ve never looked down on anime or anime enjoyers, it’s never been something I really sought out or took an interest in. So I’m approaching this series – which I’ve only seen, at time of writing, a few episodes of – as a total newcomer to anime in a general sense. I don’t think that matters so much in this instance, because this piece really isn’t “a review” of the series or episode in question. But I think it’s worth being up-front about these things, and there’ll be no hard feelings if you think my relative unfamiliarity with anime makes my take somehow less valid.

It’s quite rare, these days, for any film, game, or TV series to really punch me in the face with “the feels,” but I really don’t know how else to describe the experience of watching a single twenty-two-minute episode of an anime called Non Non Biyori. This episode almost perfectly encapsulated summertime memories from decades in the past, bringing them bubbling to the surface in a way I just… wasn’t expecting at all. And I felt I needed to put (metaphorical) pen to paper and share the experience with you today.

Screenshot of Crunchyroll showing the splash page for Non Non Biyori
We’re going to talk about anime and nostalgia today.

For a bit of background, I asked a friend of mine for some TV and movie recommendations – particularly something “slow,” and not fast-paced, thrilling, or scary. My friend, who is a bit of an anime fanatic, jumped at the chance to recommend me several anime shows in the Iyashikei genre. I was totally unaware of Iyashikei, as a total anime noob, but it’s a Japanese term that roughly translates to “healing,” and it refers to anime and manga that depict calming stories and peaceful locales. That sounded like just what I was in the mood for, and Non Non Biyori was the anime that I chose from that genre to get started with.

Iyashikei is a relatively new genre of manga and anime, from what I can tell. It emerged in the mid ’90s, as a reaction to events like Japan’s economic recession, the Tokyo subway gas attack, and the Kobe earthquake, all of which sparked an interest in calming, healing stories. The genre has continued to this day. It seemed like something worth checking out when I was craving something slower-paced and calming, so after a bit of deliberation and research, I settled on trying Non Non Biyori.

Compilation of four photos of rural Japanese landscapes
Non Non Biyori is set in rural Japan.

Something you should know about me, to better inform this discussion, is that I grew up in a small village in the rural north of England. The village I was raised in from the age of one had a dozen houses, a single farm, and about thirty or so residents, and the primary school I attended never had more than about forty pupils at a time; there were only two classrooms, two teachers, and my year group had just six pupils my age. I have vivid memories of playing in the mud, walking home from school along unpaved farm tracks and over the fields, picking brambles in the autumn… and positively *dying* of boredom as a teenager!

I had absolutely no expectations for Non Non Biyori. The only thing I knew about it was that it’s an anime in the Iyashikei genre. I certainly didn’t expect to get an episode that so perfectly – and so powerfully – reminded me of my own childhood, of summer days spent roaming the village, playing in the sun, and getting into mild mischief. But… that’s exactly what I got in the fourth episode of the first season.

Still frame from Non Non Biyori showing Renge and Honoka
Non Non Biyori.

Non Non Biyori is (at least so far; I haven’t seen all of it) a largely episodic show. The main characters have one or two adventures per episode, and the next episode picks up a different story, often with a different main character in focus. Episode 4 is titled Summer Vaction Started, and I want to focus on one of the main storylines in the episode: that of first-grade pupil Renge over a few days at the start of her summer break.

Renge’s summer break begins when her older sister returns to the small village of Asahigaoka – the setting for the series. Although we’re worlds apart in some ways, I felt echoes of my own childhood in Non Non Biyori’s depiction of Asahigaoka from the very first episode. There’s a sense of isolation that you feel as a kid that can be quite hard to put into words if you’ve never lived in a place like this. The whole world seems to pass you by as you exist in this small, almost unchanging place. You’re restricted to activities within walking or cycling distance, when there’s no public transport and you’re too young to drive, and when all that’s around you are fields… well, you have to make your own fun with whoever you can find!

Renge’s summer begins.

When I was growing up, we had a couple of other kids around my age in the village, and even though we didn’t have a lot in common, we played together, as kids will. I can remember digging a “swimming pool” in a neighbour’s garden one summer – a large hole that we fully intended to turn into our very own private pool. It was nothing more than a muddy hole, but we must’ve spent hours digging in the heavy soil, moving stones, and planning out what we’d do when we finally got our “pool” just the way we wanted it!

Non Non Biyori dragged up memories just like this one – memories from, in some cases, almost forty years ago. And I just… I honestly wasn’t expecting that strange bittersweet feeling from a series like this. These aren’t *painful* memories, but they’re events and situations that I just haven’t dwelt on for such a long time, with most of the people involved totally gone from my life today – or having passed away years ago.

Farm tracks like this were a common sight when I was a kid.

I can see why, to a city-dweller, a series like Non Non Biyori would appeal. It’s textbook escapism – an idealised slice-of-life for the kind of life that most people today, especially in urban areas, don’t really get to experience. I guess that’s also why the Iyashikei genre continues to attract an audience. There’s a lot to be said for something slower-paced and cosy, especially in today’s world. And for folks who live hectic lives in bustling cities… I can totally understand why stories and settings like these appeal. It’s the same reason why period dramas, set in Victorian times or older, are popular in some circles.

As a newbie to anime, I gotta admit that I’ve never really paid much attention to the art style – at least, not background art. Anime characters and that style of drawing and animating people has become pretty popular even outside of Japan, and while I’ve never *disliked* it, it’s not something I really spent much time at all thinking about. I was even less familiar with the way anime shows like Non Non Biyori represent their environments… and I was blown away by some of the vistas in the show.

A water mill.

There are some establishing shots in Non Non Biyori, depicting the village of Asahigaoka and the area around it, that I would literally buy a print of to hang on my wall – they’re that good. And this is another part of the show that I really wasn’t expecting at all! Yet the beautiful artwork brings the setting to life in an absolutely stunning way, and is a major contributing factor to those cosy and nostalgic feelings that I talked about.

An animation studio called Silver Link worked on Non Non Biyori, bringing the world of Asahigaoka to life. The studio, which was established in the late 2000s, has dozens of other productions under its belt at this point, and has a well-deserved reputation for high-quality work. I know it seems silly to harp on about the backgrounds and establishing shots… but I think these are absolutely key parts of the way Non Non Biyori’s summer vacation episode hit me with that sense of nostalgia.

A rainy summer’s eve in Asahigaoka.

To get back to the story, part of the episode follows Renge as she takes time off from school, eventually meeting up with another girl her age – a visitor from the city, who’s come to stay for the summer break. Renge shows the new girl around, and they take photos together, building up a firm friendship. This is a great way for us as the audience to explore Asahigaoka and the area around the village, seeing it through the eyes of newcomer Honoka. We get several beautiful shots – totally dialogue-free – just depicting the environment, and the girls moving through it.

Renge, from her first moments on screen, is… what’s a nice word for “a bit of an oddball?” She’s the youngest of the main characters, perhaps the youngest person in her village, and she seems to have developed a unique way of looking at the world and interacting with the people around her. She has friends, and they accept that side of her, but seeing her make a new friend – someone her own age – was something special, and you could see how much it meant to her.

Renge and Honoka sheltering under a tree.

This setup was another thing that dragged me right back to my own childhood. Across the fields from the village I lived in was a caravan park, and although the holidaymakers usually kept to themselves, we’d occasionally encounter them when out on walks. I have a vivid memory of being four or five years old, playing with a couple of German kids whose parents my parents had befriended. I can remember doing the same kind of thing as Renge does in Non Non Biyori, taking these two German kids around the village, showing them a pond with frogs and tadpoles, a field with lambs, climbing in an old tractor tyre, and then playing with toy cars in our garden.

That memory… it’s been buried for almost four decades. Yet here I am, in 2026, reminiscing about the couple of days I ran around, one summer, and played toy cars with a couple of kids from Germany all the way back in the ’80s. It’s… it’s a testament, I guess, to the power of storytelling, of animation, and of media in general to tug the heartstrings and evoke feelings that we didn’t even know we could feel.

Crossing a bridge together.

The story ends the way you’d expect: Renge’s new friend has to go home, back to the city. She leaves suddenly, and isn’t able to say goodbye. It’s heartbreaking to see Renge – normally so stoic – getting genuinely excited for her playdate, only to find out that Honoka has left. Non Non Biyori feels a bit ambiguous with its timing, but I get the sense it’s meant to take place before things like smartphones and iPads were all the rage. Renge has no way to contact her new friend, and just like that… she’s gone.

As Renge absorbs this news, she slowly starts to tear up – and *I* teared up right along with her. Partly, there’s shock: shock that this character is actually just a kid, despite her stoic and oddball presentation in earlier episodes. And partly… well, it’s because I’ve been there. The German kids I had so much fun with that summer, they went home after a few days. And we never kept in touch. There was no internet, no email, and long-distance international phone calls were impossibly expensive, so… that was it. You got a few days’ of playtime, and then it was over. For a five-year-old… it was pretty heartbreaking.

Renge is left in tears when Honoka leaves.

There was a happy ending, of sorts. Renge receives a letter from Honoka, apologising for leaving so abruptly, and promising to visit again soon.

I’m going to watch more of Non Non Biyori. But… I don’t want to rush it, really. It’s not the kind of show that I want to binge, because it’s exactly the opposite of a binge-style series, I guess. It’s slow-paced, and forcing my way through half a season at once just wouldn’t feel right. These characters all have their own little quirks and personality traits, but the show isn’t really about them – it’s about what they represent, and the kind of life they lead. A slower pace of life that, really, isn’t possible any more – and not just because time has moved on.

Maybe this will be the start of a longer anime journey for me, I really don’t know. I’d quite like to check out the Shenmue anime – a series based on one of my favourite video games ever seems like it could be fun! But, again, I’m in no rush, really. I’m going to take my time with Non Non Biyori, and even if none of the show’s remaining episodes come close to hitting me in the way Starting Summer Vacation did… that’s okay. I came to this series because I wanted a bit of a break, to slow down, and watch something a bit less taxing. I found that, for sure – but I also found something I absolutely was not expecting.

Thanks for reading.


Non Non Biyori is available to stream now on Crunchyroll. The series may also be available on DVD/Blu-ray. Non Non Biyori is the copyright of Kadokawa Corporation, Silver Link, et al. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Starfleet Academy – Season 1 Review: The Episodes

A Star Trek-themed spoiler warning

Spoiler Warning: There are spoilers ahead for Star Trek: Starfleet Academy Season 1. Spoilers are also present for the following Star Trek productions: The Original Series, Deep Space Nine, Voyager, and Discovery.

Welcome to an addendum to my review of Star Trek: Starfleet Academy’s first season. Because the review was longer than I originally intended it to be, I didn’t get a chance to delve into every storyline in as much detail as I wanted. So in this “Part Two,” we’ll be taking a look at episodes three through ten of Starfleet Academy Season 1. If you want to get my thoughts on the first two episodes of the season, I already have that review published. You can find it by clicking or tapping here. And please don’t miss my full Season 1 review. I go into detail about characters, season-long story arcs, VFX, and a whole lot more. You can find it all by clicking or tapping here.

If you really just want the brief, too-short version, here it comes: Starfleet Academy was more episodic and less serialised than I feared it would be, with individual episodes focusing on different characters. It explored more of the post-Burn 32nd Century in ten episodes than Discovery did in thirty-six. And there were individual moments in every episode that I enjoyed, that won a chuckle, or that “felt like Star Trek.”

Still frame from Kids These Days showing Caleb at the airlock
Caleb Mir.

However, the series very clearly exists in the “teen/young adult drama” space, drawing on university and high-school drama series for inspiration at least as much as on Star Trek. The tone of the show overall, and the way most of the main cadet characters were handled, just wasn’t “my thing.” And I was pretty sure it wouldn’t be before I switched it on! I tried to go into Starfleet Academy with an open mind, and I can say that I gave the series a chance to win me over. But it would be fair to say that, as someone the wrong side of forty, I’m not the target demographic here. For all of its enjoyable moments, Starfleet Academy just… isn’t for me. And I’m okay with that.

The show also recycled several of modern Star Trek’s least-interesting tropes: an over-the-top villain who’s connected to two of the main characters, a magical macguffin of ridiculous destructive power, and a nefarious scheme that threatens billions of lives across the Federation. A protagonist who was a little too perfect was an odd choice for a show set at a school – where characters need room to learn and grow – and while some of these things are not necessarily Starfleet Academy’s fault on their own, the show has come along after Star Trek has been in production for nine-plus years, and after we’ve had more than 200 new episodes across this streaming era. That context, unfortunately, weighs against Starfleet Academy, making some of its story points – which wouldn’t have been *phenomenal* on their own – even less appealing.

I said in my longer review that Starfleet Academy just doesn’t strike me as being an especially unique or memorable addition to the franchise. And I fear its second season – which is already in post-production – will be its last.

Behind-the-scenes photo from Star Trek SFA S1 showing Kurtzman directing
Showrunner and director Alex Kurtzman on the set of the season premiere.

I hope that’s enough context for today as we jump into the individual episodes! If it’s not, be sure to check out my longer Season 1 review.

The episodes below are listed in the order they were first broadcast, beginning with the third episode of the season. If an important character moment or plot point seems missing, that may be because I’ve already covered it in the longer Season 1 review. I’ve tried to hit all of the main points from each of these eight episodes in a more condensed format, because I didn’t have enough energy in the tank to write individual episode reviews week-to-week! I hope this format is an adequate substitute for those longer reviews.

So without any further ado… let’s jump into the episodes.

Vitus Reflux:

Still frame from Vitus Reflux showing Calica
Let’s play Calica.

This was an absolutely catastrophic cringe-fest from almost the first moment. When Starfleet Academy was first announced, and fans began to speculate on whether it would be a teen/young adult-oriented show, episodes like Vitus Reflux were what I feared the most! Caleb’s romantic pursuit of Tarima was so bad that I had to physically stop myself from fast-forwarding through their scenes, Jay-Den’s cringeworthy moment with the War College cadets was also toe-curlingly awful to sit through… and this American style of cringe humour just isn’t my thing and never has been.

This was the first episode to attempt to humanise Darem after a pretty rough “rich kid who’s also a bully” start. However, I felt his conflict with Genesis was incredibly poorly-written, coming across feeling scripted and fake. This led to a resolution that felt thoroughly un-earned for both of them, with Daren’s “arrogant dickhead who secretly cared all along” storyline just… falling flat for me. The phaser game was fine, and I appreciated the diversion from massively high-stakes storylines involving pirate warlords and interstellar diplomacy to something a bit better-suited to a class of cadets. However, even this didn’t escape the clutches of American cringe humour, with the two teams each getting a ludicruous mascot.

The main cadet characters.

A story about two groups of kids getting into a prank war is… I mean, it’s something that’s never going to appeal to me. I will say that Vitus Reflux handled that premise about as well as it could have under the circumstances, though. And the War College cadets were set up as suitably antagonistic to “our” Academy heroes such that the conflict worked in context. Captain Ake joining in – in her own, very subtle way – was also a bit of fun, and I think that kind of thing softens and humanises her as both a leader and an educator.

I think I’m right in saying that this was the first episode in which the War College’s Chancellor Kelrec played a significant role. Kelrec is a character I wish we’d spent a bit more time with; he (and the War College in general) seemed to disappear from the series after the halfway point. Overall, this episode was probably the closest that Starfleet Academy came to feeling like a show set at a real school or university. For better or for worse.

Vox in Excelso:

Behind-the-scenes photo from Star Trek SFA S1 showing a group of Klingons
Jay-Den and his family.

If you’re a regular around here, you may remember me saying on multiple occasions that I wished Discovery had shown us what happened to the rest of the galaxy – and the Klingon Empire in particular – in the aftermath of the Burn. Well… we can finally check that one off the bucket list, eh? I’m not sure I buy the whole “on the verge of total extinction” storyline; the Klingon people seem too resilient, and too vastly spread across space, for that to happen, and I chalk that up to Discovery-inspired “turn all the drama up to eleven all the time” kind of storytelling.

The main thing I have in my notes for this episode, aside from the fact that it was nice to get Jay-Den’s backstory to inform his characterisation, is that this fell into one of the most clichéd traps that many stories intended for kids and young people can stumble into. In short, this was a “the kids figure out something incredibly basic that their teachers and the adults around them can’t” kind of story. It fell to Jay-Den to recognise what even the ancient and wise Captain Ake could not: that the Klingons would not accept a handout, and needed to feel like they’d “won” and annexed their new homeworld on their own.

Still frame from Vox in Excelso showing Ake and the Klingon leader
Sharing bloodwine.

This was the first episode where I felt Darem was somewhat likeable, and his moment with Jay-Den as they prepped for the debate was understated and sweet, setting the stage for more to come between them. Jay-Den was strangely relatable, too, as someone who doesn’t enjoy public speaking or having all eyes on him; I felt that, and I’m sure a lot of the show’s younger viewers will have, too. Jay-Den, as a softer and less violent Klingon with other interests besides a “glorious death in battle,” makes for a fun and different kind of Klingon character – completely distinct from the likes of Worf, B’Elanna, and others.

I felt the outdoor filming location used for the Klingon encampment wasn’t very interesting, and I would’ve liked to have seen an environment that looked a bit more “alien” or otherworldly, not just a generic North American forest. It wasn’t the worst thing in the world, sure, but I think Starfleet Academy can do better than that. And if there are no good locations near Toronto… use the AR wall and make something up! We got a fun look at some Starfleet and Klingon vessels in the climactic fight, and Captain Ake’s scenes with both Lura Thok and the Klingon leader were cute. It wouldn’t be Star Trek unless *someone* drinks bloodwine with the Klingons, eh?

Series Acclimation Mil:

Still frame from Series Acclimation Mil showing Sam at the Bajor Club
Sam and her new Bajoran friend.

I have a longer piece about this episode’s DS9 and Sisko storyline. Click or tap here to check it out.

I loved Cirroc Lofton’s role in Series Acclimation Mil. Despite truly hating the storyline he was part of, seeing Jake again after all this time, and seeing his scenes with Sam, was a genuinely emotional experience, and especially toward the end, I felt myself getting teary-eyed. Lofton put in a great performance, and made a welcome return to the franchise in an attempt to celebrate the life and legacy of Star Trek’s first African American captain.

This episode also solved one of the biggest mysteries behind Sam: why her holographic race wanted to create a child and send her to the Academy. Kasq and the “makers” were interesting, and their distrust of organic races seemed to make sense in context. Sam’s wide-eyed enthusiasm was genuinely one of the best parts of Starfleet Academy, and this episode went into detail about how she came to be and what her intended purpose was for her people.

Still frame from Series Acclimation Mil showing Kelrec's performance
Kelrec’s musical performance.

There were some fun moments, too, with Caleb reprogramming Sam, the cadets getting drunk and getting into a bar fight with their rivals from the War College, and the off-campus bar just being an interesting and well-designed space in general. The Doctor’s look of disappointment when Sam was recovering from her drunken state was pretty funny, too.

The episode’s B-plot seemed to go nowhere. Actually, scratch that: it *literally* went nowhere. We began with Chancellor Kelrec stressing about a diplomatic visit from an alien race, and going to all the trouble to practice a very precise diplomatic dinner he planned to host – with Ake, Reno, and the Doctor as stand-ins for the aliens. But then… we never saw the upshot of that, never met the aliens, and never even learned if Kelrec’s diplomatic overtures were successful or not. It just felt like a weird waste of time.

Come, Let’s Away:

Still frame from Come, Let's Away showing Kelrec, Ake, and Vance
Kelrec, Ake, and Vance.

My favourite episode of the season, on balance.

This *kind* of story – where the villain gets a win and outsmarts the kids – should have come sooner, though, as it would’ve gone some way to helping make up for Braka’s other deficiencies. Speaking of Braka, this was the only time in the season where I felt he was even *slightly* respectable as a villain, with the over-the-top elements of Paul Giamatti’s performance being toned down just enough to make him feel less like a one-dimensional cardboard cut-out and more like a real person. I think that speaks to having someone different in the director’s chair: Larry Teng helmed this outing, whereas Star Trek regulars Alex Kurtzman and Olatunde Osunsanmi were in charge for Braka’s other big appearances.

That being said, the set for the USS Miyazaki was… well, it was just atrocious, to be blunt. Star Trek often redresses sets from one series to another, but not since Discovery’s transporter room pretended to be a Ba’ul prison cell in Season 2 have I seen such an *awful* and pathetic set redress. Apparently hanging a bunch of bin liners (trash bags) over parts of Strange New Worlds’ Enterprise set was meant to make the ship look “futuristic” and “experimental.”

Behind-the-scenes photo from Star Trek Starfleet Academy S1
A behind-the-scenes look at the trash bag-covered set.

Despite that, this was an intense episode – and an episode where the level of intensity felt about right. Braka’s scheme unfolded carefully, the Furies – while pretty flat – were at least a frightening villain to face off against, and the cadets genuinely felt like they were in danger much of the time. Even though I predicted Tarima’s “superpower” from almost her first second on screen, the way she used it, and the way it connected back to her original appearance along with her father, made sense in context, and worked well enough as a “get out of jail free card” to aid the cadets’ escape.

The Furies, despite their somewhat boring and OTT presentation, feel like the kind of post-Burn faction we didn’t see enough of. People who resorted to cannibalism – but later realised they liked it and wanted to keep doing it… I mean, that’s kind of intimidating. And their costumes and weapons certainly added to that feeling. I wish we’d got a story like this to kick off Braka’s story and set him up as a genuinely imposing villain.

Ko’Zeine:

Behind-the-scenes photo from Star Trek SFA S1 showing Darem's makeup
George Hawkins (Darem) getting his makeup adjusted on the set of Ko’Zeine.

Parts of this episode felt like an homage to the classic TOS story Amok Time, with Jay-Den following Darem to his arranged marriage on a desert moon. There was no climactic fight to end things, though! The wedding story was… not my favourite, unfortunately. There were interesting ideas in the mix, but I felt Darem’s new wife went from “yay, I can’t wait to marry you” to “divorce me and abdicate” in a heartbeat, and solely because of one short speech she heard from Jay-Den.

It was a bit of forced drama in a series that, let’s be honest, doesn’t need that kind of thing. Darem’s position at the Academy looked to be in jeopardy because he’s secretly the prince of his homeworld, and now has to be its co-ruler. The setup for that entire thing felt like one big cliché, and while I think Darem ended the episode in a way better place than he had been at the start, really capping off his “redemption arc” from the premiere… it wasn’t a solid outing in its own right.

Caleb and Genesis got the episode’s B-plot.

Back on campus, Caleb and Genesis got to spend a bit of time together one-on-one, which had merit. It was certainly the stronger of the two stories, as well as Genesis’ only real spotlight storyline across the season. I think Genesis felt quite relatable, in some ways, in this storyline, as she sought to overcome her anxieties and step out of her illustrious father’s shadow. Seeing the Academy sets deserted was a bit of fun, too.

Genesis and Caleb got their comeuppance from Reno, and later from Captain Ake. Ake’s scenes with Genesis in particular, as she figured out what was going on and why the promising young cadet was on the verge of sabotaging her own career showed her off in her best light as a teacher and a leader, and I think that might be the single best part of Ko’Zeine, on the whole.

The Life of the Stars:

Hey, look who’s back!

I put in my notes that parts of this episode “felt like an English lesson,” and I think someone more familiar with the (out-of-copyright) play that Tilly and the cadets worked on would’ve gotten a lot more out of it than I did! But, again, this is a show set at a school with an intended audience that skews younger, so perhaps teens and young adults would find the theatre class plot more relatable than I did. In any case, I genuinely felt that my unfamiliarity with Our Town, the play at the centre of the story, hampered my enjoyment of the episode.

Tilly was originally announced as being a main cast member in Starfleet Academy, and back in Discovery’s fourth season, she even got a spotlight episode which felt like a backdoor pilot. For whatever reason, her role was reduced (and none of the cadets from All Is Possible carried over to the main show), but it was still fun to welcome Tilly back to the show here. Her arc, as I think I noted in All Is Possible, basically took her full-circle from the cadet we met at the beginning of Discovery to becoming a teacher. I would love to spend more time with Tilly in Season 2.

Behind-the-scenes photo from Star Trek SFA S1 showing the Doctor's makeup
Robert Picardo getting a touch-up.

This episode, though, will be remembered for what it says about the Doctor – who escorted Sam back to her homeworld in the hopes of curing her. I felt Sam getting a second main storyline so soon after Series Acclimation Mil was a bit much, and the fact that *both* of her big stories involved connections with a legacy character was a tad repetitive. But for the Doctor… I really didn’t like what The Life of the Stars had to say, I’m afraid.

The Doctor didn’t miss Janeway. He didn’t regret outliving B’Elanna or Harry Kim. He didn’t care about the cadets from Prodigy. No. The Doctor spent almost a millennium pining for the *non-sentient* holograms from his family holoprogramme that we saw in the Voyager Season 3 episode Real Life. That would be akin to you or I reaching old age and not grieving for our friends and families… but for characters from a particularly emotional video game we once played.

I think this’ll have to be the topic of a longer standalone article in the future, so stay tuned.

300th Night:

Still frame from 300th Night showing Genesis and Caleb in a shuttle
Stealing a shuttle…

I liked the party atmosphere we got at the beginning of the episode, and how it clashed in such a huge way with what was to come. The Ukeck marketplace was a great post-Burn setting, and one of the best individual off-campus sets that I think we saw across all ten episodes. It felt, in a way, like something out of Star Wars; aliens milling around, scavengers trying to trade for petty cash, and just like a generally run-down, dangerous place that was perfect for this kind of story. A well-designed space.

Some of the ideas here were great, and seeing Caleb achieve his goal of reuniting with his mother was sweet, and it hit some of the right emotional notes. But there was some pretty imperfect execution, too, which dragged things down a notch or two. Caleb was *always* going to choose his mother over his friends and leave the Academy; that was set in stone from episode one. But the way he went about it, being so harsh and so much of a dick to his friends, the people who’d risked a lot to help him… that didn’t feel great. And it didn’t serve a greater narrative purpose, either, making it feel unnecessary and therefore even worse.

Reno, Captain Ake, and the Doctor on the Athena’s bridge.

Braka’s “omega mines” were another of modern Star Trek’s typical over-the-top macguffins with stupidly powerful capabilities – and a convenient weakness. But I kind of liked the callback to Voyager, as well as how the Federation might’ve been researching the dangerous omega molecule as a potential source of power generation in the post-Burn era. Weaponising something like that felt right for Nus Braka, and a shady Starfleet programme that might’ve been doing something dangerous also felt right for this incarnation of the Federation.

Caleb choosing not to tell his mother who his friends were or how they’d come to be there made sense, but I think it also said a lot about the extent to which Caleb trusted her and her judgement; he was unwilling to admit he’d used Starfleet to find her, fearing the reaction she might have. The episode did a lot for Caleb, mostly good but a few negatives found their way into the mix, too. As the first half of the season finale, we got a solid if derivative setup, and the story manoeuvred the cadets and the Athena into position as the only ones capable of stopping Braka.

Rubincon:

Still frame from Rubincon showing Braka
Wait a minute, you’re not the captain!

There seemed to be a bit of confusion about the name of this episode; some sources listed it as “Rubicon,” including the venerable IMDB!

My overwhelming feeling about the season finale, unfortunately, is just that it didn’t seem very realistic. I could buy Nus Braka wanting to put the Federation – and Captain Ake – “on trial,” as an attempt at poetic retribution for his own imprisonment. But it felt like an episode where the writers had come up with several very pretty and well-delivered monologues… but no way to connect them together in a framework that made any kind of narrative sense.

The idea that Braka would willingly broadcast unfiltered and uncensored speeches by Ake, Caleb, and his mother to the entire galaxy, right at the moment where he *should* have been on the verge of a huge victory just didn’t track for me, not one bit. And it added to the feeling that Braka was a one-dimensional caricature of a villain; a “32nd Century Heinz Doofenshmirtz,” obsessed with monologuing and being seen rather than actually being in any way effective as a leader.

Still frame from Rubincon showing Caleb
Caleb.

Rubincon was also hampered by Starfleet Academy’s very real failure to convey the size and scale of the Venari Ral. Were they a collection of pirate ships? A warlord’s private militia? Mercenaries hired by Braka? A proto-state on the verge of forming a government? Or a fully-functional interstellar power? Without that context and that background, it was hard to follow Braka and what his plan even *was*; assuming he detonated his mines and locked the Federation inside a bubble of non-traversable space… what would he do next?

I will credit Rubincon for the way it brought the cadets together, culminating the season-long arc of helping (most of them) grow and learn new skills, then putting those skills to the ultimate test. Reno made a fun lead aboard the Athena, too, and some of Captain Ake’s speeches – even when I felt like they were unrealistic on Braka’s part – hit the right emotional notes. Caleb’s mother also got some pointed barbs at Captain Ake, calling her out for the way she’d been treated years earlier. I don’t think it’s a great finale, to be honest, but it wrapped up key storylines and brought the cadets together for a dangerous assignment.

So that’s it.

Behind-the-scenes photo from Star Trek SFA S1 showing camera crew
A glimpse behind-the-scenes.

That’s all from Starfleet Academy Season 1 for now. I may write that follow-up on the Doctor in The Life of the Stars soon, so stay tuned for that. And with Season 2 already in post-production, potentially targeting a 2027 broadcast, I daresay there’ll be more to say about Starfleet Academy in the months ahead. Rest assured that, if we get a trailer, a teaser, or more details about the show’s future, I’ll be covering it here on the website.

Thanks for joining me this time. There wasn’t enough space to cram all of this into my longer review, so I hope splitting things up like this wasn’t a terrible idea! I wanted to touch on each of these episodes and go into a bit more detail about storylines and character moments than I had time for in that piece.

Still frame from Rubincon showing the Athena saucer in a gas cloud
The USS Athena’s saucer section.

Overall, Starfleet Academy just wasn’t “my thing,” and I doubt it’ll be a show I return to very often… if at all. But that’s somewhat beside the point, and really, a bigger source of disappointment for me is that the show seems to have struggled to attract its target audience. Starfleet Academy failed to break into the top ten most-streamed shows over the nine weeks of its first season, a feat that Discovery, Picard, and Strange New Worlds all managed. And I fear that Season 2 – assuming even that goes ahead – will be the show’s swansong.

But this is Star Trek’s 60th anniversary year, so let’s not end on such a negative note! There’s still Season 4 of Strange New Worlds to come, probably in the late summer or autumn, and I’ve got a few more ideas for re-watches and other pieces to write as the year-long celebration rolls along. If you’re a Trekkie, I hope you’ll swing by to check out at least some of that right here on the website.

Live Long and Prosper, friends!


Star Trek: Starfleet Academy is available to stream now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy and everything else discussed above – remains the copyright of Paramount/Skydance. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Starfleet Academy – Season 1 Review

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Starfleet Academy Season 1, as well as for the following Star Trek productions: Deep Space Nine, Voyager, Discovery, Picard, Lower Decks, and Section 31.

Alright, let’s talk about Starfleet Academy!

First of all, some general information. I chose not to write individual episode reviews week-to-week for Starfleet Academy this season. So this review is going to be a little different in terms of format. This article will detail my overall thoughts on the season, the characters, the storylines, the VFX, and so on. And in the days ahead, I will write a follow-up piece in which I share my thoughts on episodes 3-10 of Season 1. I already have a review of the two-part series premiere, and you can find that by clicking or tapping here.

Secondly, I went into detail about one of Starfleet Academy’s mid-season storylines – the one involving DS9 and Captain Sisko. I’ll touch on that this time, but if you want my full thoughts on the Sisko storyline and whether it was a good idea, click or tap here to check it out. Finally, I thought it would be interesting to return to the Academy’s first major on-screen appearance, which came during The Next Generation’s fifth season. I re-watched The First Duty, and you can read my impressions of that episode, in which I reference Starfleet Academy Season 1, by clicking or tapping here.

Still frame from Star Trek SFA S1 showing a spotlight
Let’s put Starfleet Academy in the spotlight!

I share those articles with you in case you want to get some additional context for some of the things we’re going to discuss today – and even if you don’t care about that, I still encourage you to have a read if you’re a Trekkie, like me! I enjoy writing about Star Trek, and I think some of those pieces will definitely add to the conversation around Starfleet Academy’s first season, if that’s something you’re interested in.

So… what did I think of Starfleet Academy, then, as someone who’s been a Star Trek fan for some thirty-five years?

Cards on the table: I went into this series expecting to find that it wouldn’t be “my thing.” I tried hard to set aside my biases about teen/young adult drama shows, but the inescapable conclusion is that I wouldn’t have even switched on Starfleet Academy were it not for the “Star Trek” label. I asked myself the question of whether I’d have chosen to sit down and watch a similar programme in a different franchise; if this were “Star Wars: Jedi University” or “The Lord of the Rings: Bilbo Goes To College.” And the answer is “almost certainly not.” I showed up for the Star Trek name and the Star Trek name alone, hoping to find that the series… well, wasn’t as advertised, really, and didn’t have as strong a focus on teen/young adult drama as its promo material suggested.

Photo from the Star Trek SFA finale screening showing the main cast and showrunners
Showrunners Alex Kurtzman and Noga Landau with several main cast members at a special screening for the series finale in March 2026.

Sometimes, having low expectations can be a good thing! And there are definitely aspects of Starfleet Academy that both exceeded my expectations and just plain *worked*, either as a Star Trek story or just a fun sci-fi adventure in a more general sense. I will absolutely give credit where it’s due for the series being significantly more episodic in nature than I’d feared; there are still serialised storylines and character arcs, but not quite to the same extent as either Discovery or Picard.

However, what I would also say is that Starfleet Academy doesn’t feel like an especially memorable addition to the franchise – at least, not for me. There are episodes from right across modern Star Trek that stick in my mind for one reason or another – positive as well as negative. There are characters with strong personalities or who got heavily-featured in big, impactful storylines. There are starship and uniform designs that I found visually pleasing – or, occasionally, so-bad-it’s-good! But Starfleet Academy… it had basically none of that, and I really can’t call to mind a single protagonist, antagonist, visual element, or individual storyline that I’d say will stick with me now that the credits have rolled on the season finale.

And I think at least *part* of the reason for that is because Starfleet Academy has been unlucky. Let me explain what I mean.

Still frame from Vox in Excelso showing the cadets
The main cadet characters.

Discovery brought the franchise back to its small-screen home almost nine years ago, and since then, we’ve had more than 200 episodes of Star Trek across six mainline shows, as well as short episodes, animated mini-episodes, and a TV movie. The timeline has been chopped up, with different stories taking place hundreds of years apart, featuring new and returning characters, and there’s been so much Star Trek coming at us so quickly that I found myself dealing with franchise fatigue and burnout back in 2023, even as someone who’s a huge Trekkie.

Furthermore, modern Star Trek’s content, with very few exceptions, has been action-packed to the extreme and with ridiculously high stakes. Starfleet Academy’s over-the-top villain and Federation-ending threat don’t exist in a vacuum – they’ve come along after the franchise has repeatedly returned to those same narrative spaces, whether it was with Vadic and the Borg in Picard, Control and Osyraa in Discovery, the Gorn in Strange New Worlds, the Mirror Universe from Section 31, or the Diviner in Prodigy. Lower Decks wasn’t immune, either, with its Pakled story arc, and we can extend this trend back further, with a trio of nefarious villains in the Kelvin trilogy, and even Enterprise’s Xindi arc shortly after the turn of the millennium.

Concept art for Star Trek SFA showing three characters/costumes
Concept art of Tarima, Jay-Den, and Nus Braka.

In a word… there have been *a lot* of Star Trek stories in recent (and not-so-recent) years that all used the same basic underlying premise: there’s an over-the-top villain whose evil scheme threatens not just these characters, but everyone else in the Federation, or even the entire galaxy. The fact that I’m bored to tears of that kind of storyline is not, in isolation, Starfleet Academy’s fault. But it is a factor that the show has to contend with, and unfortunately, it’s one of the reasons why I came away from this new series feeling that very little about it was unique or memorable.

Let’s play a game called “who am I describing?” I’m going to describe a Star Trek villain from the past decade, and you have to guess who it is. Ready?

This villain clearly has a connection to at least one of the show’s protagonists. The performance is hammy and over-the-top, trying to channel iconic villains like Khan or the Borg Queen, but doing so less effectively. Their plan involves using a magical macguffin of impossible destructive power to attack Starfleet and the Federation. And the only ones who can stop them are a rag-tag group of misfits who become a “found family” over the course of the season.

Still frame from Come, Let's Away showing Braka
Nus Braka.

See, that *could* be Starfleet Academy’s Nus Braka. Or it could be Vadic, Lorca, the Diviner, Mol and La’ak, the super-synths, Nick Locarno, San, the Red Angel… and more.

This, in a nutshell, is Starfleet Academy’s problem. We’ve seen this story before, and not just once. Repeatedly, since Star Trek returned in 2017, we’ve gotten season after season after season where we’ve seen another over-the-top villain who’s mysteriously connected to a main character, and whose evil scheme is galactic in scope. One or two stories like that can work. And Star Trek can do big, Federation-threatening storylines pretty well. But this core concept is utterly, thoroughly burned out, so trying to return to it *again* didn’t work for me.

What’s more, Starfleet Academy didn’t even handle this story outline particularly well. I noted in my coverage of the premiere that giving the main villain a big defeat in his first-ever appearance seldom works well, and it set up the main cadets – Caleb in particular – as being too skilled and too perfect. It felt like we’d seen the end before it began; having seen how easily Nus Braka can be defeated, and how impossibly perfect Caleb is at everything from hacking and computers to hand-to-hand combat… it basically left neither character with anywhere to go as this storyline rumbled on across subsequent episodes.

Behind-the-scenes photo from Star Trek SFA S1 showing Braka
Behind-the-scenes photo of Paul Giamatti on set.

More so than any other Star Trek show, Starfleet Academy needed to start with characters who had room to improve. What’s the point in someone like Caleb going to school when he already knows everything, and can do things better, faster, and more effectively than most of his teachers? It gave me “Wesley Crusher” vibes from almost the first moment, and it was tough to root for Caleb, sometimes, because of how impossibly perfect he seemed to be – at least in terms of his skills.

Where Caleb did find room to grow – at least for a while – was in terms of his relationships with his peers. I don’t think Caleb came *close* to nailing the “learning to play well with others” kind of arc that I believe was intended for him. But his relationships with Tarima, Darem, and Genesis in particular did evolve over the course of ten episodes, and largely in ways that felt natural and in keeping with this kind of teen/young adult series’ tone. There were some emotional moments in the mix, too, as Caleb clashed with – and later figured out how to befriend – his peers.

Still frame from 300th Night showing Caleb
Caleb.

I try to review Star Trek (and everything else I review here on the website) without having exposed myself to other viewpoints; that’s just part of my process, and I don’t want to feel like I’m being influenced by the conversation around a film or TV series – I want to judge it on its own merit as much as possible. But, as a Trekkie who follows some fansites and social media pages, I haven’t been able to shut out *everything* Starfleet Academy-related for the last nine weeks.

One thing that definitely caught me off-guard was the negative reception in some corners of the internet to Captain Nahla Ake. I’ve seen fans criticising things like her preference for going barefoot and the way she sits in a chair… things that, frankly, give her a bit of depth and personality, and which I found in no way offensive or off-putting. Imagine criticising the (in)famous “Riker manoeuvre,” where Riker would swing his leg over the back of a chair before sitting down. Or Picard’s tendency to tug at the bottom of his tunic to straighten up his uniform. Maybe some fans did, back in The Next Generation era, genuinely hate those things… but I certainly don’t remember any of that being an issue. And to me, some of the criticisms of Captain Ake feel rather petty.

Behind-the-scenes photo from Star Trek SFA S1 showing Jonathan Frakes and Holly Hunter
Director Jonathan Frakes with Holly Hunter on the set of Starfleet Academy.

Captain Ake, for me, seemed to be channelling a bit of Strange New Worlds’ Pelia in the way she came across – and if you know me, you’ll know that Pelia is one of my favourite additions to that series! I like how Captain Ake takes a less-rigid approach, and it makes perfect sense for the role she has to play. She’s not a typical captain, who can afford to be concerned with strict discipline in front of trained officers. She’s a teacher, and most of her crew are cadets who are still learning what it means to serve in Starfleet. Of course she’s going to take a different approach; the best teachers find ways to get through to their students, and that can include taking a more casual or less-disciplinarian approach.

Captain Ake also brings centuries’ worth of experience to the table as a Lanthanite, and that earns her a great deal of respect from the kids. As someone who remembers what Starfleet was like in the years before the Burn – something we’ll talk about more in a moment – Captain Ake is uniquely-poisitioned, within the world of Starfleet Academy, to instil old-school Starfleet values into a new generation of cadets. Her approach may not be rigid and adhering to the letter of the rules, and she may not always keep to a strict uniform code… but she’s clearly a good captain, a respected teacher, and a great leader.

Still frame from Vitus Reflux showing Ake
Captain Ake has come in for criticism in some quarters.

I think some of the criticism of Captain Ake – and of Starfleet Academy in a more general sense – is coming from folks who would never have been interested in the series to begin with. There are some “anti-woke” folks crawling out of the woodwork to pick on Starfleet Academy, as well as people (like myself) who are way outside of the target demographic. And some of these criticisms of the way Captain Ake sits on a chair stem from that; they’re indicative of a portion of the fanbase who couldn’t go into the show with an open mind and who want to pick on anything they can find to criticise.

Starfleet Academy isn’t going to be right for every viewer, or even every Trekkie. And if the show’s low streaming numbers hold… well, it doesn’t look like it’s having as much success as I’d have hoped when it comes to connecting with new viewers. But that isn’t because it’s “woke,” or because Captain Ake puts her feet on the seat. There can be many factors behind a series failing to connect with audiences, and I’d posit that franchise fatigue and repetitiveness are bigger deals in this case than any individual performance or storyline.

Behind-the-scenes photo from Star Trek SFA S1 showing Kurtzman and Picardo
Robert Picardo with director/showrunner Alex Kurtzman during production on the season premiere.

That being said, I saw nothing across Season 1 that, to be blunt about it, changed my mind on Starfleet Academy’s future prospects. With the series seeming not to make a huge splash for Skydance/Paramount on streaming, and given that the corporation has already cancelled every other Star Trek series that had been in production at the time of the merger, I very seriously doubt whether a third season renewal will happen.

The show doesn’t have any huge strong suits in its corner, really, and it feels like it’s in the same kind of position as Enterprise was some twenty-plus years ago – it just may not have been Starfleet Academy’s moment, coming after so much Star Trek has been on our screens over the past few years. If the show doesn’t get renewed, and hasn’t done enough to demonstrate to Paramount’s new owners that it’s a solid investment… I don’t think we can lay the blame for that exclusively on Starfleet Academy itself and its production team. As I said above, the series feels like it drew the short straw, in a sense.

Still frame from The Life of the Stars showing cadets
Several of the main characters.

I criticised Discovery, from Season 3 onwards, for not making more of the Burn – the giant apocalyptic event that *should* underpin everything about this 32nd Century setting. Discovery’s writers wanted to make a drama series; it felt like the Burn very quickly disappeared into the background, serving as little more than the backdrop for other, generally less-interesting stories to play out in front of.

Starfleet Academy did more with the Burn that Discovery had done, and for that I’m grateful. But I still feel like this brand-new setting, this brand-new narrative idea for Star Trek, something huge and transformative for literally *the entire franchise* just… isn’t being used very well. Or very often.

There were *references* to the Burn and the state of the galaxy in dialogue. And some storylines and settings reflected this event and its lingering aftermath more than others. But the main characters, with the partial exception of Caleb, could’ve really been from any pre-Burn era, and even when references were made to the Burn and its post-apocalyptic after-effects… it just didn’t stick the landing much of the time.

Behind-the-scenes photo from Star Trek SFA S1 showing a camera and the AR wall
Filming Darem’s homeworld.

Let’s take episode seven, Ko’Zeine, as an example. The cadets get a break from their classes and head to different places. Jay-Den and Darem get the A-story, visiting Darem’s homeworld for what felt like a bit of an Amok Time homage. And Genesis and Caleb got the B-plot, getting into hijinks back at the deserted campus. Literally *nothing* about either storyline would have changed if this episode had been set before the Burn. Despite getting an opportunity to do so, with the introduction of a brand-new alien race in the Khionians, there was absolutely no mention of the Burn at all. Did Khionia just… not notice?

Star Trek has always used its sci-fi lens to take a look at real-world issues. And as a series focusing on younger folks that’s being broadcast in the mid-2020s, there was scope to take the Burn as a starting point and view it as an analogy for the disrupted post-pandemic world that kids today are growing up in. To use the Burn as a metaphor to examine what it might mean for young people whose education and formative years were massively disrupted in unprecedented ways. I didn’t want or expect that to be a constant presence, hammered home in *every* story. But I did expect it to be present more often than it was.

Still frame from Star Trek: Starfleet Academy Season 1 showing the Chancellor giving a speech to the cadets.
The re-opening of the Academy.

I’ve said this before, and I daresay I’ll repeat myself again before too long, but I don’t like what the Burn says about the future of the Star Trek galaxy, and how it challenges and alters how we interpret stories set in the 23rd and 24th Centuries. But, if Discovery and now Starfleet Academy had been able to find stories to tell in that setting, really leaning into what it means to live and grow up in a “post-apocalyptic” galaxy… maybe it would have at least felt justified. But after three seasons of Discovery and one of Starfleet Academy… we’re still stuck with stories and characters which, at best, pay lip service to the Burn and its decades-long aftermath without really exploring what any of it means.

And the result? Unfortunately, I’m still of the opinion that, somehow, we should find a way to push this “post-apocalyptic” far future out of the prime timeline.

That being said, there was *more* of an effort to explore the state of the galaxy after the Burn in Starfleet Academy than there was in Discovery. I appreciated getting a look at the Klingons in this era – though I’m still curious to learn what the Klingon survivors would make of the knowledge that the Burn was caused by the Federation! And seeing Betazed’s accession back to the Federation, and the changes the organisation was willing to make to accomodate the Betazoids, made for a fun and engaging story, too.

Behind-the-scenes photo from Star Trek SFA S1 showing Zoe Steiner as Tarima
Zoë Steiner (Tarima) getting her makeup touched up on set.

Sam was an interesting character, and I particularly enjoyed Kerrice Brooks’ enthusiastic, wide-eyed performance. She really captured Sam’s nature as a “newborn;” someone experiencing the world for the very first time. But unfortunately, Sam also got two of my least-favourite storylines in the entire season – and two stories that felt pretty repetitive, too, if you think about it.

Let’s play another game: this one’s called “which episode am I describing?” This episode, from Season 1 of Starfleet Academy, sees the character of Sam making a connection with a major character from The Next Generation era. She comes to see this character as a major influence, or even a father figure of sorts, and the writers go out of their way to draw parallels between Sam and this legacy character. The legacy character gets an epilogue to their story from The Next Generation era, which – many fans will argue – detracts from their original story or even actively harms their characterisation.

So… was I talking about Series Acclimation Mil or The Life of the Stars?

Still frame from The Life of the Stars showing Sam and the Doctor
Sam with the Doctor.

I said a lot of what I wanted to say about Starfleet Academy’s treatment of Sisko in my standalone piece – click or tap here to read that. But to very briefly recap: despite being a well-intentioned effort to celebrate the legacy of Star Trek’s first African American captain, the episode ultimately was an awful ending for Sisko and his legacy, turning him into the very “absent black father” trope that Avery Brooks had argued against more than a quarter of a century earlier. Starfleet Academy asked a question that didn’t need to be asked about Sisko’s survival (because it was already perfectly well-explained in Deep Space Nine), and then set about answering that question in just about the worst conceivable way.

And then, a couple of episodes later, we get a remarkably similar story involving Sam and the Doctor.

I don’t want to linger for too long on legacy characters in this review, and if you join me for my episode breakdown in the days ahead, I might delve into the Doctor a bit more when we discuss The Life of the Stars. But again, this was a story that felt… well, tacked-on, in one sense, but also became one that painted the Doctor in a really negative light.

Behind-the-scenes photo from Star Trek SFA S1 showing the shuttle set
Filming The Life of the Stars.

The Doctor, it turns out, was not terribly moved by outliving his friends aboard the USS Voyager, nor the cadets of the USS Protostar. He didn’t miss Janeway, Tuvok, or Neelix. But he *had* spent almost a millennium pining for the holographic family he created in the Voyager third season episode Real Life. Not only were these holograms *non-sentient* as defined by the show, but it also paints B’Elanna as a major villain, since she was the one who edited the Doctor’s family holoprogramme, “killing” his holographic daughter.

As above with the Sisko storyline, I think there were good intentions and at least parts of an interesting idea at the story’s core. But the way it came across, with the Doctor not even acknowledging his friends – the people he spent years of his life with and who first helped him explore what it means to be a sentient life-form… it left a bad taste in the mouth. If the plan was always for Sam to view the Doctor as a father figure, why not simply start from that point? Or else find a different route to get there.

I’ll shelve this for now, but stay tuned, because there’s more to say about this element of The Life of the Stars.

Still frame from The Life of the Stars showing the Doctor
The Doctor at the end of The Life of the Stars.

Visually, Starfleet Academy was pretty okay much of the time. There were things the show did well, like using a proper 16:9 aspect ratio instead of the weird letterbox that other shows of the streaming era have employed. I also greatly appreciated getting episodes that all felt sufficiently long: not a single episode was under the fifty-minute mark, which made them feel all feel quite meaty! Compare Starfleet Academy’s ten-plus-hour first season with something like A Knight of the Seven Kingdoms, where the entirety of Season 1 barely cracked the three-and-a-half-hour mark.

Set design was more hit than miss, but some of the misses were… well, they were pretty dire. In my review of the series premiere, I talked about one sequence involving a low-poly, horribly pixellated “whale” when Caleb and Tarima went to the aquarium. And while I’m pleased to say that nothing else in Season 1 sank quite so far as that awful CGI misfire, there were a few other unimpressive visual moments, unfortunately.

Behind-the-scenes photo from Star Trek SFA S1 showing Frakes on Ukeck
Director Jonathan Frakes on set with members of the main cast.

The sets used for parts of the Academy could feel cluttered, at times, with an overabundance of holographic signs and interfaces. The end result was an environment that looked too busy, with too many things on screen at once. I also felt that some choices, both for outdoor filming locations and using the AR wall, weren’t particularly impressive, and just didn’t leave me with much of an impression at all. I’d call out Jay-Den’s Klingon encampment from Vox in Excelso and Darem’s homeworld from Ko’Zeine as examples of the latter.

In fact, Darem’s homeworld looked an awful lot like a copy-and-paste of the Vulcan set that we’ve seen extensively in both Discovery and Strange New Worlds, which just felt profoundly odd for the Khionians – a semi-aquatic race. I get that we were technically visiting their desert moon, not their watery planet, but that just raises the question of… why? I guess it was an effort to spend less money on prosthetics, or to keep Darem in his humanoid form so he could better emote? Either way, it’s a bit of a shame; I’d have been genuinely quite pleased to visit Khionia and spend more time with this brand-new alien faction.

Still frame from Ko'Zeine showing the moon
Jay-Den arrives on the Khionian moon.

I think, on balance, my favourite episode of the season was Come, Let’s Away – the episode where Braka returns and scores a big win at the cadets’ expense. It was well-paced, action-packed, and its emotional moments generally hit the mark. But the major caveat I have to give is that this *kind* of story – where the villain gets a big win, and sets up the next phase of their nefarious scheme – shouldn’t come when we’re past the halfway point. And it shouldn’t have come along *after* we’ve already seen the villain being defeated by a bunch of untrained cadets on their first day at school.

I mentioned this in my review of the premiere, but Nus Braka was not an entertaining villain. The performance was ridiculously hammy and off-putting, and I’m so disappointed that a genuinely wonderful actor like Paul Giamatti – whose performances I’ve enjoyed elswhere, and whose name felt like a big coup for Starfleet Academy when his role was announced – could be reduced by the show’s producers and directors to being so genuinely awful. Braka was, for the most part, a one-dimensional pantomime villian; the antagonist from a direct-to-video kids’ movie who’s “evil for the sake of it” and turns everything up to eleven for no reason.

Still frame from a Star Trek SFA event showing Paul Giamatti (Braka)
Paul Giamatti, who played Nus Braka.
Image: Star Trek on Facebook

When a series commits to a serialised arc, it’s important for that arc to stick the landing. In Starfleet Academy’s case, Nus Braka was the show’s overarching antagonist, and even in some episodes where he didn’t appear in person, his influence loomed large and he was discussed by other characters. But when a villain is so weak, so one-dimensional, and so uninteresting… it really takes a lot away from that serialised story arc. For me, unfortunately, Nus Braka is firmly in that category, and feels like one of the Star Trek franchise’s least-interesting villainous characters. I don’t doubt that Giamatti had fun playing the role, and I’m also certain that a way could’ve been found for a character like this to have been handled better. But the way Braka came across in the finished product? I’m afraid it’s one of the worst individual elements of the season.

One character I criticised in the two-part premiere (and in the buildup to Starfleet Academy’s debut) was Lura Thok. I felt Gina Yashere’s performance was really… well, amateurish, especially in the opening two-parter. I’m not going to retract that statement, but I will amend it to say that, over the course of her subsequent appearances in Season 1, Lura Thok managed to grow on me, and either I got used to Yashere’s take on the character, the cadence of her speech, and so on, or… maybe she grew into the role somewhat. Either way, I ended the season with more of an appreciation for this Klingon-Jem’Hadar hybrid than I had at the beginning.

Still frame from Vox in Excelso showing Lura and Ake
Lura Thok with Captain Ake.

One of the really odd, left-field announcements going into Starfleet Academy’s premiere was that Stephen Colbert – a late-night talk show host in the United States – was going to have a voice role as the “Digital Dean of Students.” I said at the time that this felt like little more than stunt casting; an attempt to garner some interest for the series based on nothing but the name of the performer. And so it turned out to be. The Digital Dean had a couple of funny lines here and there – the recurring Talaxian fur-fly bit being one – but overall, I didn’t get the impression that the former Paramount corporation needed to recruit someone so well-known (presumably for no small amount of money) for this complete non-role. Colbert’s voice work was *fine*, but would anything about the Digital Dean have changed if it had been a newcomer? Heck, *I* could have done no less of a job in that kind of voice-only role, for all the impact it had.

When the cadets were first introduced, ahead of the show’s premiere, I thought it was at least noteworthy that we were going to meet a Klingon named Jay-Den – a name that sounds, well, human. And I wondered if there might be a reason for that in-universe; maybe it was indicative of the Klingons having joined the Federation centuries earlier, or Jay-Den’s family having an appreciation for human culture. But, as it turns out, the name “Jay-Den” has a meaning in Klingon.

Behind-the-scenes photo from Star Trek SFA S1 showing Jay-Den
Filming one of Jay-Den’s scenes in Vox in Excelso.

Someone who speaks Klingon will have to answer this (I can barely manage English), but… does “Jay-Den” really mean “he who crosses oceans of fire,” as he claimed in Vitus Reflux? I’m gonna go out on a limb and suggest that it doesn’t.

That doesn’t mean, by the way, that I didn’t enjoy Jay-Den. Karim Diané put in an exceptional performance, and I really enjoyed getting a Klingon main character who was a bit more complex, a bit softer, and who didn’t care only about honour and suffering a violent death. Jay-Den came from the same Klingon warrior culture that we’re familiar with from past iterations of Star Trek – regressed, arguably, by the impact of the Burn – but he was his own man with his own interests, and his desire to become a healer, not a warrior, added somewhat to his complexity as a character.

I also liked the way Jay-Den’s romantic life was handled. There was definitely a spark between him and Darem in the latter part of the season – a spark that, I would argue, either wasn’t fully justified or didn’t sit quite right because of their initial bully-and-victim interaction in the first episode. But I appreciated how they overcame that and built up a friendship.

Still frame from Ko'Zeine showing Jay-Den and Darem
Jay-Den and Darem seem to have… a spark.

I’ve always read the Klingons as being somewhat analogous to historical civilisations like the Spartans, at least in the way they were presented after The Original Series. Their warrior culture certainly feels like something Spartan, anyway. And if you know your history… you’ll know that the Spartans (and Ancient Greeks in general) were, to use some technical language from historiography, hella gay. *Hella* gay. So… gay Klingons just make sense, and the only thing weird about it, really, is how we’ve never really explored this aspect of Klingon culture and sexuality before.

At this point in the far future, being LGBT+ (whatever race you are) shouldn’t be a big deal, and Jay-Den’s arc and his relationship with the War College cadet Kyle was handled subtly, without much fanfare. It reminded me a little of Adira’s “coming out” as non-binary in Discovery; it’s something that everyone involved understood, accepted, and just rolled with without making it a big deal in any way. That’s generally how I like to see LGBT+ representation handled in Star Trek; I like the idea that, in the future, these things won’t be controversial in any way, and stories which set up that ideal as a plot point tend to go down well with me.

Behind-the-scenes photo from Star Trek SFA S1 showing Jay-Den and Kyle
Behind-the-scenes photo of Kyle (Dale Whibley) and Jay-Den (Karim Diané).

The Venari Ral, Nus Braka’s organisation, didn’t feel consistent across the season. When we met Braka, he seemed to be the captain of a pirate ship – or perhaps someone who might be the “commodore” of a small flotilla of ships. And that presentation carried through; Braka was a jumped-up petty criminal, or so it seemed. So it was a real surprise, then, when the Venari Ral, a few episodes later, began annexing entire planets to their “empire,” with Braka painted as the leader of an entire interplanetary faction.

This just wasn’t sufficiently explained within Starfleet Academy itself, and because the Venari Ral are a new faction, we had no frame of reference. If it had been, say, the Cardassian Union or the Gorn Hegemony, there’d be a foundation to build on. Even Discovery’s Emerald Chain could’ve fit the bill. In fact the Emerald Chain is a great point of comparison, because that faction also seemed to fluctuate between “criminal syndicate” and “interstellar empire” – though at least in that case, it never felt quite so small-scale as the Venari Ral did in their first couple of appearances. I think we’d have benefited from seeing a tiny bit more of the Venari Ral, somehow, in the first couple of episodes – something that could’ve nailed down how big, how powerful, and how intimidating the faction was *supposed* to be.

Still frame from Rubincon showing Venari Ral ships firing on the Athena
Venari Ral ships. The scale of the faction and its fleet wasn’t adequately explained.

And then Starfleet Academy would’ve needed to stick to that. If the first episode seemed to show Nus Braka as the captain of a pirate ship, later episodes like Come, Let’s Away and 300th Night tried to present the faction as an empire capable of conquering entire planets, with a fleet of ships, a legion of soldiers and paramilitary, and the resources necessary to hold onto all of that territory. But then the season finale seemed to show only about half a dozen Venari Ral ships and a handful of troops.

This inconsistency was also present in the Venari Ral ships themselves. Kids These Days ended with Braka’s ship being destroyed… with a single volley of torpedoes. Come, Let’s Away showed a Venari Ral ship taking the fight to the Athena, and winning. Then Rubincon saw Starfleet massively outnumbering the Venari Ral, beaming through shields with ease, and arresting their troops and leadership. I came away from the season feeling like I *still* don’t know what the Venari Ral was meant to be: a pirate fleet, a crime lord’s militia, a proto-state, or a fully-fledged interstellar empire. And for the main villainous faction of the season… that’s a bit of a disappointment. How am I meant to be invested in a story when I don’t really comprehend who our heroes are facing off against?

Behind-the-scenes photo from Star Trek SFA S1 showing the bridge set
Fire on the bridge! Paramount has got a lot of mileage out of those pyrotechnics in recent years, eh?

I was a little surprised when it was announced that Tig Notaro’s Jett Reno would be one of the show’s recurring characters, making the jump from Discovery. Out of all of the Discovery characters, as much as I like Reno, she probably wouldn’t have been my first choice to take a significant role in a spin-off. But I greatly enjoyed Reno’s role this season, particularly in the finale when she was left alone with the cadets, and she really seemed to rise to the occasion – while retaining her usual deadpan style.

Reno’s relationship with Lura Thok wasn’t a big part of Starfleet Academy, but it was another of those subtle, understated LGBT+ moments that I discussed above. It worked very well, and I liked how both characters gained a bit of depth and personality from one another. Notaro and Yashere played off each other perfectly in their moments together, and I felt their relationship went a long way to humanising (if you’ll excuse the term) Lura Thok in particular. I also liked what it said about Reno, and how she was finally willing to embrace new relationships after the loss of her wife – something we learned about in Discovery.

Still frame from Rubincon showing Jett and Lura
Lura and Jett together.

A ten-episode season won’t have time to do everything, nor focus on every single character – and for me, it was Genesis who seemed to draw the shortest straw this time around. Genesis got an arc of sorts, relating to her father and how she modified her references when applying to the Academy, but that was very much a B-plot in the episode in which it featured. It’s not necessarily a problem; other characters simply got bigger or more central storylines this time around. But, as I said several times in Discovery and Strange New Worlds, it would be nice if, next time, we could get an episode or two to make up for the characters who took a back seat in Season 1.

I liked what we saw of Genesis, though, and how she seemed able to push through her anxieties and fears to step up and become a leader. We saw this with her taking the captaincy of the Academy’s phaser-game team, and this carried through to later in the season, where she was finally able to take the conn of the Athena in the finale. It was never an arc that was centre-stage, but actress Bella Shepard did very well with the material she had to work with, making Genesis into a cadet who felt like she truly fit the Starfleet mould almost better than everyone else. Perhaps that’s a nod to her background, as the daughter of an admiral and who’d been raised around Starfleet from a young age. In any case, the series needed at least one character like this – and we got that with Genesis, even if she wasn’t as present as some of the others in key storylines.

Behind-the-scenes photo from Star Trek SFA S1 showing Genesis
Bella Shepard on set with a member of the production team.

Uniforms can be a contentious point among Trekkies! I appreciated Discovery returning to bold primary colours after Season 3, and Starfleet Academy stuck with a similar design – at least for commissioned officers. The cadets’ uniforms – their main uniforms, anyway – were a bit less interesting in a fairly drab grey. I did like, however, that Starfleet Academy introduced a lot of uniform variants: Jay-Den’s skant, the letterman jackets, away team armour, separate uniforms for the War College… all of these added a lot of depth to the series. None of the uniforms on their own really leapt out at me, but the variety definitely kept things visually interesting.

The USS Athena… well, it didn’t really grow on me, as I hoped it might after its introduction in the premiere. I don’t *hate* the design of the ship, but I don’t really find it as visually appealing as, well, almost any other hero ship from past iterations of the franchise. It feels a bit over-designed, if that makes sense, which is a criticism I’d level at a lot of 32nd Century Starfleet vessels. I did like, though, that the design of the ship was reflected in the design of the cadets’ combadges. That was a neat inclusion.

Cropped still frame from 300th Night showing the USS Athena
The USS Athena.

Darem got a potentially interesting arc across the season, but I think it was a bit of a mistake to set him up as being quite so unlikeable in the premiere. Darem had this whole “entitled, wealthy bully” thing going on, and it clashed with his *actual* personality. Part of this was in service to his abortive wedding in Ko’Zeine, but also it was done because – as I’ve said before when discussing Discovery in particular – Star Trek’s modern writers don’t always know how to do subtlety. Darem couldn’t just be overconfident or a bit of a brat – he had to be an aggressive, mean-spirited bully. And that beginning made him hard to root for, at times, even as we got to know the “real” Darem.

In my notes, I called parts of episodes three and seven Darem’s “dickhead to normal guy” arc, which was my way of saying this was the writers demonstrating his growth or his redemption from a poor beginning. And that kind of story can work; in Darem’s case, I think the results are a bit muddled. His spotlight – Ko’Zeine – was one of the season’s least-impressive outings, and his aristocratic background and cancelled wedding weren’t really mentioned again. I love a good redemption story, even for someone who seems unlikable, and there’s merit in doing something like this in a school setting, especially considering the show’s intended audience. But for me… I don’t think it came across as well as it should’ve. And, as mentioned above, I’d have liked to have seen more of the Khionians.

Behind-the-scenes photo from Star Trek SFA S1 showing Darem's makeup
Darem actor George Hawkins getting his prosthetic makeup applied for the series premiere.

In my review of the two-part premiere, I said that I felt sure that Tarima’s condition – which required her to use a device to dampen her telepathic abilities – would turn out to be a “superpower” that would be really useful and end up saving the day. And who’d-a thunk it: I was right about that! In both Come, Let’s Away and Rubincon, Tarima’s magic – which she denied was actually “magic,” but let’s not mince words – turned out to be the only thing the cadets could use to save the day. Sometimes, setting up something in one episode to pay it off later works well and feels right. And sometimes, subtly foreshadowing something that will be important later can be a great way to keep the audience engaged. Tarima’s ability, for me, was neither of those things. It was patently obvious what was going to happen, I called it from the first moment she was on screen, and it played out beat-for-beat not once, but twice.

That aside, Tarima was… well, “okay,” is what I put in my notes. I don’t like to pick on young performers too much, because there’s always room to gain experience, but I felt that Zoë Steiner was the lesser of the main cadets in terms of her performance. Tarima felt stilted and wooden a lot of the time, and while some of that may be the fault of writers and directors as much as (or more than) the performer, it left the character in a weird space for a co-star and the main protagonist’s romantic interest. There were moments where Tarima managed to leave that behind… but overall, she wasn’t my favourite character by a long stretch.

Still frame from Series Acclimation Mil showing Tarima
Tarima.

Starfleet Academy was intended to reach new audiences and expand the Star Trek franchise beyond its current niche. From what I’ve seen of its streaming numbers (and even its performance through “less-than-official” means), I don’t think it’s doing that. Starfleet Academy, across all ten episodes of its first season, was routinely beaten by shows like The Pitt, Fallout, and even Bluey, and never once cracked the top ten most-streamed programmes of the day or the week. That should ring alarm bells for Skydance/Paramount… as well as for anyone who hopes to see the show continue beyond its already-produced second season. For context, shows like Picard and Strange New Worlds were regulars in the top ten most-streamed episodes of the week during their runs.

But audience numbers are not a measure of quality. I wish I could tell you that Starfleet Academy is a real hidden gem, something that the masses are unfairly overlooking and missing out on. But the reality is that… well, this isn’t my kind of show, really. And I knew that – which is why I’m pulling my punches, at least a little, when it comes to criticising some of the character arcs and storylines. There’s a ton of “teen drama” that I knew from the get-go I wasn’t going to enjoy… and I didn’t enjoy it. The Star Trek label could mitigate some of that some of the time, sure… but not enough.

Behind-the-scenes photo from Star Trek SFA S1 showing episode 6 in production
Behind-the-scenes on Come, Let’s Away.

This was the first Star Trek project of the current streaming era (well, after Scouts, I guess) not to hold any appeal for me. I watched it because… I don’t know. I guess I felt an obligation to keep up with live-action Star Trek. And I can say that I did genuinely enjoy some parts of it. But overall? It’s a teen/young adult drama set in the Star Trek universe, using the lore of Star Trek for inspiration and to set up some of its stories, but it isn’t really the kind of Star Trek show that personally appeals to me. I’m okay with that – I made my peace with it before the show even aired! But it does make it hard to recommend the series to someone in a similar position to myself.

I tried to keep an open mind, though. And I was pleased to see Starfleet Academy being a more episodic project than I feared it would be, as well as to see attempts to both harken back to older shows and expand the franchise with new factions and alien races. There are good moments, interesting ideas, and some characters and performances that are a lot better than some folks online would have you believe. But for a Trekkie, the measure of success for any show is how often I think I’ll be tempted to return to Starfleet Academy and re-watch it. I can tell you with certainty that I’ll show up for Season 2. But… I can really only think of one episode from Season 1 (Come, Let’s Away) that I might even consider re-visiting in the future. The rest of it just wasn’t my thing, or else didn’t leave much of an impression at all.

Still frame from Kids These Days showing the USS Athena at San Francisco
The USS Athena arriving at San Francisco.

So that’s all for today.

In the days ahead, I’ll write up my thoughts on individual storylines from episodes 3-10 in a bit more depth, so I hope you’ll join me for some of that. I plan to touch on a few topics that I didn’t get around to on this occasion. Splitting up this review made sense to me – this piece is already running very long, even by my standards, so writing even just three or four paragraphs about each episode would be too much! But stay tuned, because that compilation of mini-reviews is still to come.

I hope this has been interesting, and I hope I didn’t treat Starfleet Academy too unkindly. I keep saying this because I think it’s important, but I know someone who’s the wrong side of forty isn’t the target audience for a series like this. I tried to keep that in mind while writing this review! I can say that I’m glad Starfleet Academy was produced, and I maintain that the Star Trek fan community needs a project like this to reach out to new, younger viewers if the franchise is to have a shot at surviving long-term. Unfortunately, however, I fear circumstances have conspired against Starfleet Academy, with the show coming along at a difficult time for Star Trek, after franchise fatigue has set in, and with a new corporate merger shaking things up. Even if the show was never going to be for me, I still hoped that it would find success with its target audience… but that seems not to have been the case. Maybe Season 2 will “grow the beard” and improve things… but whether you’re a fan or not, I wouldn’t bet on that third season renewal going ahead.


Star Trek: Starfleet Academy is available to stream now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy and everything else discussed above – remains the copyright of Paramount/Skydance. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Voyager – Across The Unknown: Final Thoughts

A Star Trek spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Voyager – Across The Unknown and for Star Trek: Voyager.

After I wrapped up my review of Star Trek: Voyager – Across The Unknown (which you can find by clicking or tapping here; don’t miss it!) I went back to the game for another run! That’s something I almost never do; re-playing a game so soon after finishing it usually doesn’t hold much appeal. But I think that alone is testament to how enjoyable Across The Unknown was for this old fan of Voyager.

That second run unfolded quite differently, as I made some deliberate choices that I hoped would lead to completely different outcomes. I ended my first run through the game without having unlocked some optional hero characters; I went out of my way to grab some more of them this time. And I tried to set up the USS Voyager differently, too – different rooms, different weapons arrays, and so on, having run through the tech tree in a different order.

Screenshot of Across The Unknown showing the main menu with sectors
I’m back for round two!

And that’s really my first point about the game: it genuinely plays very differently depending on how you set up the ship and which heroes you have at your disposal. In my first run, I found myself struggling with crew morale quite a lot, so this time, I went out of my way to try to unlock more morale-boosting options. I subbed out emergency quarters for officers’ quarters, upgraded the holodeck, built an observation lounge, and upgraded the quality of meals in the Mess Hall. My morale was hampered this time because I chose to keep Tuvix – meaning I lost Neelix – but those other upgrades and unlocks were fun. Though I had to swap most of the officers’ quarters for standard crew quarters and Borg alcoves later in the game!

Unlocking different heroes was fun, too. I noted in my original review that some decisions – like keeping Tuvix instead of restoring Neelix and Tuvok – lead to “worse” outcomes, and I stand by that to an extent. But, having deliberately tried to unlock more heroes this time around than I did in my first run, I think at least *some* of that can be offset. For example, my first run through the game utilised Tuvok in almost every combat encounter for his unique ability; I found that Tuvix, while weaker, was an okay substitute, especially when teamed up with other heroes. And although I managed to save B’Elanna this time, her unique combat ability (recharging shields) could be replaced in a way by one of a couple of other heroes who also have defensive powers.

Not a retraction, then, but an amendment!

Screenshot of Across The Unknown showing prepare for combat screen
Selecting a hero for a combat encounter.

I encountered a bug this time that forced me to re-play part of a side-mission. The mission based on the episode Child’s Play, which can result in Icheb being unlocked as a hero character, bugged out in its final act. After racing back to the Borg Cube to rescue the away team, I managed to convince Icheb to stand down, allowing me to beam everyone out. But rather than getting the final cut-scene in sickbay, after the dialogue box popped up telling me what was happening, I was back to the system screen with the Borg Cube still intact. I had to re-play that final section of the mission, complete with random rolls of the digital dice, and at the second time of asking, it was fully completed. I don’t know if that’s a common bug, but I hope it can be fixed.

Let’s stick with the digital dice for now – also known as “random number generation,” or RNG for short.

On one occasion, I think it was in Sector 6 or 7, I was soft-locked and unable to progress any further because of a roll of the digital dice. In short, in order to complete the main mission of that sector – which is essential for moving on to the next one – I needed about ten dilithium crystals (one of several in-game resources that you can spend on ship upgrades, tech unlocks, and so on). I didn’t have enough dilithium to unlock the required technology or build… whatever it was that I needed to build. But, as luck would have it, there was *one* remaining planet in the entire sector that contained dilithium. So I warped over to it, chose the option that has the largest chance of a positive outcome… and got fucked over by the digital dice.

Screenshot of Across The Unknown showing a terrible outcome
RNG can really mess things up, sometimes…

In a game about balancing and managing your resources, you have to keep on top of things to make sure you have enough of everything, that you aren’t wasting resources, and so on. I get that that’s how the game is designed. But mission-critical technologies and unlocks shouldn’t depend on resources – especially not rare ones like dilithium, which only have a few available points of interest per sector. Something like this is inevitable in that case.

This example hammered home how reliant the game is on RNG because of how annoying it was to get to this point of interest and come away with zero dilithium when I needed it to progress. But really, this kind of thing could happen at any point in that sector’s main mission. Suppose I’d decided I wanted to unlock the next tier of the combat tech tree, which requires dilithium, or that I’d wanted to upgrade main engineering, which also requires dilithium. I could’ve used up my available supply well before I even knew I’d need that resource to progress the main story, and I could end up ruining my playthrough of that entire sector completely by accident. Even if these mission-critical technologies or builds normally require certain resources to progress, I really think there should be a way around this for players who literally cannot get those resources. Otherwise the game is effectively soft-lockable every time this arises. And to add insult to injury, Across The Unknown autosaved as soon as the digital dice failed to deliver my dilithium – meaning my *only* choice was to re-play that entire sector.

Screenshot of Across The Unknown showing a Class Y planet
The system view.

RNG also plays a role in away missions – and again, this can lead to some pretty silly outcomes. In the mission based on Dark Frontier, which is another main quest, I ended up at the Borg Queen’s unicomplex to rescue Seven of Nine. I chose three heroes for the away team based on what the game suggested I needed: a pilot, most notably, and then someone with engineering skills. I made it to the final dice-roll screen, and I had what looked like a relatively good two-thirds chance of success. But, of course, RNG did its thing and that final dice roll ended up as a failure.

That’s fine, you might say, that’s how it goes. But this particular dice roll leads to an instant game over if you fail it.

In this case, I’d manually saved right before the trip to the Borg base, so I could re-load and try again. But it really didn’t feel good, or like the game was reacting in any way to my choices or the way I’d set things up, by randomly deciding that I’d failed that final hurdle and that that was going to be fatal to *the entire ship and everyone aboard*. If I’d been defeated in a real-time combat event, then sure. Or if I’d had some other way to feel like I was in control of events. But because it was literally just a roll of the digital dice – a roll that had a relatively high chance of success, too – it just felt wrong that it should lead to an instant game over.

Screenshot of Across The Unknown showing game over screen
It’s annoying to lose because of an unlucky roll of the dice.

I noted earlier that, on this run, I was deliberately making different choices to try to see some different results. Many of these were fun, but one… well, it really wasn’t. And I think it makes the story significantly worse and less comprehensible, especially for anyone new to Voyager or who doesn’t remember the episode in question. The mission based on the episode Equinox – which is a main mission and must be played – can go one of two ways: either Janeway and the crew are able to uncover what happened aboard the Equinox, revealing the truth behind why Captain Ransom and his crew are under attack by aliens from another realm, or… they just never find out anything at all.

Ransom’s actions in the second case make absolutely no sense. You make one choice, relatively early into the mission, and begin working on defensive measures to protect against the aliens. Then, for no reason at all – not just a reason that doesn’t make narrative sense, but literally no reason whatsoever – Ransom’s crew attack Voyager, steal the technology, and warp away. The rest of the mission plays out similarly – you face off against the Equinox in combat, beat them, and then you can either try to save some of their crew or not. But there’s still no explanation at all for what happened… and it just felt pretty unsatisfying, and like a way, way worse version of the story of that episode.

Screenshot of Across The Unknown showing a cut-scene
The Equinox.

I think, in this case, a combination of factors came into play. Firstly, I didn’t have the Doctor’s mobile emitter for away missions, so he couldn’t go to Equinox’s lab (I think). Then, I didn’t have Tuvok to lead an investigation, as I had Tuvix instead. And finally, I made a different choice at the beginning of the mission, which set me on that path.

I’m really in favour of the game plotting out different outcomes to key events in Voyager’s story – that’s the whole point, and I think it’s pretty fun. But when one of the main stories you get to experience has one canon outcome that makes sense and a non-canon one that’s just incredibly random… it makes it less fun and less interesting. It would be neat, for example, if you uncovered the truth, arrested Ransom, made peace with the aliens, and got to keep the Equinox as an allied ship to join you in combat. Or if you never uncovered the truth, you’d maybe have to sacrifice the Equinox but unlock Ransom as a hero character. Just a couple of examples of how this mission could unfold differently from how it did in the show, but in ways that would make narrative sense based on choices which players can make.

Screenshot of Across The Unknown showing Capt Ransom
Encountering Captain Ransom.

Next, I’d like to talk about a few absences that I felt more strongly this time around.

It’s odd that Janeway can *never* go on away missions. Even away missions that, canonically in the show, Janeway did take part in, she can’t go on in Across The Unknown. I’m sure there’d be a way to make this happen – maybe Janeway cannot die no matter what, if that’s important to the way the game works. Or maybe if she does die, Chakotay steps up to be captain with Tuvok as second-in-command? I’d love to have the freedom to pick Janeway for *all* away missions, but I understand if that’s difficult for some reason. Still, I think making her available for *some* specific away missions, those we know she canonically went on, would be a huge improvement.

Secondly… where’s the Delta Flyer? I thought I’d just missed this, or not unlocked it, on my first playthrough, because I wasn’t using the shuttlebay very much. But this time, I went out of my way to keep the shuttlebay functional all the time, and unlocking upgrades and everything. But… no Delta Flyer.

Screenshot of Across The Unknown showing the shuttlebay
The shuttlebay… with no Delta Flyer option.

A game like Across The Unknown, where you have a tech tree, upgrades, resources, and literally already have buildable shuttles, would’ve been *perfect* for including the Delta Flyer! I just cannot fathom why it wasn’t included, especially given its prominence in later seasons of the show. The Delta Flyer appeared in 29 Voyager episodes from Season 5 onwards, and I just find it very strange that it’s not part of the game at all.

As an example of how it could work, the Delta Flyer could either function like an upgrade to the standard shuttle, increasing the chances of successful outcomes for shuttle-based missions/points of interest. Or it could be its own thing entirely, unlocking different pathways to progress through certain missions – like the way the Vidiian Surgical Device or Pralor Shield Technology can be used to bypass certain checkpoints in some missions, or grant 100% successful outcomes. It could be a fun thing to unlock, too, requiring its own side-mission and a lot of resources to construct. Just… an odd omission. And no, I don’t think the trading-only aeroshuttle makes up for it in any way.

Still frame from Star Trek: Voyager Extreme Risk showing Tuvok Paris and the Delta Flyer
Tuvok and Paris designing the Delta Flyer.

I mentioned this in my review, but the game’s finale still feels pretty underwhelming. You get a text-only log, told from Janeway’s perspective, as the ship is seen cruising towards Earth… and then that’s it. In Endgame, the final shot showed Voyager being escorted by several other Starfleet vessels as she finally made it home – that would be a huge improvement. And I’d love – *love* – to see the ship swooping over the Golden Gate Bridge. That would really be a perfect way to end the game.

It would be great if that final log entry could be fully-voiced, too. I know that the developers went out of their way to recruit Robert Duncan McNeill and Tim Russ to reprise their roles and record log entries, and those logs have been a ton of fun. I don’t know whether getting Kate Mulgrew is in any way realistic – especially if it’s only for one scene. So maybe Tuvok and Paris could narrate that final scene between them? I don’t think it would be so glaring or so notable if we hadn’t had those logs from Paris and Tuvok throughout the game, but I think it does feel like something is missing from those final moments. At the very least, I’d like to see updated cut-scenes depicting Voyager, accompanied by more Starfleet ships, and ideally, that shot of the Golden Gate Bridge, too.

Still frame from Star Trek: Voyager Endgame showing USS Voyager coming home
How incredible would it have been to get this scene as the final ending?

There are a few memorable episodes from the show that I feel would’ve made for fun inclusions. I know that, with 168 episodes, Across The Unknown couldn’t possibly adapt all of them! That’s fine – some episodes wouldn’t really suit a game like this, anyway. But some genuinely would, and while I’m not surprised that they’re missing, I think adding them in would be a great way to improve the game.

Let’s start with Year of Hell. This would, in my view, work best as a new main mission with a whole sector entirely built around Voyager’s conflict with the Krenim. Imagine slowly having to deactivate entire decks, seeing heroes die, rooms destroyed, and eventually having to make a final, consequential choice: sacrifice this version of the ship and this version of Janeway, who you’ve spent the whole sector with, to potentially restore an earlier version of the ship and the timeline, or try to escape the Krenim having basically lost everything. Making the canon choice would reset Voyager back to the way it was before the sector began – all your unlocks and collected resources would be gone, but the ship and any dead heroes would be restored. Alternatively, trying to press on could mean the ship is permanently crippled – unable to increase the warp core cap, or perhaps with entire decks permanently destroyed and unusable. It could be an *incredible* inclusion if handled well.

Still frame from Star Trek: Voyager Year of Hell showing the USS Voyager
The badly-damaged ship in Year of Hell.

The 37’s could see you gain Amelia Earhart as a hero – or else lose half the crew to staying behind on the colony, if you don’t play your cards right. Dreadnought could put B’Elanna at risk, but could unlock torpedo upgrades, perhaps. False Profits could unlock a Ferengi hero. Future’s End would be a fun blast of ’90s nostalgia with an away mission to Earth! The Omega Directive could be another, like Juggernaut, that has potentially run-ending consequences, but which could unlock a powerful new technology or something of that ilk. Relativity would send Seven to the future, building on the events of Future’s End, and could unlock Ducane as a hero. Pathfinder could unlock Barclay as a hero, and that would be a lot of fun. The Haunting of Deck Twelve would be a fun, spooky nebula story that could unlock a new tech to help make navigating nebulae easier. Prophecy could net you a classic Klingon D7 Battlecruiser as a combat ally. And so on – I’m sure you have your own examples.

Maybe, given the game’s success, some of these ideas will be considered for free updates or even as paid DLC. I’ve had a blast with Across The Unknown so far… and I genuinely wouldn’t mind paying for DLC if it expanded the game significantly. I said in my review that the “deluxe edition” felt a bit steep for what it was, but an expansion which would add one main story mission in Year of Hell, half a dozen side-missions as suggested above, a few new characters, a couple of new techs, and more… I mean, I’d buy that.

Still frame from Future's End showing the away team in the 90s
Imagine getting a mission based on Future’s End with all its ’90s nostalgia!

I’d like to see some potential late-game upgrades to both the transporter and the ship’s combat abilities. In short, I think it would be a lot of fun if you could work your way up to being able to have *four* heroes, instead of three, for both away missions and combat. There are a few heroes who I didn’t really get to use very much, and I just think it would be fun to add that in as an option.

Sometimes in games like this, I scout out the tech tree and decide which prizes are worth racing to get! And in Across The Unknown, it could be worth speed-running something like a transporter upgrade if it meant you could send four people on away missions, increasing both your chances of success *and* the XP those characters would gain. It would need to be balanced carefully, so that other aspects of the game don’t end up feeling too easy, but I think it’s achievable. And, again, it would be an improvement – as well as something for players to work towards.

Screenshot of Across The Unknown showing an away mission
Three heroes on the transporter pad.

Something I didn’t mention in my review, but really should have, pertains to balancing. In short… I kind of feel like Across The Unknown is a game divided into two halves. You have the early missions, leading up to the conflict with Seska and Culluh, and then after that… you have the rest of the game. The early game is much, much harder, and I would personally rate the fight against Culluh as the toughest boss battle in Across The Unknown. That entire sector beats you up, with random Kazon encounters a near-constant threat, and it comes at a point when you won’t have had time to either properly build up the ship or unlock all of your capabilities.

But after beating Culluh (which took me two attempts even on my second run), the game kind of eases off – or at least, it feels like it does. The result of this is that you kind of have a game of two halves: before and after the Culluh fight. A tougher early game culminates in a very tricky boss fight, but then things seem to let up and you get what feels like an easier ride through the remainder of the game. I don’t think that’s a criticism, necessarily – more of an observation. But if you’ve been struggling, wondering if it’s worth sticking with the game because of how difficult it feels at first… definitely persevere. Once you’re past Culluh, I found it got a lot easier (and more fun!)

Screenshot of Across The Unknown showing Culluh and the viewscreen
The game gets easier once you get past Culluh and Seska.

I really like the artwork used to depict away missions. I like the “painted” style, and how these images give each away mission a unique flavour. But if I could make one request, it would be this: please make new art assets that depict a variety of different heroes taking part in these missions! It feels a bit immersion-breaking, sometimes, to have sent Chakotay, Tom Paris, and Harry Kim on an assignment… only for all of the art to depict Seven of Nine and B’Elanna. These are static images, and I’m sure it’s possible to make more of them to depict different heroes in different missions. I’m no graphic design expert (clearly), but I’m sure that, with a combination of transparent layers and such, the same character models could even be re-used.

I just think it would be more fun and more immersive if away missions genuinely reflected the characters I’d assigned to them. Not *every* scene needs to be remade from scratch – there are plenty of moments where artwork depicts a villain, a landscape, or a hero who is mandatory for the assignment in question. But it’s a bit disappointing, sometimes, to see the “wrong” characters depicted in the artwork, especially when, sometimes, the characters who *are* shown aren’t even the recommended ones for the mission in question.

Screenshot of Across The Unknown showing an away mission
This screenshot shows Neelix and Harry Kim in the artwork even though neither character was present on the mission.

So that’s it.

I think I’ve *finally* said everything I wanted to say about Across The Unknown!

If it’s not clear from my review and this piece… I really love this game. It’s 100% a “game of the year” contender for me, as it brings one of my favourite parts of the Star Trek franchise to life in a new and unexpected way. I had a blast playing – and re-playing – Across The Unknown, and I may very well jump back in for a third run later in the year. If you’ve been on the fence about the game at all… I really think it’s worth trying out.

Screenshot of Across The Unknown showing a cut-scene
The USS Voyager.

When making suggestions for improvements or potential DLC, I tried to be realistic. I don’t think the game needs to be fully-voiced by the entire main cast, nor do I think that would be a realistic request. I don’t think the game needs first-person, Doom-inspired away missions… nor is that a realistic ask, at this stage! But I think there are a few things that need to be tweaked, a few ways the game could be improved, and some additions that could make for an incredible DLC bundle, if developers GameXcite are interested in going down that road. Across The Unknown seems to have sold really well, which is great news. So maybe DLC is a possibility.

Thanks for reading, and I hope you’ve enjoyed my coverage of Star Trek: Voyager – Across The Unknown. If you missed my original review, you can find it by clicking or tapping here. And I also have a gallery containing more than 180 screenshots from the game, which you’re free to use in your own reviews or other projects. You can find that by clicking or tapping here.

As Star Trek’s landmark 60th anniversary year rolls on, I’ve got plenty of other things planned right here on the website! There’ll be a review of Starfleet Academy Season 1 later in the month, episode re-watches, and more. So stay tuned. And… Live Long and Prosper!


Star Trek: Voyager – Across The Unknown is out now for Nintendo Switch 2, PC, PlayStation 5, and Xbox Series consoles. Across The Unknown was developed by GameXcite and published by Daedalic Entertainment. Star Trek: Voyager remains the copyright of the Skydance/Paramount corporation. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: The Benefits of Taking a Break

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for the modern Star Trek franchise, including Discovery, Picard, Prodigy, Strange New Worlds, Section 31, and Starfleet Academy.

It was recently announced that the second season of Starfleet Academy has finished filming. This comes a few weeks after the fifth and final season of Strange New Worlds also wrapped up – and it means that, for the first time since Discovery entered production in 2015, there’s no new Star Trek being produced.

Since Star Trek peaked in 2022, with a whopping fifty-one episodes of TV being broadcast across five different shows, we’ve seen a growing swathe of cancellations. And while it’s very much unconfirmed at this stage, I wouldn’t be surprised if Starfleet Academy won’t get that third season renewal. The newly-established Skydance-Paramount corporation doesn’t seem interested in pursuing Star Trek on the small screen right now – or at least, had no interest in retaining and renewing any of the Star Trek shows that were in production at the time of the merger – so when Strange New Worlds and Starfleet Academy finish their runs in 2027 or 2028, there’ll be one new Star Trek movie… and that could be it.

Concept art from Star Trek Picard S2 showing the Stargzer
The USS Stargazer.

I’ve said a few times here on the website that I think it’s an awful shame, in this milestone 60th anniversary year, to be thinking negatively and potentially seeing Star Trek reaching the end of the line. But this time… I want to try to flip the script. Taking a break can be a positive thing, and no franchise can realistically keep up the pace that Star Trek attempted in the first half of the 2020s. Add into the mix the poor way the previous incarnation of Paramount handled the franchise, and I think we can make the case for a hiatus not being the worst possible news.

Let’s begin with an observation – one which you may share, or may not!

I haven’t watched every single Star Trek episode. I’ve only seen about half of Lower Decks, Prodigy’s first season but not its second, hardly any of Scouts (and yes, I think Scouts counts as part of Star Trek), and I’m a couple of weeks behind on Starfleet Academy, too. I’m a pretty big Trekkie – I run a Star Trek fansite, for goodness’ sake! But even *I* have found the Star Trek franchise to be a lot to handle over the past few years.

Cropped poster for Star Trek Discovery S3
Michael Burnham on a Discovery promotional poster.

In 2023, I wrote about the burnout I’d been feeling with Star Trek, and it was at that point that I paused my episode reviews for both Strange New Worlds and Lower Decks. I did resume watching SNW – belatedly – but Lower Decks just… ended up sitting in the pile. I plan to return to it, of course, and I know for a fact I’ll enjoy it when I do. But… well, sometimes it’s okay to take a break.

One of the problems I’d argue Star Trek has faced in this streaming era is a lack of overall direction and consistency. I’m all in favour of trying out different genres, styles, and trying to reach new audiences – those are all good things. But since 2020, Star Trek has broadcast two serialised dramas, an animated comedy, a kids’ show, a preschool-age web series, a spy-thriller TV movie, a young adult/teen drama series, and one semi-episodic, somewhat “classic” feeling series.

Still frame from Star Trek: Starfleet Academy Season 1 showing the Doctor.
The Doctor in Starfleet Academy Season 1.

Moreover, the franchise’s timeline has become completely fractured. Discovery was set in the 23rd Century, but then leapt forwards in time by 900 years to the 32nd. Picard was set decades after Nemesis and Voyager, but nowhere near as far forward as Discovery. Strange New Worlds was set after Enterprise and Discovery but before The Original Series. Prodigy was set after Voyager, but not at the same time as Picard. Section 31 was set after Discovery and the TOS films, but before The Next Generation. Lower Decks was set in between Nemesis and Picard, but still managed a crossover with Strange New Worlds. And, of course, Starfleet Academy is now set after Discovery in the far future.

Did I miss one? I feel like I missed one.

One thing I really hoped Star Trek could do, after Enterprise was cancelled and a reboot film was in production, was shake off its image as a convoluted franchise that only nerds could possibly keep up with. And it did… briefly. But the franchise’s streaming era didn’t just bring back the complicated prime timeline, it doubled- and tripled-down on making it even *more* convoluted than ever. And what’s been the result of that? It’s increasingly difficult for new viewers to know where to start, it’s hard for audiences who’ve enjoyed one series to try out another and fully join the fan community, and even for long-time Trekkies… it can be hard to keep up.

Promo photo of Star Trek S31 showing Garrett
Star Trek has gotten even more convoluted in recent years.

I don’t believe that Star Trek should do the Marvel thing of making *every* film and series share a single setting, with characters and storylines criss-crossing the franchise. That brings with it its own issues, as Disney and Marvel are slowly discovering. Nor do I believe that Star Trek should take the Star Wars approach of only focusing on a handful of legacy characters at the expense of everything else. Again, that’s small-minded and has left that franchise with fewer and fewer options as time has gone on.

But what I do think is necessary, at this point, is for Star Trek to slim down and try to refocus. The days of producing five series at once, all in different time periods, has to be over. Star Trek’s corporate owners spread the franchise too thin in the first half of the 2020s, and simultaneously expected it to be one of the principal flag-bearers for a streaming platform. There’s a good case to be made for picking a single era, producing a single series, and sticking with it until it finishes its run.

Still frame from Star Trek TNG S2 showing Riker, Troi, Worf, and Pulaski
Riker in the captain’s chair in The Next Generation Season 2.

With Alex Kurtzman’s contract at Paramount having run its course, and with a new feature film (allegedly) in early pre-production, this is as good a time as any for the franchise to take that break. When the current shows have run their course, and the film has premiered in cinemas, there’ll be time for Skydance to assess what’s worked, what hasn’t, and perhaps find where there could be a place for Star Trek in the future. And I do believe there should be a place for the franchise in the future! I’m just… not entirely certain what that looks like as we get closer to 2030.

Taking a break – having a clear twelve months or so without any new shows or films in production or on the air – will give the franchise breathing room. It’ll give all of us a chance to think about what we enjoyed, what we didn’t, and what we’d like to see more of. Star Trek – like any franchise, really – can’t be everything to everyone all the time, and decisions will have to be taken about where to focus and where to spend that energy. And it could be the case that a break is exactly what’s needed to give everyone involved a bit of clarity – the ability to see where Star Trek can and should go next.

Behind-the-scenes photo from Star Trek Starfleet Academy S1
Behind-the-scenes on the set of Starfleet Academy.

Unlike a lot of entertainment franchises, Star Trek has always felt pretty open-ended. There’s no overarching story that’s drawn to a close, and really, the only limitations should be the imagination of the folks in the writers’ room. As long as you can invent new planets, aliens, and weird space phenomena, you can make an exploration-focused, episodic Star Trek show pretty much… forever. It’s not like Star Wars, where Palpatine and Vader rose to power and were defeated, or The Lord of the Rings, which couldn’t very well continue after Sauron’s defeat. There *are* more stories to be told in this galaxy… if someone can be found to tell them.

When we look back on Star Trek’s streaming era, I think we’ll come to regret the franchise’s over-use of legacy characters. Strange New Worlds prioritises Spock, and latterly Kirk, Scotty, and Uhura, at the expense of its original creations – and even Captain Pike, sometimes. Picard jettisoned its new characters in favour of bringing back the cast of The Next Generation – even though doing so made no sense in at least one instance. And I’m afraid that, for all of its successes, making Prodigy a half-kids show, half-sequel to Voyager left it in a very odd narrative space, one that worked against its core function of attracting younger viewers. For you and I, long-standing Trekkies who love this franchise, some or maybe even all of those shows worked well. But for the franchise’s longer-term prospects? Doubling-down on legacy characters has left Star Trek with a lot less room for manoeuvre.

Still frame from Star Trek SNW S3 showing Spock and Kirk
Spock and Kirk in Strange New Worlds.

Pitches abound from ex-Star Trek stars – whether it’s the Ceti Alpha V idea that eventually became the Khan audio drama, Scott Bakula’s “President Archer” series, the unironically-pitched Captain Proton show, a Strange New Worlds spin-off called Year One… and more. But are any of these ideas what Star Trek needs at the current moment? We’re coming off a long run of prequels, sequels, and shows with legacy characters shoehorned into them. And if the people in charge believe that what Star Trek *used to be* is all it can ever be in the future… well, maybe we really do need a break.

Why did Star Trek succeed in the 1980s and 1990s when The Next Generation and its spin-offs were on the air? It wasn’t because the writers and creatives kept going back to the same handful of characters and alien races over and over and over again. It was because there were passionate people who loved the franchise – but who were also willing and able to take it to new places. We’ve seen some of that on streaming, too – don’t get me wrong. But… not enough.

Behind-the-scenes photo from Star Trek Voyager showing Robert Duncan McNeill
Robert Duncan McNeill directing an episode of Voyager.

At the same time as Star Trek has continually revisited legacy characters and familiar settings, we’ve also seen the franchise repeatedly forced into a modern, streaming TV mould that – I would argue – simply is not a good fit. Season-long, fully-serialised stories with big, galaxy-threatening villains… I mean, that kinda thing might work for Star Wars, but it’s just not what this franchise has ever really been about. Even when Deep Space Nine ran its Dominion War arc, the show was still largely episodic, and in twenty-plus-episode seasons, there was a lot more room to tell different kinds of stories within that framework.

I’m trying not to dwell too much on decisions that have already been taken. But I can’t shake the feeling that, in five or ten years’ time, we might look back at this streaming era as a huge missed opportunity… perhaps Star Trek’s last great opportunity to reach new audiences. By the time we got Strange New Worlds – the show I consider to be the high-water mark of the modern franchise – Discovery, Picard, and, to an extent, Prodigy as well, had already burned a lot of goodwill and a ton of cash. By the time the higher-ups at the former Paramount corporation realised that the best way to make a Star Trek show was to… y’know, *make a Star Trek show*, it was already too late. The merger was inbound and cancellation loomed.

Still frame from Star Trek Prodigy showing the Protostar
The wreck of the USS Protostar…

I don’t want to say that I regret ViacomCBS and Paramount trying new things with Star Trek, nor trying to modernise the franchise, either. Both Discovery and Picard were well-intentioned efforts to take this classic franchise and see if it could slot into a modern, serialised, short-season format. But I think we also have to acknowledge that the results of those experiments were more miss than hit, and Strange New Worlds’ success is what’s proven to me that Star Trek *still* works best when you have the freedom to warp away to a new planet and a new adventure pretty much every week.

And that’s what I hope the new Skydance/Paramount leaders will reflect on in the months and years ahead.

I would say, to its credit, that the six episodes of Starfleet Academy that I’ve seen so far have also been more episodic than I initially feared, and that there are some fun standalone stories in Discovery, Prodigy, and of course, in Lower Decks as well. But where those shows fell down, in my opinion, was in trying to use (and then re-use) a serialised streaming mould that may have worked elsewhere… but just wasn’t the right fit for Star Trek.

Skydance CEO David Ellison
David Ellison, CEO of Skydance-Paramount.

If you’ve been a regular reader for a while, you might remember me saying this shortly before Picard Season 1 landed back in 2020: “I’d like to give the new cast a chance to become fan favourites for the next generation (pun intended) of Star Trek fans. I really hope that in another thirty years’ time they’ll be clamouring to find out what happened next to some of these characters the way we are for those of the TNG era.”

That was genuinely what I hoped for as Picard premiered; that fans would be just as enamoured with the likes of Dr Jurati and Elnor as you and I were for Dr Crusher or Worf. Unfortunately, I really can’t think of a single character from modern Star Trek – across all of the shows – who might genuinely be in that category. Can you?

Promo photo for Star Trek Discovery S5 showing the cast
The main cast of Discovery’s fifth and final season.

But… I could be wrong about that. And perhaps, with the passage of time, we’ll gradually fold these newer shows into the broader lore of Star Trek. I wasn’t a huge fan of Enterprise when it premiered, and I only tuned in sporadically during its original broadcast run. But I’ve since come to appreciate the stories it told a lot more, so… maybe there’s hope there, too. Sometimes, you need a bit of time and space before you can fully appreciate a good story, and maybe that’s going to prove the case with modern Star Trek.

Another benefit of taking a break is that it gives a whole new crop of writers and creative folks a chance to step up. There may be folks out there who have great ideas for Star Trek – or who *will* have a great idea in a few years’ time – who simply wouldn’t get a look-in with Paramount right now because there’s already a full creative team in place. I note that some of the same folks have been hired to work on the production side of multiple shows of the current streaming era – as also happened, by the way, from the ’80s through to Enterprise’s cancellation. But when the same people have been at the helm for a while, any franchise is going to need an injection of new talent. New writers, new producers, new directors… people who have different ideas.

Behind-the-scenes photo from Star Trek 3 showing the writers room
Leonard Nimoy with the writers and producers of Star Trek III: The Search for Spock.

Some of those folks may be Trekkies already, and they’re just waiting for their chance. Others may have only come to Star Trek recently, in this current streaming era, and are just beginning to explore the franchise and what they might be able to do with it one day. Either way, having a clear-out at the top and opening the door to new pitches and new ideas from different people… it’s not a bad thing. Star Trek, in its current form, has been in production for over a decade, and Alex Kurtzman – the franchise’s current head – has been involved with Star Trek since the reboot film back in the 2000s. I’ve *never* been a “fire Kurtzman now!!1!” person. But if his contract has run its course, and a new executive team is in charge at Skydance… it could be a natural break; the right time for everyone to go their separate ways.

And to be clear: I think Alex Kurtzman can hold his head up high and revel in the genuine successes he had. No showrunner or executive producer is gonna hit it out of the park every time, and I respect his willingness to be experimental and to give shows like Lower Decks a chance. And I respect how he was willing to listen to fan feedback when we were desperate for “the Captain Pike show” to be created. So I’m not saying he “should be fired,” or that I’ll celebrate his departure. I’m simply saying that, after several years at the top and having overseen such a broad expansion of the franchise, it’s probably time for new creatives to step into that role.

Behind-the-scenes photo from Star Trek Starfleet Academy S1 of Alex Kurtzman and Bella Shepard
Alex Kurtzman (right) with Bella Shepard on the set of Starfleet Academy.

And for us, as fans… as tempting as it may be to say we want to get new episodes of Star Trek all day, every day, I think *we* need breaks sometimes, too. You need a break to appreciate a franchise, to avoid burning out on it or finding it stale, and to branch out. There are some great sci-fi and fantasy stories out there in other properties – some of which are similar to Star Trek, and some of which are very different. But as fans, we don’t need to be *only* interested in one thing at the expense of everything else. Look at my website as an example: yes, I’m focused on Star Trek a lot of the time, but I also talk about gaming, movies, and TV shows outside of the franchise, too.

I wasn’t around in the dark days of the 1970s after The Original Series was cancelled. But I can vividly recall the shock and disappointment I felt on learning that Enterprise was being shut down after just four seasons… and that *no* new Star Trek at all was going to be produced. And I don’t long to repeat that feeling, believe me! But at the same time, as I reflect on those days with twenty years of hindsight… I think that missing Star Trek is what helped me to fall in love with the franchise all over again.

Still frame from Star Trek Enterprise S4 showing the NX01 Enterprise
It took Enterprise’s cancellation for me to really appreciate the show.

In 2005, when Enterprise was cancelled, I had quite a few Next Generation episodes on VHS, as well as most of the Star Trek films, and I’d begun my DVD collection with The Original Series. But I wasn’t a regular Enterprise viewer, and it had been a while since I’d watched much DS9 or Voyager in particular. But cancellation, and the thought that there might be no new Star Trek at all? That spurred me on to re-watch some of my favourite stories, and as I expanded my DVD collection in the second half of the ’00s, I spent more time with Star Trek than I had in years. By the time the reboot film arrived in 2009, I owned the entire franchise on DVD, and I was regularly re-watching all of it.

I don’t think I would’ve been so committed to doing all of that were it not for the cancellation. Having that break – though it didn’t feel good at the time – led me to doubling-down on Star Trek, watching old episodes that I hadn’t seen in years, and really coming to appreciate the *entire* franchise – even those parts, like Enterprise or The Animated Series, that I was less familiar with.

Still frame from Very Short Treks showing the Enterprise-D
The Enterprise-D, drawn in the style of The Animated Series.

I’m not saying the same thing is guaranteed to happen again. But if Star Trek does go off the air for a while, all we’ll have are re-runs of old episodes on Paramount+ (or whatever it’ll be called by that point!) I don’t think it’s impossible to think that the passage of time, and the lack of any new stories being told in the franchise, will lead us to re-evaluate some of what we’ve seen over the past decade or so. Who knows… I might even discover an appreciation for Picard Season 2. I mean… it’s *possible*. Right?

At the end of the day, there are examples of franchises disappearing for a while and coming back stronger. And I would *hope* that Star Trek could be in that category. I mean… it’s happened before. Twice. And the likes of Star Wars, Doctor Who, and others… they’ve all gone on hiatus for a while, only to return to critical acclaim and praise from their fans. A break doesn’t have to be fatal… and it doesn’t have to be permanent. And sometimes, it’s just what a franchise needs – even if, as fans, it can be hard to recognise that in the moment.

Still frame from Star Trek Generations showing Picard at Kirk's grave
A break doesn’t need to be the end…

So I hope this has been interesting.

I was prompted by the news of Starfleet Academy’s second season wrapping principal photography, and also the recent news that Skydance-Paramount looks set to acquire Warner Bros.-Discovery. Presumably becoming Para-Disco-Dance-Bros… with a streaming platform called HBParaOPlusMountMax? Who knows!

But assuming the takeover goes through, and survives all of the regulatory scrutiny it’s sure to endure… there could be interesting times ahead. I understand that the new corporate entity will be heavily indebted, which could provide an incentive to return to big-name franchises, like Star Trek, to attract cinemagoers and subscribers. But that will have to be a conversation for another day!

Promo photo for Star Trek Picard S1 showing Jeri Ryan
Jeri Ryan with a poster teasing Seven’s return in Picard Season 1.

I wanted to tackle the thorny question of Star Trek’s possible cancellation from a completely different angle. And while I must concede that I’m not thrilled about the franchise potentially going off the air again… I can see glimmers of hope, at least, that a change in direction and perhaps a tighter focus could lead to better things somewhere down the road. I have no idea if I’ll live long enough to see any of that, of course! But if I do… hey, come back to Trekking with Dennis, and we can watch those new episodes and films together.

And until then… I’ll be here. It’s still the 60th anniversary year, and I’ve got plans for reviews, re-watches, and more right here on the website.

Thanks for joining me today, and Live Long and Prosper, friends!


The Star Trek franchise – including all properties discussed above – is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: The Next Generation Episode Re-Watch – Season 5, Episode 19: The First Duty

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: The Next Generation Season 5, and minor spoilers for Star Trek: Starfleet Academy Season 1.

With Starfleet Academy’s first season currently on the air, I got thinking about the institution. Although we caught a glimpse of the Academy in The Wrath of Khan, its first major on-screen appearance came a decade later in Season 5 of The Next Generation. I thought it could be interesting to return to that episode today, in light of the different approach taken by the new young adult-focused series, and re-watch The First Duty.

I was surprised, when I looked into it, by two things: firstly, how Starfleet Academy only appeared relatively late into The Next Generation’s run. By the time we made our first visit to the Academy, DS9 was already in production, less than a year away from launch, and The Next Generation was well past its halfway point. And secondly, I was surprised at how few appearances the Academy itself actually made during The Next Generation era. Starfleet Academy only appeared twice in The Next Generation and once in Voyager – in simulated form – though the same filming location was re-used as Starfleet Headquarters in Deep Space Nine, Voyager, and Enterprise, which is probably where my confusion stemmed from.

Photo of the Tillman Water Reclamation Plant in Los Angeles.
The Tillman Water Reclamation Plant and Japanese Garden was the filming location for parts of The First Duty.
Photo: City of Los Angeles/L.A. Times

Still, it’s interesting, isn’t it? The Academy feels like an iconic institution within the broader lore of Star Trek, yet it made relatively few on-screen appearances in The Next Generation era – and none at all in The Original Series.

The First Duty is one of a few episodes that I managed to watch *before* its terrestrial broadcast here in the UK – because I rented it on VHS! I couldn’t tell you exactly when; I’d guess sometime in 1993 or 1994. Star Trek video cassettes were a rarity in rental shops in the small towns around where I grew up, so I’d usually jump at the chance to grab a pair of episodes to watch! I’m almost positive I also caught the episode’s first broadcast on the BBC, too, which would’ve been in 1995. After acquiring The Next Generation on DVD, I watched the episode again multiple times, and I’ve since re-watched it on streaming, too.

Who else remembers watching The Next Generation on VHS?

What’s the point of explaining all of that? Well… my occasional “episode re-watch” series isn’t a “review.” It’s way too late for me to write anything like an “episode review” for a series I adore and for an episode I first watched more than three decades ago! This is going to be my thoughts on the story, but some of how I feel about The First Duty has probably shifted with the benefit of hindsight, with ageing, and after having viewed literally hundreds more Star Trek episodes that have premiered in the intervening years. It should also go without saying that everything we’re going to get into today is the *subjective, not objective* take of just one person. If you hate The First Duty, love it more than I do, disagree with my take, or think I’ve completely missed the point… that’s okay! We’re all here to just geek out about Star Trek, at the end of the day, and I share my take on this classic episode with the Trekkie community in that spirit.

The First Duty has a couple of interesting characters and narrative elements when considering the broader Star Trek franchise, and I’d like to begin there. This episode was only the sixth appearance of a Bajoran character, with the Bajorans having debuted earlier in Season 5. With Deep Space Nine in early production, the Bajorans (and the Cardassians, too) were being set up in The Next Generation ahead of their prominent role in the upcoming series. The character of Sito Jaxa was, after Ro Laren, the second Bajoran to be seen on screen serving in Starfleet. Sito would re-appear in the episode Lower Decks in Season 7.

Still frame from Star Trek TNG S5 showing Sito
Cadet Sito.

We talked about Nick Locarno recently – click or tap here for more on that! But Locarno is an interesting character, as it’s pretty clear he was, at the very least, a partial inspiration for the character of Tom Paris in Voyager, which would premiere less than three years after The First Duty aired. Paris and Locarno share an actor in Robert Duncan McNeill, but they also share a piloting career and a lax approach to Starfleet regulations. I’m not fully caught up on Lower Decks yet, but I understand Locarno appeared in that series, too.

I just find it interesting that, in a single episode, we have elements from all three shows of The Next Generation era. In addition to characters from TNG itself, we have a Bajoran, whose home planet and people would be massively important in Deep Space Nine, and Nick Locarno, played by a future Voyager star, and who’s arguably a prototype or inspiration for one of that show’s main characters. It makes The First Duty feel – in hindsight – almost like a crossover! At the very least, it’s an episode that has those different components – even if, at the time, no one watching could’ve known!

Still frame from Star Trek TNG S5 showing four cadets
The cadets bring together all three shows of The Next Generation era.

And this is what I mean about the benefit of hindsight. Watching The First Duty more than thirty years after its original broadcast means we can see how Star Trek’s production team were already laying the groundwork for their new spin-off. And we can see how Robert Duncan McNeill basically talked himself into getting the role of Tom Paris some three years before Tom Paris ever existed! It makes returning to the story a completely different experience than it was on that first viewing in the first half of the ’90s; nothing about the episode or its narrative has changed, but the way we interpret it arguably has.

At the core of the episode, we have two key character pairings: Wesley Crusher and Nick Locarno on one side, and Captain Picard and Boothby on the other. The First Duty follows Wesley, Nick, and the other members of Nova Squadron as they try to cover up the events leading to a fatal accident. Picard reconnects with Boothby – apparently for the first time since being promoted to the rank of captain, at least – and also relies on the Academy’s groundskeeper for advice as the inquest into Cadet Albert’s death unfolds.

Still frame from Star Trek TNG S5 showing Boothby
Boothby’s reunion with Picard.

Wil Wheaton returns to The Next Generation for the second time since departing the series midway through the previous season. Wesley’s departure was written in such a way as to allow the character to return, and The First Duty was one of four episodes in which Wheaton reprised the role.

I don’t know if you were around while The Next Generation was airing, or during those early years of Star Trek fan forums on the interweb, but Wesley was often a controversial character, even for big fans of the series! A “Mary Sue,” according to some, Gene Roddenberry’s “self-insert” according to others, Wesley was perceived as being annoying, too smart or too skilful for his lack of training, and worse, by some viewers. I wouldn’t say that The First Duty was Wesley’s first defeat – see episodes like Justice, Coming of Age, or The Dauphin – but it certainly represents one of Wesley’s low points as a person – and, ironically, one of his most *human* moments, too.

Still frame from Star Trek TNG S5 showing Wesley
The First Duty shows Wesley at his most human.

I’m personally of the opinion that Wesley is unfairly disliked by viewers of The Next Generation, and while I get some of the criticism – particularly surrounding his near-perfect skills – I generally enjoy his characterisation in the show. The First Duty, though, shows us a much more vulnerable, weak, and human side to Wesley, showing us that, whatever intelligence and skill he may have, he can still make mistakes, he can still be caught up in the wake of someone more charismatic, and he’s still learning. Wesley is a kid – a university student or military college cadet, as of The First Duty. And… he acts like it.

We’ve seen this side of Wesley before, but in a relatively limited number of stories. And, I would argue, never to this extent. Despite the heavy adult themes of death, conspiracies, duty, and conflicted loyalties, this is a version of Wesley that feels *young* in a way that the character didn’t always manage to when he sat on the bridge of the Enterprise-D. And this is a story that looks at how a young person can feel peer pressure, can be pushed into doing something they know to be wrong, and how easily a charismatic friend can influence their life. Wesley slips into this role effortlessly, and Wil Wheaton puts in a fantastic performance, showing us how torn Wesley feels between his friendships with Nick and the rest of Nova Squadron and his desire to do the right thing by telling the truth.

Still frame from Star Trek TNG S5 showing Nick and Wesley
Nick Locarno with Wesley.

Although never to such an extreme degree, I think a lot of us can relate to getting in trouble at school, or not wanting to “grass up” a friend. I certainly found myself in detention or sent to the headmaster’s office on more than one occasion when I was at school, and I can vividly remember how that felt – that fear of getting in trouble, and how serious it all seemed to be at the time. And I can recall occasions where friends at school would do something stupid – sneaking alcohol on a school trip, smoking behind the woodworking classroom, or cutting class to sneak into town. I covered for them when they misbehaved, and they probably did the same for me!

My point is that a big part of what makes The First Duty work is that, despite its heavy subject matter, it’s an incredibly relatable feeling. I’ve been in a position not unlike Wesley’s – where my schoolfriends expected me to cover for them while teachers demanded the truth. And it’s that near-universal feeling, something a huge number of folks in the audience will have experienced at least once in their lives, that makes Wesley feel so relatable and so human within the story.

Still frame from Star Trek TNG S5 showing Nick Locarno
Nick Locarno put a lot of pressure on Wesley and the other cadets.

One thing that I think is a bit of a shame when it comes to The First Duty is that the episode didn’t have enough time to really flesh out Captain Picard’s backstory. We glimpsed, through his chat with Boothby, that Picard had made a mistake of some kind during his own Academy days, and that Boothby helped him understand what he’d done. Picard says that, without Boothby’s advice, he might not have been allowed to graduate – combined with his earlier recollection of being summoned to the Superintendent’s office, we can assume it was something pretty serious. We know Picard had a rebellious streak in his youth – something that the episode Tapestry would hammer home in Season 6. But what this incident was… it was never followed up on in the remainder of the show, unfortunately.

Picard and Boothby’s conversations were interesting, but they also leave me wanting more! I wish we could’ve got a flashback to Picard’s Academy days, perhaps, or even just a bit more of an explanation from one of the characters about what Picard did. The chat had a “we both know what this is, so there’s no need to go into detail” thing going on, which makes sense in-universe – both characters know what they’re referring to – but it’s a tiny bit frustrating as a viewer!

Still frame from Star Trek TNG S5 showing Picard with Boothby
What did Boothby do for Picard all those years ago?

Given the importance of this conversation to Picard, as he pursues the investigation into what happened with Wesley and Nova Squadron, I don’t think it’s unreasonable to want to know more about this mysterious event in Picard’s past. If I were to hazard a guess, I’d say that Picard broke a rule that resulted in endangerment or injury, perhaps, and Boothby was the one to convince him that he needed to come clean. It’s clearly something at least somewhat comparable to Wesley’s situation – but I doubt Picard would’ve done anything as severe as covering up someone’s death.

I kind of feel that Dr Crusher is a bit flat, especially at the beginning of the story. She’s learning for the first time that her son has been injured in an accident that killed one of his friends, but her reaction throws me off just a little. A lot of people don’t have big, over-the-top emotional reactions to events, but even by that standard, Dr Crusher just seems a little bit underwhelmed by what should be such a seismic and shocking event. Subsequent scenes show her a bit more animated when coming to Wesley’s defence, but that moment in her office at the beginning of the episode just… I’m not convinced it was played right, considering the seriousness of the accident.

Still frame from Star Trek TNG S5 showing Dr Crusher
Dr Crusher felt a bit flat to me, especially at the start of the story.

What I adored about Dr Crusher in The First Duty, though, was how she leapt to the conclusion that the sensor data had to be wrong – because, in her mind, there’s absolutely no way that Wesley could’ve been lying. It piled pressure on Wesley, of course, which is something we saw building up over the course of the episode, eating away at his conscience and making him feel ever more guilty. But I like what it says about Dr Crusher, and how she’s so willing to believe her son – even when it seems obvious to everyone else that he’s not being honest.

The downside to this, unfortunately, is that we never got any resolution to this mother-and-son story. Dr Crusher arrives on Earth to see Wesley, goes through the inquest with him, supports him even when he’s lying, but by the time his lie is exposed and he’s pushed into making a confession, she’s gone from the story. Picard is the one to deliver the news to Wesley about his academic punishment, and we never get to see whether Dr Crusher is upset, angry, disappointed, or some combination thereof. It’s not something that feels like a glaring omission until you stop to think about it – but as Wesley’s biggest supporter, Dr Crusher is yet another person that Wesley let down by his actions in The First Duty. And there’s no resolution to that story thread.

Still frame from Star Trek TNG S5 showing Cdr Albert
Commander Albert.

Obviously, a forty-five-minute episode can’t do everything. And given the characters and storylines in play, it was probably the right call for the writers to focus where they did. I just think that, if I had to pick on one thing that I’d say is missing from The First Duty, it would be some kind of closing scene between Dr Crusher and Wesley – some way for her to express her disappointment, perhaps even feeling like he’d broken her trust.

Maybe we should infer from Dr Crusher’s absence that she was so *livid* with Wesley in that moment that she couldn’t even look at him! That could be why Picard had to be the one to deliver the news, to express his own conflicted feelings – pride that Wesley eventually did what was right, understanding that it was difficult, but anger, frustration, and disappointment that the situation occurred in the first place. I don’t believe that was the writers’ intention, but that interpretation of Dr Crusher’s absence is there, if you want to read between the lines, and if you desperately need a way to resolve her arc in the episode.

Still frame from Star Trek TNG S5 showing Wesley and Beverly Crusher
Where was Dr Crusher in the episode’s final act?

And I happen to really like Picard’s closing scene with Wesley as the episode concludes. Picard went from sympathy to suspicion to righteous anger as he uncovered the truth about the accident, resulting in an incredibly impressive scene in his ready-room aboard the Enterprise-D in which he absolutely tore into Wesley. But the closing scene, after Wesley confessed, showed that Picard recognised how difficult the whole situation was, perhaps sympathised to an extent based on the mysterious event from his own Academy days, and even showed some measure of respect for Wesley’s ability to do the right thing in light of the pressure he felt.

Though they contrast in tone, both scenes between Picard and Wesley – in the ready-room and after the inquest – were played incredibly well. It’s performances like that from the venerable Sir Patrick Stewart that led to the character being so beloved by Trekkies… and eventually returning, some three decades later, for his own spin-off series!

Still frame from Star Trek TNG S5 showing Picard
Picard was furious.

Though they aren’t in focus for a lot of time, I enjoyed the moments we got with Data and Geordi in this episode. Working in main engineering, they analysed the sensor data that poked holes in Nova Squadron’s story, setting the stage for Picard to understand what really happened. The slow reveal of discrepancies or oddities in the recovered Data from Wesley’s ship was a really well-paced scene, and Geordi and Data both had roles to play in explaining (or technobabbling) parts of that.

Starfleet ships of The Next Generation era are almost always my favourites in terms of design. But I gotta be honest: the Nova Squadron ships… they don’t really do much for me. Nothing about the design screams “Star Trek” at all, and they feel almost like single-pilot fighter ships from a franchise like Star Wars. Nothing about the design is *bad* per se, and I don’t dislike the way these ships looked. But in a franchise where there are so many fun and interesting designs, they’re nothing special.

Still frame from Star Trek TNG S5 showing the training ships
The Academy ships as they appeared on the inquest viewscreen.

Perhaps this is because these ships were mainly seen as CGI models, with a physical prop only appearing very briefly. The ’90s was a weird time for CGI – with the technology pretty limited. Given that Nova Squadron’s ships were all destroyed prior to the events of the episode, only depicted in logs and sensor data, I guess you could say that it’s fair enough that we didn’t get a more detailed look at them. But still… I just don’t feel like the aesthetic of the ships, the way they look, was particularly strong.

But your mileage may vary! Aesthetics and designs are very much a matter of personal taste. And I would say, having seen a photo of the original model of the Nova Squadron ships, up close, I don’t think it looks that bad. But the way it came across on screen, particularly in those CGI-heavy scenes, just didn’t leave a strong impression. The Next Generation era has way better shuttlecraft, shuttlepods, and smaller vessels.

The filming model (or a replica) of Nova Squadron’s ships.
Photo: StarTrek.com

Sticking with the look of the episode, one thing I found particularly interesting was the design of Starfleet Academy itself. Remember, this is our first real look at the campus anywhere in Star Trek, and obviously, there’s a lot of time spent both on the grounds – which were filmed at the Tillman Water Reclamation Plant in Los Angeles – and the room where the inquest took place. The gardens are an iconic part of Star Trek, I would argue, having been seen as both the Academy and Starfleet HQ. But I want to focus on a different space for a moment: Wesley’s dorm room.

This is going to sound like a totally minor thing to focus on, but why do the doors on Starfleet Academy’s campus have… handles? Surely the Federation has moved beyond such things, right?! I don’t remember it being something I paid much attention to until this re-watch of the episode, but I found that, once I started to think about it, it stuck out like a sore thumb every time Wesley opened the door to his dorm. It’s not *totally* out-of-place in Star Trek, but for a location on Earth like the Academy? I dunno… you’d think they’d have sliding doors like on the Enterprise!

Still frame from Star Trek TNG S5 showing Wesley
The offending door handle…

In light of Robert Duncan McNeill’s role in Voyager, I can’t help but wonder how similarly (or differently) we might’ve received his performance if a decision had been made to bring the character of Nick Locarno into that series. Would a similar “redemption arc” story have been possible for Locarno in the way it was for Tom Paris? I think it would have been interesting, and could’ve added another layer to this character, to say that Locarno joined the Maquis after being expelled from the Academy, only to be captured, imprisoned, and really hit rock bottom.

We still got a lot of that with Tom, something that the revelation about his father being an admiral certainly compounded, but part of me will always wonder how differently we might’ve received the character had Nick Locarno been the one assigned to Voyager. It would’ve been another connection point, a through line from The Next Generation to its sister show. I haven’t seen Locarno’s arc in Lower Decks yet, and perhaps I should’ve delayed this re-watch until I have! But maybe that will also change the way I look at the character in The First Duty.

Still frame from Star Trek TNG S5 showing Locarno
Nick Locarno.

Star Trek has done courtroom drama going all the way back to the first season of The Original Series, and within The Next Generation, we have several other examples, too. I wouldn’t necessarily rank The First Duty’s inquest sequences as being among the best or most compelling courtroom-esque that the franchise has to offer, but they get the job done, and they’re sufficiently tense. When the cadets are caught in their lies, especially by the Vulcan captain, there are some moments of real jeopardy, moments that really captured that feeling of being a kid and getting in trouble that I talked about earlier.

Admiral Brand – the Superintendent of Starfleet Academy – is a fun character. I liked Picard’s description of her at the beginning of the story; it set her up pretty well as a “no-nonsense” type of educator. I think we all came across teachers like that when we were at school! Brand is the first one to question the cadets’ version of events, and her presence adds a lot to this side of the story.

Still frame from Star Trek TNG S5 showing Brand and Satelk
Admiral Brand and Captain Satelk.

In The Measure of a Man – another classic courtroom story from The Next Generation – it never made a lot of sense to me that Starfleet would pick Picard and Riker to argue the case. So I like how, in The First Duty, we don’t get the contrivance of having Picard or another Enterprise officer serving on the inquest panel. The inquest works better for having Admiral Brand and Captain Satelk as its members.

If I were to nitpick – and you know I must – it never felt realistic to me that Starfleet Academy would be content to basically say “a student died, we know you’re lying about what happened, but there’s nothing more we can do, so nevermind.” Which is, in effect, what Admiral Brand was going to do until Picard pushed Wesley into making a confession. It just doesn’t seem to gel with what we know of Starfleet that they’d give up on the investigation so easily when someone – a student, no less – had actually died. And while this works in the context of the episode as a way to raise the stakes for Wesley, part of me has always felt that Starfleet wouldn’t have been content to let it lie.

Still frame from Star Trek TNG S5 showing a courtroom
The inquest.

Narratively, The First Duty does an exceptional job of building up the pressure Wesley feels. There’s his initial guilt at Cadet Albert’s death, which is swiftly compounded by his mother fussing over him and his reunion with Captain Picard. Then there’s Nick, insisting that they all collude to cover up what really happened to save their own skins – even if that means Joshua’s reputation gets dragged through the mud. Commander Albert then comes into the story, apologising to Wesley for Joshua “letting Nova Squadron down,” and really just making Wesley feel awful. Next, as the inquest rolls on, the evidence from the satellite shows the team out of formation. Again, Dr Crusher compounds this by insisting that Wesley must be right and the data wrong. And finally, we come to the confrontation with Picard – after we’ve seen this slow buildup of various factors all combining to really weigh on Wesley’s conscience.

Picard’s blow-up would have had an impact regardless, but when you watch that scene after seeing all of those other moments of guilt and pressure… it works a whole lot better. Picard’s harsh words to Wesley come after we’ve already seen the cover-up slowly unravel, and they hit so much harder because we know that Picard is 100% in the right. And for Wesley, this is the final straw: the moment where he has to choose between his loyalty to Nick and his friends… and doing the right thing. The titular first duty.

Still frame from Star Trek TNG S5 showing Picard
Picard.

I think if you forced me to choose my favourite season of The Next Generation, Season 5 would be my pick. It has so many fantastic episodes: Disaster, Unification, Cause and Effect, The Next Phase, and fan-favourites like Darmok and The Inner Light, too. So The First Duty has some tough competition, but I think it fits in pretty well with many of those outstanding stories. It’s an episode that does a lot for Picard and his sense of duty, pushing Wesley to do the right thing. And it’s also an episode that takes the “impossibly perfect” Wesley Crusher and brings him down to earth, really humanising him and showing us that he can make mistakes, too.

I had fun returning to The First Duty, and I think it makes for an interesting point of comparison to the new Starfleet Academy series, too. Starfleet Academy has picked up criticism in some quarters for its tone and some of its stories – and there will always be folks both inside and outside of the fan community who aren’t happy when Star Trek doesn’t give them *exactly* what they want! For my money, I think you can see a through line from The First Duty to Starfleet Academy, even if some of that comes in exposition and dialogue! Boothby, for instance, talks about how the cadets’ celebrations in Picard’s day and for Wesley’s Nova Squadron caused a lot of damage to the grounds – something we see firsthand when the Academy cadets get into a “prank war” in the new series. That’s just one example, but I think it shows that, despite some changes in approach, Star Trek is still Star Trek even all these years later.

Still frame from Star Trek TNG S5 showing Wesley and Picard
The final shot of the episode.

So that’s all for today. I wanted to step back to the Academy’s first big appearance now that we have the new Starfleet Academy show – more out of curiosity, really, than for any other reason. When I write up my thoughts on Starfleet Academy’s first season later this month, I’m sure I’ll have more to say about how the show fits in with the wider Star Trek franchise, and this re-watch has certainly given me a lot to think about in that regard!

If you missed it, I reviewed Starfleet Academy’s two-part premiere: you can find that review by clicking or tapping here. And I also shared my thoughts on one storyline from the show’s fifth episode, so if you don’t mind spoilers, you can find that piece by clicking or tapping here.

Thanks for tuning in for this episode re-watch. I had a lot of fun revisiting The Next Generation and catching up with Picard, Wesley, Dr Crusher, and the rest of the crew. The First Duty is a fun episode, and one that feels, with the benefit of hindsight, like it brings together all three shows of The Next Generation era in a pretty fun way. I’m not sure which episode will be getting a full write-up next, but in this milestone 60th anniversary year, I’d love to do more to celebrate. Have fun out there… and Live Long and Prosper!


Star Trek: The Next Generation is available to stream now on Paramount+ in countries and territories where the service is available, and is also available to buy on DVD/Blu-ray. The Star Trek franchise – including The Next Generation and all other properties discussed above – is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Voyager – Across The Unknown: Screenshot Gallery

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Voyager – Across The Unknown and for Star Trek: Voyager.

When I review video games here on the website, I often take a whole lot of screenshots! With over 1,000 screenshots for Across The Unknown just languishing on my computer, I thought I’d put together a gallery of some of the better or more interesting ones. This piece isn’t my review of the game – you can click or tap here if you want to read that. Instead, this is a gallery of more than 180 screenshots that I took but didn’t get to use in that review.

I’ve organised the screenshots into categories, and within each category, I’ve tried to go chronologically through the game. All screenshots are in 720p resolution (1280×720 pixels), which I find adequate for use here on my website; it’s a good balance between detail and size, in my opinion! And… yeah. That’s all. Feel free to use any of these screenshots in your own projects about Across The Unknown; unedited video game screenshots are generally considered to be the copyright of the developer/publisher, not of the person who took the screenshot. However, if you *do* find some of these to be useful for whatever you’re working on, I’d appreciate being acknowledged, and/or a link to this post!

It goes without saying that there are spoilers ahead for Across The Unknown and Star Trek: Voyager. I hope you find some of these screenshots useful, and… enjoy!

The system view is where you’ll spend a lot of time. Scanning planets, navigating nebulae, starting main quests and side missions… it all happens here.

Screenshot of Across The Unknown showing a scan
Scanning a gas giant…
Screenshot of Across The Unknown showing a Class M planet.
A Class M planet.
Screenshot of Across The Unknown showing warp speed
Warping between systems.
Screenshot of Across The Unknown showing system view
Scanning a planet…
Screenshot of Across The Unknown showing Tuvix
Who’s this?
Approaching an abandoned Borg Cube…
Screenshot of Across The Unknown showing a promise kept
A promise fulfilled.
Screenshot of Across The Unknown showing a Class Y planet
Flying through a system.
Screenshot of Across The Unknown showing a completed mission
A completed side-mission.
Screenshot of Across The Unknown showing the system view
En route to a Class K planet.
Screenshot of Across The Unknown showing a nebula
Traveling through a nebula.
Screenshot of Across The Unknown showing a scan
…and the results of the scan.
Screenshot of Across The Unknown showing system view and a mission
Starting a mission.
Screenshot of Across The Unknown showing a class p planet
A Class P planet.
Screenshot of Across The Unknown showing destination reached
Reaching a destination.
Screenshot of Across The Unknown showing a random event
A random event.
Screenshot of Across The Unknown showing a nebula
A nebula.
Screenshot of Across The Unknown showing a planet and B'Elanna
A mission to a planet.
Screenshot of Across The Unknown showing a Borg probe
A successful outcome.
Screenshot of Across The Unknown showing a terrible outcome
A terrible outcome.
Screenshot of Across The Unknown showing a class Y planet
A classy planet. Sorry, a Class Y planet.
Screenshot of Across The Unknown showing no way back
The start of a major story arc.

This is Voyager’s MSD (or Master Systems Display; a visual element from the TV series). It’s also where you’ll customise Voyager, clearing debris from damaged rooms, building replacement rooms, and assigning hero characters to be in control of key systems, like weapons, food production, and more.

Screenshot of Across The Unknown showing Tuvok and critical systems
Things look bleak at first…
Screenshot of Across The Unknown showing a character death
In memoriam…
Screenshot of Across The Unknown showing the MSD and a text box
The MSD with a text box.
Screenshot of Across The Unknown showing the MSD zoomed in
More decks are coming online.
Screenshot of Across The Unknown showing a battery room
Managing a battery compartment.
Screenshot of Across The Unknown showing a hero being assigned
Assigning a hero to manage a room.
Screenshot of Across The Unknown showing the MSD
The MSD in the early game.
Screenshot of Across The Unknown showing a failed mission
Failing a side-mission.
Screenshot of Across The Unknown showing the MSD zoomed in
Power has been restored to several decks.
Screenshot of Across The Unknown showing Nine
Meeting Nine of Nine.
Screenshot of Across The Unknown showing sector complete
Sector complete!
Screenshot of Across The Unknown showing a complete MSD
All systems and decks operational!

These are a few of the rooms that you can build aboard Voyager. These are from the same MSD/ship view as above, just zoomed in to the individual rooms. It’s fun to see NPCs milling around, keeping the ship flying! Some story moments also take place in rooms like Main Engineering or Sickbay, and you can make some major, run-impacting decisions here.

Screenshot of Across The Unknown showing the bridge
The Bridge.
Screenshot of Across The Unknown showing the mess hall
The Mess Hall without Neelix…
Screenshot of Across The Unknown showing the transporter room
The Transporter Room.
Screenshot of Across The Unknown showing disruptor array
Disruptor Control.
Screenshot of Across The Unknown showing a shield room
A Shield Generator.
Screenshot of Across The Unknown showing astrometrics
Stellar Cartography/Astrometrics.
Screenshot of Across The Unknown showing observation lounge
An Observation Lounge.
Screenshot of Across The Unknown showing quarters
Emergency Quarters.
Screenshot of Across The Unknown showing engineering
Main Engineering.
Screenshot of Across The Unknown showing hydroponics
Hydroponics.
Screenshot of Across The Unknown showing the holodeck
Sandrine’s on the Holodeck.
Screenshot of Across The Unknown showing the mess hall
…and the Mess Hall with Neelix.
Screenshot of Across The Unknown showing the shuttlebay
The Shuttlebay.
Screenshot of Across The Unknown showing the torpedo bay
The Torpedo Bay.
Screenshot of Across The Unknown showing a bio lab
A Bio Lab.
Screenshot of Across The Unknown showing a cargo bay
A Cargo Bay.
Screenshot of Across The Unknown showing a life support room
A Life Support Room.
Borg Alcoves.
Screenshot of Across The Unknown showing sickbay
Sickbay.
Screenshot of Across The Unknown showing a ruined room
Rubble in a ruined room.

I didn’t spend a lot of time here. All you can really do is choose which system to scan or visit next.

Screenshot of Across The Unknown showing sector view
The sector view.
Screenshot of Across The Unknown showing the sector guide
This screen appears in between sectors.
A different sector later in the game.
Screenshot of Across The Unknown showing sector view
Setting course, captain!

The tech tree is where you unlock new technologies, rooms, and such like. Some of these are available to research at any time if you have the right resources and enough Science Points, but others must be unlocked via missions. There are 5 categories: Engineering, Crew, Science, Combat, and Borg.

Screenshot of Across The Unknown showing the tech tree
Engineering.
Screenshot of Across The Unknown showing the tech tree
Science.
Screenshot of Across The Unknown showing the tech tree
Borg.
Screenshot of Across The Unknown showing the tech tree
Crew.
Screenshot of Across The Unknown showing the tech tree
Combat.
A new tech has been unlocked.

There are a few cut-scenes (or cinematics) in the game, all of which depict Voyager. The ship can be seen in flight, approaching points of interest, in combat, and so on. I cropped a few of these to be a bit more interesting/focused.

Screenshot of Across The Unknown showing a cut-scene
The opening cut-scene.
Screenshot of Across The Unknown showing a cut-scene
Voyager at DS9.
Voyager enters the Badlands.
Screenshot of Across The Unknown showing a cut-scene
Voyager and the Val Jean.
Neelix’s ship.
Arriving in a new sector.
Screenshot of Across The Unknown showing a cut-scene
Battling the Kazon.
Screenshot of Across The Unknown showing a cut-scene
A Species 8472 bio-ship.
Screenshot of Across The Unknown showing a cut-scene
Flying into a portal.
Screenshot of Across The Unknown showing a cut-scene
A Hirogen station explodes.
Slipstream.
Screenshot of Across The Unknown showing a cut-scene
Escaping the Borg.
Screenshot of Across The Unknown showing a cut-scene
Under attack!
Screenshot of Across The Unknown showing a cut-scene
A surprise in the nebula…
Screenshot of Across The Unknown showing a cut-scene
Approaching the transwarp hub.
Screenshot of Across The Unknown showing a cut-scene
Destroying the transwarp hub.
Screenshot of Across The Unknown showing a cut-scene
A bad outcome!
Screenshot of Across The Unknown showing a cut-scene
Tom’s shuttle.
En route to the Badlands.
Screenshot of Across The Unknown showing a cut-scene
The displacement wave.
Screenshot of Across The Unknown showing a cut-scene
Arriving at Ocampa.
Screenshot of Across The Unknown showing a cut-scene
Destroying the Array.
Jumping to warp.
The battle rages on…
Screenshot of Across The Unknown showing a cut-scene
Borg Cubes.
Orbiting a planet.
The “USS Dauntless.”
Arriving at Unimatrix-01.
Screenshot of Across The Unknown showing a cut-scene
Using a transwarp coil.
The USS Equinox.
The Klingons arrive.
Voyager’s ablative armour.
Screenshot of Across The Unknown showing a cut-scene
Inside the transwarp network.
Back to Earth.

Away missions involve heroes visiting planets, ships, or other locations off of Voyager. They’re communicated through text and images, with the images having a kind of “painted” art style. Away missions also involve skill checks and rolls of the digital dice.

Screenshot of Across The Unknown showing an away mission
Caretaker, Part I.
Caretaker, Part III.
Screenshot of Across The Unknown showing an away mission
Phage, Part I.
Screenshot of Across The Unknown showing an away mission
Phage, Part III.
Screenshot of Across The Unknown showing an away mission
Phage, Part V.
Screenshot of Across The Unknown showing an away mission
Night, Part I.
Screenshot of Across The Unknown showing an away mission
Night, Part III.
Screenshot of Across The Unknown showing an away mission
Night, Part V.
Screenshot of Across The Unknown showing an away mission
Live Fast and Propser, Part I.
Screenshot of Across The Unknown showing an away mission
Live Fast and Prosper, Part III.
Screenshot of Across The Unknown showing an away mission
Caretaker, Part II.
Screenshot of Across The Unknown showing an away mission
Caretaker, Part IV.
Screenshot of Across The Unknown showing an away mission
Phage, Part II.
Screenshot of Across The Unknown showing an away mission
Phage, Part IV.
Screenshot of Across The Unknown showing an away mission
Phage, Part VI.
Screenshot of Across The Unknown showing an away mission
Night, Part II.
Screenshot of Across The Unknown showing an away mission
Night, Part IV.
Screenshot of Across The Unknown showing an away mission
Night, Part VI.
Screenshot of Across The Unknown showing an away mission
Live Fast and Prosper, Part II.
Live Fast and Prosper, Part IV.

Before you start an away mission, you have to pick which hero(es) are going to take part. This takes place in the transporter room, and the game gives you hints about which heroes might be better-suited to the mission at hand.

Screenshot of Across The Unknown showing the transporter pad
The transporter pad.
Screenshot of Across The Unknown showing the transporter pad
Tuvok, Kes, and Tom Paris.
Screenshot of Across The Unknown showing the transporter pad
Marla Gilmore, the Doctor, and Kes.
Screenshot of Across The Unknown showing the transporter pad
Chakotay, Tuvok, and Seven of Nine.
Tom Paris and Harry Kim.
Kashyk, Neelix, and Joe Carey.
Chakotay, Harry Kim, and B’Elanna.
Choose your team!

These scenes depict various characters conversing on the bridge. This is also where you get to make consequential choices.

Screenshot of Across The Unknown showing Harry
Harry at his station in Caretaker.
Screenshot of Across The Unknown showing B'Elanna on the viewscreen
Meeting the Maquis.
Screenshot of Across The Unknown showing the bridge
Tuvok at his post.
Screenshot of Across The Unknown showing the bridge
Seska.
Screenshot of Across The Unknown showing the bridge
“We’ve got Neelix at home.”
Screenshot of Across The Unknown showing the bridge
Making a consequential choice.
Screenshot of Across The Unknown showing the bridge
The Doctor brings news…
Screenshot of Across The Unknown showing the bridge
B’Elanna.
Success!
Who’s that Borg?
Screenshot of Across The Unknown showing the bridge
Admiral Janeway.
Screenshot of Across The Unknown showing the bridge
The damage caused by the Array.
Screenshot of Across The Unknown showing the Caretaker
Chatting to the Caretaker.
Screenshot of Across The Unknown showing the bridge
Evasive maneuvers!
Screenshot of Across The Unknown showing the bridge
Mabus on the bridge.
Unlocking the Borg tech tree.
Screenshot of Across The Unknown showing the bridge
Options and chances for success.
Arturis.
Chakotay? You… okay?
Planning a heist.
Red Alert.
Screenshot of Across The Unknown showing the bridge
The Borg Queen.

Combat takes place in real-time, and there are a variety of enemy ships you’ll encounter. Some are akin to boss fights, with big, imposing enemies who need to be defeated. Others are random encounters or ambushes at points of interest.

Screenshot of Across The Unknown showing combat
This is not going well…
An early boss battle.
Screenshot of Across The Unknown showing combat
Choose your fighter!
Screenshot of Across The Unknown showing combat
Fire the disruptors!
Screenshot of Across The Unknown showing combat
Oh no, it’s an ambush!
Screenshot of Across The Unknown showing combat
Battling the Borg.
Eww, the Borg are revolting.
Screenshot of Across The Unknown showing combat
Another ambush, eh?
Screenshot of Across The Unknown showing combat
Fire the cutting beam!
Screenshot of Across The Unknown showing combat
Defeat!
Screenshot of Across The Unknown showing combat
Fighting Culluh.
Screenshot of Across The Unknown showing combat
Idrin was a mid-game boss.
Screenshot of Across The Unknown showing combat
Defeating the Malon.
Facing off with the Equinox.
Screenshot of Across The Unknown showing combat
Choosing which system to target.
Screenshot of Across The Unknown showing combat
Take that, Borg Cube!
We’ll hit ’em with everything we’ve got!
Screenshot of Across The Unknown showing combat
The final boss battle.

The game’s main menu and difficulty options.

The first screen you see on booting up the game.
Screenshot of Across The Unknown showing difficulties
Difficulty options.
Screenshot of Across The Unknown showing the DLC main menu
The DLC part of the main menu (I bought the deluxe edition).
Screenshot of Across The Unknown showing the main menu
The main menu.
Main menu + sector list.
Screenshot of Across The Unknown showing accessibility options
Accessibility settings in the main menu.

These are a selection of ending cards for various hero characters, as well as a couple from one of the “bad” endings.

Screenshot of Across The Unknown showing an ending card
The ending screen.
Seven of Nine’s ending.
Chakotay’s ending connects with Prodigy.
Screenshot of Across The Unknown showing an ending card
Kashyk’s ending.
Screenshot of Across The Unknown showing an ending card
Neelix can make it to Earth.
Tom Paris’ ending.
A better ending!
Tuvok’s ending.
B’Elanna’s ending.
Screenshot of Across The Unknown showing an ending card
Kes’ ending was bittersweet.
Screenshot of Across The Unknown showing an ending card
Marla Gilmore’s ending.
Screenshot of Across The Unknown showing an ending card
Harry finally gets his promotion!

I hope some of these screenshots will prove useful to you – or just interesting, if you’re curious about the game but haven’t yet decided whether or not to commit to it. If you want to get my full thoughts on Across The Unknown, including the positives, some points of criticism, and why I’m happy to recommend it to fans of Voyager, please check out my full review. You can find it by clicking or tapping here.

That’s all for today. Screenshot galleries aren’t usually something I publish here on the website, but I had so many spare ones after my review of Across The Unknown that I thought I’d give it a try. Hopefully someone out there found these to be useful, in any case!

Have fun in the Delta Quadrant, friends!


Star Trek: Voyager – Across The Unknown is out now for Nintendo Switch 2, PC, PlayStation 5, and Xbox Series consoles. Across The Unknown was developed by GameXcite and published by Daedalic Entertainment. Star Trek: Voyager remains the copyright of the Skydance/Paramount corporation. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Voyager – Across The Unknown: Video Game Review

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware spoilers for Star Trek: Voyager – Across The Unknown and for Star Trek: Voyager.

I’ve been getting acquainted with the brand-new Star Trek: Voyager – Across The Unknown over the last few days. Last year marked Voyager’s 30th anniversary – which is insane to think about, by the way, and makes me feel oh so very old! But it also made it the perfect time for a new Voyager game’s announcement, and with Across The Unknown looking like my kinda thing, I was excited to give it a try. I picked up the “deluxe edition” of the game as soon as it became available, and I’m ready to share my thoughts with you today.

Firstly, though, a couple of important caveats.

Everything we’re going to get into today is the entirely *subjective, not objective* opinion of just one person. If you have a different perspective on Across The Unknown or Voyager in general… that’s okay. I offer my take to the Trekkie community based on how I experienced the game. And in addition, Across The Unknown is a deceptively big game, with some procedurally-generated elements, luck-based mechanics that play a role in determining outcomes, and multiple pathways and even multiple endings. I have not experienced all that the game has to offer, and I’m basing this review on one “run” through the game, plus one abortive “half-run” that ended too soon.

Screenshot of Across The Unknown showing Voyager
Ready to get lost in the Delta Quadrant?

So let’s talk Across The Unknown – or, as I keep mistakenly calling it, Into The Unknown. Remember that song? The one from Frozen II? It’s stuck in my head now.

Big-picture talk: I like Across The Unknown. I think it’s a game designed from the ground up by Trekkies, with Trekkies in mind, and it really leans into all aspects of Voyager, coming across as a true celebration of the series. Gameplay-wise, though? There are some flaws and deficiencies which hold it back a little as things stand. I’m buoyed by developer GameXcite’s commitment to acting on feedback, but there is one basic missing feature that even a first-time amateur developer should’ve known fans would want to see included, and it’s a shame it’s absent from Across The Unknown at launch.

There are also a handful of bugs that impacted my experience, including one that stopped me from navigating between the game’s three main menus, effectively soft-locking me out and forcing me to reload my most recent autosave. Again, GameXcite seem willing to continue to work on the game post-launch, with a couple of patches having been rolled out for the PC version already. Hopefully, these issues (and any others I may not have encountered) will be resolved – but it’s something to keep in mind if you’re sitting on the fence about the game right now. Perhaps waiting as little as a couple of weeks will mean the version you download and install will be a tad smoother and better across the board.

Screenshot of Across The Unknown showing a minor bug
An example of a minor text bug.

Across The Unknown is missing an incredibly basic function of video games that I almost can’t believe wasn’t included at launch: a proper save system. The game relies on an autosave, with the intention of playing like a “rogue-like” experience, complete with permanent, run-impacting choices.

The problem with that is the sheer *randomness* to too many of the outcomes. To give one example from my first run, I encountered a mission based on the episode Faces, which involved the Vidiians splitting B’Elanna into two separate people. This mission, despite me having an upgraded sickbay, the Doctor being present, being fully-equipped with resources, and – for want of a better term – doing everything “the right way,” resulted in B’Elanna’s death. This came in my first run through the game, at a relatively early stage, leaving me without one of Voyager’s main characters. I’d have wanted to go back and undo that, but doing so meant either restarting the entire sector or starting again from scratch.

Screenshot of Across The Unknown showing B'Elanna dying
Some outcomes feel very luck-dependent.

I admire the intention to go for an “old-school” style of gameplay. But I’m someone who believes games should give players options. I’m on the record supporting the practice of “save-scumming,” at least in single-player experiences like Across The Unknown. A game like this, which demands hours of your time, should be customisable to an extent, and should be able to be tailored to the way you want to play. By all means, do what Baldur’s Gate 3 does and have a mode where save-scumming is disabled and players have to rely on one single autosave only. But for folks who either don’t have a lot of time to play, or who want a more relaxed approach to the game? A proper free save system is *essential*, and I find it hard to believe that no one at GameXcite didn’t raise this as an issue before launch.

Responding to this exact line of criticism, GameXcite has pledged to “find a solution that brings you there,” to quote one of their recent updates. I don’t know what the time-frame might be on something like that, but it will be a *major* improvement to the game, assuming the developers can find a way to get it over the line. I sympathise, to an extent, because this is clearly not the way the game was envisioned or originally designed. But the ability to freely save – or at least to have multiple autosaves to choose from, perhaps – is something so incredibly basic, something that has been part of video games for decades… the fact it’s missing is a glaring omission. The sooner this is fixed, the better Across The Unknown will be.

Screenshot of Across The Unknown showing a bad ending
Having to re-play whole sectors because you got a bad outcome (that was impossible to predict)? Not a lot of fun for me!

In my playthrough of the game’s demo version last year, I made note of the lack of voice acting, and how it was text-only. I didn’t mean that as a criticism, really, but I wanted folks to be aware of the kind of title Across The Unknown was before jumping in. Since then, however, GameXcite managed to recruit two of Voyager’s original cast members – Tim Russ and Robert Duncan McNeill – to reprise their roles and record a series of logs. These logs are played at the beginning of each new sector (assuming the characters are both alive and part of the crew), and it’s a nice addition.

Unlike a proper save system, I don’t think Across The Unknown would’ve felt incomplete without these logs, but it’s an example of GameXcite responding to the feedback they picked up from the demo version of the game, and it’s nice that they chose to expand the title to include this extra feature. The logs are a lot of fun, they’re very “Star Trekky,” and it’s always great when a project like this can bring back members of the original cast in some form.

Screenshot of Across The Unknown showing a log
One of Tuvok’s logs.

In addition to the soft-locking bug I mentioned above, I encountered another, comparatively minor bug. At one point, my ship was afflicted by a “deuterium infestation,” which gradually depleted my deuterium stockpile over time. Despite taking the appropriate actions to fix this problem, the pop-up notification (which is on the left-hand side of the screen) never disappeared for the remainder of that run. I don’t know why it didn’t, and after a while, I just sort of tuned it out. But I’m pretty sure this *is* a bug, and the notification should’ve been removed after the issue was resolved.

A more serious bug soon followed. In short, if you’ve had to re-play a section of the game, or if you’ve been defeated in combat and need to re-load the sector, you have the option to choose to skip chunks of dialogue. That’s fine – good, even, because there’s nothing more frustrating, sometimes, than having to sit through an inspiring speech or villain’s monologue that you’ve heard a dozen times! But choosing to skip dialogue *after* locking in an optional choice seemed to mean that the desired outcome didn’t happen – even if it literally had a 100% chance of happening.

Screenshot of Across The Unknown showing the main screen
The system view. You’ll spend a lot of time here.

This next part is spoiler-y, so skip this paragraph if you really want to avoid that.

After playing through the Kazon-Nistrim/Seska storyline (which is mandatory), and arriving at the final combat encounter, Harry Kim has the idea to use holographic projections to make it seem as if Voyager has allied vessels fighting alongside her. If you succeed in this check, which, in my run, had something like a 90% chance of success, it removed two of the Kazon vessels from the subsequent fight. But if you skip the remainder of the conversation *after* choosing this option, even if the game told you you’d succeeded, the enemy ships would be present. An annoying bug, if a specific one.

There were no hard crashes during my playthrough, and compared to the demo version (which seemed to be putting a lot of strain on my CPU for some reason, making the fans work overtime to keep things cool), I’d say Across The Unknown ran pretty well on my PC. This shouldn’t be a massively demanding game; it’s less than 9GB in total, and there aren’t a ton of models or animations. But there are still characters to animate, as well as real-time ship battles. It’s nice to see a game that runs well out of the gate – not something that’s always guaranteed any more, sadly, in this age of “release now, fix later” titles and endless patches.

Screenshot of Across The Unknown showing a boss battle
The climactic battle against Seska and Culluh.

Let’s talk about the “deluxe edition.”

I usually don’t go in for day-one DLC, but I violated that rule for Across The Unknown. I did so primarily as a show of support for the development team, but I think it’s worth saying that this additional content… didn’t really add a lot. The deluxe edition content adds three technologies and five side-missions (all of which are based on episodes from Voyager). I didn’t get to play all of them, but the ones I saw were fun. The DLC also adds two “heroes;” named NPC characters who can be assigned to a variety of different roles. Neither are what you’d call a major character on the show, though.

I’m in two minds about this, really. I don’t really think it’s asking too much for games to be released in a complete state, and day-one DLC – i.e. content that was developed alongside the main game and fully-integrated into it – has never sat right with me. Not every game needs a “deluxe edition,” and when you compare the price of the base game (RRP £29.99 in the UK) to the price of the “deluxe edition” (£37.99 in the UK), I’m not sure the extra content is really worth it. I hope that, *if* any future DLC is planned, it will either be significantly better value, or else have something totally different to offer besides new random characters and a few basic missions. This isn’t to say the content is *bad*; it’s not. But your mileage may vary when it comes to determining the value, and if price is a concern, I don’t think you’re missing out by not paying the extra money on this occasion.

Promo graphic of Across The Unknown Deluxe Edition
The “deluxe edition” content.

Something that came to irk me, a little, was how the game became quite pushy at insisting I advance the story and move on, leaving a sector before fully exploring and encountering everything. As above with saving, the intention behind this may be admirable, in some ways; Across The Unknown’s developers want you to feel the pressure of Voyager’s long journey home, and want you to have to make choices between exploring every corner of a sector and maintaining crew morale.

I get it.

But when, in every single sector, you’re getting pop-up after pop-up telling you that the crew are getting angsty and want you to move on… it becomes more of an irritation than anything else.

Screenshot of Across The Unknown showing a pop-up warning
Piss off, Tuvok…

This can happen even *before* completing the main objective in a sector, meaning that you can be feeling the pressure to move on when you literally cannot move on, as that option is still locked. And you can argue that I should’ve gotten a move on and prioritised the main story! Fair point. But isn’t the point of a game about commanding a starship that you have *some* freedom to explore? In most games, I’ll try to do side-quests first, then the main mission, and go through each level that way to maximise the amount of stuff I get to explore. Across The Unknown wants to limit this… and I don’t think the way it’s implemented is quite working right.

As with free saving, I’d be fine if this was a toggleable option – if you had the ability to turn this feature on or off. But if I may propose a compromise: why not limit this so it only happens after the main mission in a sector is complete? That would still keep the pressure on, but it would give players a bit more freedom to play the game in different ways.

Screenshot of Across The Unknown showing engineering
Main engineering.

Speaking of freedom, one thing I was concerned about before Across The Unknown launched was the extent of player freedom when it comes to making key narrative decisions. This is absolutely *crucial* to the game’s potential replayability, and any narrative adventure – even a rogue-like experience – needs to make decisions feel impactful. Moreover, a game based on an existing story that aims to give players the ability to deviate from that story needs to find a way to balance different outcomes.

There were several places where, to be blunt about it, I felt like the game was very much on rails. These two examples are spoiler-ific, so feel free to skip a couple of paragraphs if you want.

At the end of two sectors in the first part of the game – the battle against Culluh and Seska and the Borg/Species 8472 conflict specifically – I felt like the game almost railroaded me into getting a specific outcome. In the case of the Kazon, no matter who I chose to accuse, whether I chose to pursue or let Seska escape, and whatever other choices I had… it still culminated in a conflict and a battle I had to win. And with the Borg, even choosing not to engage and trying to seek an alternate route eventually led to the events of Scorpion unfolding exactly as they did in the show. There are *smaller* differences along the way – it’s possible to recruit Seska after the Kazon war, Kes can survive the events of Gift, and Seven can die, preventing her from joining the crew, to give three examples.

Screenshot of Across The Unknown showing a choice
This “deal or no deal” moment felt like a false choice.

The real issue, when you boil it down, is that these outcomes *still* feel pretty random. Seska’s choice to join or not join the crew was basically a 50/50. Seven’s survival odds were pretty good, if you’d completed most of the required upgrades, but it still depended on the roll of a digital dice. These storylines were mandatory, which I get, in a game like this; there are limits on how far the game could diverge from Voyager’s actual adventure, after all! But in a way, that makes offering alternate pathways and different endings even *more* important. If, for instance, Seven could refuse to join the crew if you hadn’t done something, or if she could be replaced by a Klingon or Romulan ex-Borg, for instance, there’d be a bit more interest, a reason to do things a certain way, and consequences or rewards that made a run through the game feel a bit more tailored and personal. As it is, the game pushes you down certain paths to outcomes that feel either guaranteed or totally random and disconnected from your choices, neither of which is especially compelling.

Okay, the worst of the spoilers are over for now.

Because the game does have a risk-reward system in place, practically any main character can die during a run. As I noted, B’Elanna died during my first abortive run, and I also did the “meme” thing of keeping Tuvix rather than forcing him to be separated back into Neelix and Tuvok. Both of those events unquestionably shook things up.

Screenshot of Across The Unknown showing Tuvix
Tuvix.

But… here’s the next issue. Each hero character has a backup. Lose Tuvok, you get Nunez, whose dialogue looks to be word-for-word identical. Lose Neelix, and you get a “wish.com” generic Talaxian. Lose Seven? You get her slightly less useful twin: Nine of Nine. All of these characters are functionally the same as the heroes they stand in for, but slightly worse or less effective in their roles.

This has a double-whammy of an impact: there’s really only *one* ideal set of characters, heroes that have the best skills and the best chance of surviving away missions and combat encounters. And if you lose them, you don’t even get any kind of different dialogue or new storylines involving their replacements. Voyager didn’t have the same kind of expansive secondary cast as, say, DS9 did, but there *are* secondary characters or even one-off guest stars who could and should be able to fill some of these roles – and crucially, do something a little different with them.

Screenshot of Across The Unknown showing Nine of Nine
“We’ve got Seven of Nine at home.”

Suppose you choose to keep Tuvix, permanently losing Neelix and Tuvok in the process. Tuvix has some skills, sure, but he’s neither the combat expert Tuvok was nor the morale officer Neelix was – he’s demonstrably worse in both roles, *and* there’s only one of him. So, yes, you have the “moral conundrum” of killing Tuvix, as Janeway did in the story… but you can also totally ignore this side-mission, as I found myself consciously doing in my second run through the game. There were basically zero narrative or gameplay consequences to doing so, and I got an outcome that is almost “objectively” better.

And this is true with all of the heroes – at least, all of the ones I encountered during my playthrough.

This leaves the game feeling… well, tense, sometimes, if you’re worried about a hero on an away mission or during a side-mission. But also, more importantly, it feels like there’s really only “one” right way to approach the game: Janeway’s way, the way she did things in the show. This was another thing I was concerned about before launch, and it’s disappointing to see it pan out.

Screenshot of Across The Unknown showing the bridge/choices
Your choice has consequences…

A game like Across The Unknown absolutely *should* have storylines and side-quests where the TV show outcome is the best one, and there should be irreplaceable characters, whose loss impacts the remainder of a playthrough. But… is it too much to ask that some of these potentially different outcomes are better? Or at least, that their impacts are neutral, with losses somewhere being offset by gains elsewhere? Because right now, Across The Unknown is great if you want to faithfully replicate Voyager’s journey as seen on TV. It’s less interesting if you feel like you could’ve done better, or that there might’ve been other approaches to certain storylines that might’ve led to verifiably better outcomes.

Because of this kind of dual impact of hero losses having a gameplay downside while also being narratively irrelevant… I found it made many side-missions unappealing. We talked about Faces and Tuvix above, where B’Elanna, Tuvok, and Neelix can all be removed from your run through the game. But those are far from the only instances where this happened, and it feels like something that’s just… built into the game at a fundamental level.

Screenshot of Across The Unknown showing Seven's farewell
Some characters can choose to leave, too.

In any game with both random elements and characters with different stats, there are always going to be more optimal configurations and less optimal ones – that’s unavoidable, and not really the point of this line of criticism. My point is that, for a game that bills itself on putting you in “the captain’s chair,” it then really goes out of its way to push you down one narrative path, to take exactly the same decisions as in the TV show, and just generally feels unwilling or unable to open things up to potentially different and better outcomes.

This is not a fatal flaw. And I still found Across The Unknown fun to play. But I would argue that it impacts the game’s longer-term replayability; unless you want to go back and have basically the same narrative experience again, just with a few resources, planets, and nebulae in different configurations, then you’re kind of out of luck. The relatively minor, roll-of-the-dice outcomes – like a secondary character joining the crew, for instance – don’t make up for the fact that these storylines and practically all of their content unfold the same way each time.

Screenshot of Across The Unknown showing the main menu
You can choose to re-play sectors if you get a bad outcome.

Sticking with hero characters, I like how the system works at its core – but it is pretty limited. For instance, Janeway isn’t a “hero,” and can’t take part in any away missions. And while you do get some choice during away missions about which characters to use and in what configurations, there isn’t a ton of variety to this. Unless you’re deliberately trying to punish yourself, sending an away team you *know* will struggle to complete a task or mission… the worst you’re gonna get, unless you get unlucky with the digital dice, is a temporary injury to a hero.

Even then, the game pushes certain crew members into away missions, sometimes. Again, there’s that sense of being railroaded; forced by the developers to go down a specific path, even if you might’ve wanted to try something a little different. It doesn’t happen all the time, fortunately, but it happens enough to be noticeable. As above with storylines, there’s a balance to strike between allowing Voyager’s journey home to unfold the way it did on TV and giving players the freedom to explore. Sometimes, that balance has been struck reasonably well. But at other times… I felt it wasn’t.

Screenshot of Across The Unknown showing the transporter
Preparing for an away mission.

One final point of criticism relates to the final act of the game – so skip ahead a couple of paragraphs if spoilers are a concern.

Upon returning to Earth – in two of the game’s multiple endings that I saw, at any rate – we’re treating to a (text-only) log from Admiral Janeway. And for me… this scene just felt a tiny bit underwhelming. We see Voyager *approach* Earth, but that’s it. Janeway’s log mentions Voyager being escorted home, flying to San Francisco… and I just can’t help but feel I’d have liked to see that. A short, sixty- or ninety-second cut-scene depicting other starships alongside Voyager, and/or the Golden Gate Bridge flyover, would’ve done *wonders* for making the end of the game feel just that bit more special.

I like that there are multiple endings; a game like this needs that kind of diversity to reflect player choice. But as we said above… there’s kind of one “good one,” i.e. the canon ending from the show, and at least two lesser ones. Maybe I didn’t see them all, and maybe there are other ways to make it home ahead of schedule, or with even better outcomes; I’m admittedly not the best player, even on Across The Unknown’s easy mode! But for the endings to Endgame, the ones I saw were either the canon ending, or a much, much darker one.

Screenshot of Across The Unknown showing the transwarp hub
Voyager approaches the transwarp hub.

With all of that being said, recreating Voyager’s journey home – and tweaking it sometimes, as well as experiencing it in a new medium – was a really enjoyable experience. Saving Seven of Nine from the Borg Queen and Voyager finally seeing Earth for the first time – I won’t lie, I felt myself getting a little teary-eyed, just as I did some twenty-five years ago, when I saw Endgame for the very first time. Although the game was an imperfect experience… I enjoyed it for what it was.

I also adore Across The Unknown’s sense of humour. The game really leaned into some of the jokes and even the memes that Voyager has spawned within the Trekkie community: Paris becoming a “lizard,” in his words, Harry Kim’s lack of a promotion, and yes, of course, Tuvix, too. These little in-jokes didn’t go too far, nor did they feel like they were laughing *at* the show and the Trekkie community – at least, not for me. Instead, these light-hearted moments really hammered home how this is a game made by fans, for fans.

Screenshot of Across The Unknown showing a joke
Across The Unknown has a sense of humour.

And that feeling extended far beyond humour. There were deep cuts to episodes across all seven seasons of the show, with outcomes that felt logically consistent with Voyager, even as the game deviated or made things up. Narratively speaking, it really was a fun time, in spite of some of the negative points mentioned above.

I suppose we should talk about *gameplay* since this is a video game! Across The Unknown has two main gameplay modes: managing the ship and guiding away missions. There are a lot of stats and numbers to keep track of – miss something, and you might have to wait longer to unlock a technology, or even miss out on one of the many missions with a time limit. It can seem overwhelming, especially at first, but in-game tutorials certainly helped.

Screenshot of Across The Unknown showing resource yields/stats
An example of the game’s HUD, showing resources and yields.

Building rooms and getting Voyager exactly how I wanted it made for a fun challenge – even on easy mode!

Getting the right balance between tactical, scientific, and crew-focused rooms and systems isn’t easy, and one wrong move can lead to morale dropping, the ship being unprepared for combat, or that certain upgrades can’t be unlocked. There are various resources you have to keep on top of, which operate similarly to other resource-management titles, only… Star Trek-themed! You have to keep on top of things like the ship’s power level, battery banks, and even the number of crew members, too – all of these affect gameplay in a big way. At one point in my run, I found myself taking a diversion to any planet or point of interest that had a chance of giving me new crew members! That was a resource I seemed to run out of, especially as crew can be killed, or take long periods of shore leave.

It was really only when I got into the final act of the game that I felt I’d got the ship exactly the way I wanted it. I was generating just enough food from hydroponics bays to keep on top of the food supply, I had two science labs on the go for researching upgrades and unlocking new technologies, and enough quarters and cargo bays to store everything and accommodate everyone. Earlier acts of the game saw me turning off even some important rooms and systems just to keep the ship flying. You may be better at that kind of micromanagement than I am, but for me, it was part of the fun.

Screenshot of Across The Unknown showing the MSD
Voyager’s star-drive section.

Both random exploration and progressing through missions unlocked combat encounters and away missions, and both of these were fun. Occasionally, I think only really in one sector, I found frequent, repetitive combat encounters that started to get stale, but for the most part, I enjoyed tweaking Voyager’s systems and trying to get the best possible balance of shields and weapons. I installed disruptors and a Borg cutting beam on my version of Voyager – and these powerful weapons made short work of even the Borg, later on in the game!

Away missions were fun, and I especially liked the “hand-drawn” art style that the game employed for these moments. Across The Unknown makes recommendations and occasionally pushes key crew members into away missions, but there’s a decent amount of freedom there, too. Missing a crew member with specific skills can make things harder, but even on easy mode, I never felt that away missions were too easy. That randomness I mentioned? That’s a big part of why, I suppose!

Screenshot of Across The Unknown showing an away mission
An away mission.

Unlocking new heroes gives you more freedom when it comes to away missions, and heroes can also be assigned to various rooms aboard Voyager, increasing yields and outputs. This was a fun aspect of the game, and I found myself trying to balance which heroes I took on away missions – because that’s how to level them up, further increasing their skills and bonuses. All in all, a fun element of the game.

The key to a game like this is to set your expectations appropriately. This isn’t a big-budget title with the greatest graphics, and there’s a lot of text-based conversations and clicking through menus. But for a Trekkie, and for a fan of Voyager in particular, it’s hard *not* to recommend the title, even with the caveat that updates are coming which should improve the gameplay experience somewhat.

Screenshot of Across The Unknown showing a closeup room
A close-up look at a Borg-ified room.

I was thrilled to see a positive reaction to Across The Unknown’s launch. GameXcite said it exceeded their wildest expectations, and if recent reporting is accurate, the game sold more than 100,000 copies within its first few days on sale. That’s absolutely fantastic news, and kinda crazy, if you think about it! A game based on a TV series which has been off the air for a quarter of a century doing numbers like that? I guess Paramount was wrong: fans *do* want more from Voyager. Something like, oh, I don’t know… a remaster of the series?! The game’s success is, at the very least, proof positive that there’s still an audience for that incredible TV show.

I spent just over thirteen hours with the game – and in that time, as mentioned, I aborted one run after the third sector, I think, and then completed one full run. In my full run, I went back to replay the ending once, to see if I could get a different outcome. So I reckon there’s a solid eleven or twelve hours’ worth of content per run, at the very least – perhaps more, if you do more side-missions and spend more time in each sector harvesting resources and building upgrades. The length of time a game lasts can be important, and for me at least, Across The Unknown lands in that sweet spot of feeling like good value for money.

The gorgeous USS Voyager. What a ship!

Most of my criticisms of the game – with the exception of the missing save system – arguably fall closer to nitpicks than anything else. And I always knew, going into Across The Unknown, that there’d be limitations to exploration and that the game couldn’t possibly be all things to all players. I tried to keep that in mind as I bumped up against these limits, and I hope I didn’t sound too harsh. Perhaps, if GameXcite is listening to feedback – and my points of criticism are shared more widely among players – future patches or updates can tweak the experience, at least a little.

I’m glad GameXcite managed to license the official Voyager theme music. When that announcement was made late last year, I kind of rolled my eyes; it didn’t feel like a glaring omission from the demo version, and I felt the developers could’ve spent that time and especially that money elsewhere. But you know what? I was wrong – having the proper theme music, and being careful to use it sparingly, genuinely elevated Across The Unknown in a way I didn’t anticipate, and made some of those emotional moments – Captain Ransom’s sacrifice, Seven’s rescue, and the ship making it home – feel so much more impactful.

Modified screenshot of charts for Across The Unknown
The game has sold well.

At time of writing (less than a week after launch), Across The Unknown has had almost 10,000 concurrent players on Steam, and was number 49 in the sales charts and number 23 for most-wishlisted. Those are great numbers, and with the game also being available on PS5, Switch 2, and Xbox, that won’t be the sum total of its success. I’m really glad that the Trekkie community showed up for Across The Unknown in such a massive way. This game really does deserve all of its success.

It was a blast to return to Voyager, and to experience the long journey home in a totally new way. I loved Voyager when it was on the air, and I’ve pretty much worn out my old DVDs with how often I’ve re-watched the series over the years! I also had a lot of fun with Elite Force, back in the day, so this isn’t my first time playing a game based on this wonderful series. I really did have a good time with Across The Unknown, in spite of a few drawbacks and downsides. And it’s an easy recommendation to anyone who loves Voyager even half as much as I do.

Screenshot from Across The Unknown showing Voyager and Earth
Can you make it home to Earth?

Having completed Across The Unknown, I’m actually contemplating a second run sometime soon – there are side-missions I didn’t explore, several characters I didn’t get to unlock, and more. I’ll keep my ear to the ground about upcoming updates, and I’m not going to *immediately* dive straight back in! But I think it’s testament to the game’s success that I’m willing to go back for that second run so soon after the first.

If you made it this far, thank you so much for reading. I hope it’s clear that, despite some nitpicks and criticisms, I genuinely enjoyed Across The Unknown and recommend it to Trekkies. I’m not so sure that folks unfamiliar with Star Trek will have as much of a fun time as I did; perhaps management/base-building fanatics will find things to enjoy, though. But some games can and should be made by fans, for fans. And to me, that’s exactly how Across The Unknown felt.

Stay safe in the Delta Quadrant, friends… and Live Long and Prosper!


Star Trek: Voyager – Across The Unknown is out now for Nintendo Switch 2, PC, PlayStation 5, and Xbox Series consoles. Across The Unknown was developed by GameXcite and published by Daedalic Entertainment. Star Trek: Voyager remains the copyright of the Skydance/Paramount corporation. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

28 Years Later: The Bone Temple – Film Review

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

Last year, I reviewed 28 Years Later – the long-awaited sequel to one of my favourite zombie horror films of all-time. I knew then that a second film was underway, but I’ve since learned that 28 Years Later was intended to be a trilogy. That explains a lot, and I’m glad I knew that *before* I sat down to watch what is apparently intended to be the middle instalment of this story!

I said last time that 28 Years Later felt less scary, less impactful, and just less entertaining overall than I’d hoped or expected it would be… but that there was still the potential for its sequel to re-frame some of those story beats, or pull out a creditable ending to the story. It was with that mindset that I approached The Bone Temple. I wanted this film to thrill me, but the way I felt about last year’s instalment was certainly a cause for concern.

If you missed my review of 28 Years Later in 2025, click or tap here to check it out. I think it’ll add a bit of context to a few of the things we’re going to discuss today.

Three posters for 28 Years Later The Bone Temple
A trio of promotional posters.

One thing that I don’t think I explained very well last time was how 28 Years Later’s zombies – surely the most important part of any zombie movie – felt like they’d lost at least *some* of their fear factor. And that trend seems to have continued this time, unfortunately.

In 2002, 28 Days Later breathed new life into a horror sub-genre that had started to feel stale. Making zombies faster and more aggressive, and the virus that caused the outbreak, were a huge part of that. I can vividly remember watching 28 Days Later for the first time, practically wetting my pants at how utterly terrifying these infected monsters were, how they moved with such pace, and how they were so unlike anything I’d seen before.

I couldn’t quite put my finger on what had changed at first, when I watched 28 Years Later. Was it simply the passage of time, and the way Danny Boyle’s fast-moving “infected” have been rolled into the broader lore of zombie fiction? Probably to an extent. Was it because the zombie genre has been pretty oversaturated for pushing twenty years, with The Walking Dead and its spin-offs on TV, films like Zombieland and Train to Busan, and interactive titles from The Last Of Us to Dying Light? Again… to an extent, yeah.

Still frame from Train to Busan showing zombies
Other zombie films, like Train to Busan, have done similar things to 28 Days Later in the years since that film’s release.

But there’s one more factor that, last time, I don’t think I really appreciated:

In 28 Years Later, and in The Bone Temple, too, many of the zombies are naked.

Naked zombies… they end up looking more *comical* than frightening, I’m afraid. And I really do believe that this costuming choice – or lack of costuming, to be specific – is a major contributing factor to these zombies not having the impact they once did. And yeah, it makes sense in-universe – almost three decades on from the apocalypse, surviving zombies have lost their clothes due to exposure to the elements. But… making sense doesn’t actually help make these zombies as scary as they need to be. And while I respect the decision to put realism first, it came at one heck of a price.

Still frame from 28 Years Later The Bone Temple showing Samson feeding
Samson and his (mostly) nude friends.

This highlights one of the dangers of filming back-to-back. I can’t be the only one to comment on the zombies and their… nudity… so if that feedback had been available to Nia DaCosta, Danny Boyle, Alex Garland, and the rest of the team, maybe some changes could’ve been made before The Bone Temple entered full production? I’m not saying that was the film’s only issue – nor am I saying that 28 Years Later or The Bone Temple were out-and-out “bad” – but sometimes, being able to receive and act on feedback in between titles is a positive thing. And unfortunately, producing two films back-to-back leaves no room for manoeuvre in that sense.

There’s another point to consider, though, and it’s one that’s much more fundamental than whether or not zombies need clothes!

28 Days Later was unapologetically a horror film – in fact, I’d call it one of the scariest films I’ve ever seen. 28 Weeks Later retained that horror tone, though it introduced other themes. But both 28 Years Later and The Bone Temple aren’t really horror films… at least, not in the same way. There’s torturous gore, there’s literal Satan worship, and, of course, there are still zombies… but at their core, these films feel much more character-driven, much more exploratory, and much more personal. Perhaps they fall closer to “psychological horror,” at least in parts, as well as films that explore the post-apocalyptic world that their predecessors created.

Cropped poster for 28 Years Later The Bone Temple
Crop of the film’s promo poster.

That disconnect between the genre of film I was expecting to see and the kind of film I ultimately saw… maybe that’s what’s driving some of my disappointment with The Bone Temple? And perhaps I should make a conscious effort to appreciate the film for what it is rather than what I expected or wanted it to be?

The counterpoint to that, I suppose, is that, if Alex Garland, Danny Boyle, and director Nia DaCosta wanted to create a post-apocalyptic psychological thriller, exploring things like coming of age, mental illness, trauma, religion and religious extremism, and the nature of life and death… maybe they shouldn’t have called it “28 Years Later.” These films were consciously created as sequels, picking up the post-apocalyptic setting almost three decades later. Yet the kinds of stories that have been told in that setting don’t feel like they bear much resemblance to what came before. And as we look to the future and a potential third instalment – which, rumours suggest, may have dipped into the dreaded development hell – I can’t help but wonder what could lie in store.

Behind-the-scenes photo from 28 Years Later The Bone Temple
Director Nia DaCosta (left) with Jack O’Connell on set.

There were some interesting and creative choices made across The Bone Temple, with close-up, shaky, focused camera shots lingering on characters to hammer home feelings of fear and confusion. In some ways, these felt like they were lifted from a low-budget, experimental, almost “arthouse horror” project – if that makes sense. I could feel the creative team’s intentions – and see, perhaps, where they lifted some of these ideas from. It could feel intense, yes, but that intensity served a purpose for the most part, and carried some of these heavy themes.

I think I’ve said all I can without crossing the line into narrative spoilers.

If you want to know whether or not I recommend The Bone Temple, here’s what I’ll say. If you enjoyed 28 Years Later, this film is the natural next step, and I think you’ll find it interesting, at the very least. If you were a fan of 28 Days Later a while back, and you didn’t really gel with the changes made in 28 Years Later last year… then The Bone Temple doesn’t redeem it, nor undo those changes. If you want an interesting and occasionally thought-provoking picture with themes of mental health, religion, and trauma, The Bone Temple might be your jam. But if you want a terrifying zombie flick that’s gonna keep you awake at night? This ain’t it.


A spoiler warning

This is the end of the spoiler-free section. There are major narrative spoilers for the 28 Days Later saga – including The Bone Temple – from here on out.

I said last time that I hoped The Bone Temple would find a way to narratively justify the “Jimmies;” the gang of Jimmy Savile impersonators who showed up right at the end of 28 Years Later. I was worried that this choice was made purely for shock value rather than because the creative team actually had something to say… and I feel like I was, unfortunately, right about that.

Jimmy Savile was one of the worst criminals in the history of this country, and it’s appalling that he was able to get away with it, with his crimes only being uncovered after his death. Any film that chooses to lean into any aspect of Savile really has to justify why it wants to do so, why it needs to bring up those memories and what it wants to say about his offending and the establishment that covered it up. And for me, The Bone Temple really didn’t have much to say about any of that.

Still frame from 28 Years Later The Bone Temple showing the Jimmy gang
The Jimmies.

Was it ironic, in a sickening sort of way, that the leader of the Jimmies was a literal Satan-worshipper? I mean, sure, I guess. But Satanism is a pretty basic horror trope, and in a story that doesn’t lean on the supernatural very much, it almost feels out of place. I get it: this is a commentary on the nature of trauma, and especially how traumatic events in childhood – and a lack of support – can shape a person’s mental health and their outlook on life. Jimmy was a young boy when the rage virus outbreak occurred, and his inability to process that trauma – combined with having to scrounge for survival in a post-apocalyptic world – contributed to his mental illness. At least, that’s how I think we’re meant to read the character.

And there is something to be said about how folks who experienced traumatic events in childhood can reach for something that feels safe – a character, a TV series, a celebrity. Jimmy clearly did that, not only with Jimmy Savile, but also with the Teletubbies, a kids’ TV show that was referenced a couple of times in the film. Because 28 Days Later establishes that the viral outbreak happened circa 2002, Savile’s crimes would never have come to light in this world. Again, that makes sense narratively.

Still frame from 28 Years Later The Bone Temple showing Jimmy
Sir Lord Jimmy.

But, as with the naked zombies, it isn’t enough for something to be logical in the confines of its world – it has to have meaning to us as the audience. And yes, it’s profoundly ironic that someone would consider Jimmy Savile, of all people, a heroic figure, someone “safe,” or anything like that. And it’s a weird kind of critique, I guess, of Savile’s own offending. But does that explain and justify this presentation? Because it feels, to me, like the point was to shock, the point was to be as offensive as possible. Being offensive has decades of precedent in horror – from the rape in Rosemary’s Baby to the gore of The Human Centipede. But when it’s done purely to offend, purely to shock, and without any real narrative justification, nor for any real reason… it feels gratuitous. And that’s how the Jimmies felt to me: gratuitous.

28 Years Later focused on young Spike, and his journey as he left his safe home for the first time to venture into the fallen world beyond. It wasn’t unreasonable to expect that The Bone Temple would pick up Spike’s story – and it did, for a few minutes at the beginning, but Spike felt sidelined a lot of the time; less a driving force behind events than someone swept along in the wake of other characters. We got a few moments from Spike’s perspective as he tried to escape from the gang, but the film largely had its focus elsewhere.

Still frame from 28 Years Later The Bone Temple showing Spike
28 Years Later had been Spike’s story. The Bone Temple was not.

The Bone Temple draws on 28 Days Later’s introduction of the rage virus, which began in an animal testing lab, suggesting that there’s a psychological component to the infection. This story, told from the perspective of Dr Kelson, was perhaps the film’s strongest element – even if I wouldn’t have expected it to be at first! We gradually saw Dr Kelson dosing Samson – the “alpha” infected – with morphine, stripping away some of the most extreme effects of the infection.

This culminated in Dr Kelson’s research into anti-psychotic drugs, which he gave to Samson, finally allowing his mind to break free of at least part of the infection for a time. As an analogy for mental illness and mental health conditions, this is interesting. I myself manage a mental health condition with medication, and I don’t object to the way Dr Kelson and Samson were presented in The Bone Temple. If anything, I find it interesting that, of all things, a zombie film would draw this kind of comparison or create this kind of metaphor for mental health. It’s something that has to be handled with care; there’s a fine line between saying “we’ll explore themes of mental health” and inadvertently leaning into harmful tropes and tired old clichés. But speaking for myself, I think The Bone Temple broadly stayed on the right side of that line.

Still frame from 28 Years Later The Bone Temple showing Kelson
Dr Kelson, researching anti-psychotic drugs.

The Bone Temple underperformed at the box office, and may make either a small loss or barely break even, depending on exact figures after video-on-demand and streaming are accounted for. Because of that, it’s recently been suggested that plans for a sequel are no longer certain. With this being part two of three, ending on somewhat of a cliffhanger, and with themes and storylines unresolved… that would be a real shame. Particularly when it comes to Dr Kelson’s apparent breakthrough in terms of understanding the rage virus, and the interesting real-world parallels it draws on, I think a conclusion is pretty important. But them’s the breaks in the entertainment industry, sometimes.

I’d like to pick out a couple of performances that I felt were particularly strong in The Bone Temple.

First, we have Erin Kellyman, who played one of the Jimmies – later revealing that her character’s name was Kellie. Kellyman, who I’d seen before in The Falcon and the Winter Soldier, as well as Solo: A Star Wars Story, put in a really great performance as the conflicted member of the gang, simultaneously believing Jimmy’s claims about “Old Nick,” and remaining sceptical.

Still frame from 28 Years Later The Bone Temple showing Jimmy Ink
Kellie – a.k.a. Jimmy Ink.

Then we have Ralph Fiennes. Fiennes may be known to some of you as Voldemort, though he’s a prolific actor who’s played a lot of other roles, including in 2024’s Conclave. I found his take on Dr Kelson to be incredible – nuanced, interesting, and with flashes of history and emotion that kept a genuinely odd character feeling human and grounded. Fiennes captured Dr Kelson’s eccentricities perfectly, but also his humanity, too. The sequence where he sat and talked with Jimmy was definitely one of the highlights of the whole film.

And, of course, we can’t mention Ralph Fiennes and Dr Kelson without talking about *that* iconic Iron Maiden sequence! I went through a heavy metal phase as a teen, and I got really into bands like Judas Priest and Iron Maiden. The Number of the Beast is a classic, really leaning into the idea that heavy metal was, well, “the devil’s music,” and I felt this sequence in The Bone Temple really captured that ’80s heavy metal feel. Ralph Fiennes was absolutely exceptional through it all, and the music made the whole sequence feel otherworldly and intense in the best way possible.

Still frame from 28 Years Later The Bone Temple showing Kelson's performance
Dr Kelson’s Iron Maiden sequence was incredible.

One thing that The Bone Temple did quite well was convey how brutal the post-apocalypse can be. We saw a few different groups and individuals, some of whom were hunters, foragers, or scavengers – but all struggling to survive. The Jimmies are kind of the embodiment of the chaos of survival in this kind of environment: lawless, brutally violent, incredibly aggressive, and dominated by the strong will of a single leader. That isn’t a unique concept; many post-apocalyptic stories feature similar gangs, from The Walking Dead’s Saviors to Fallout’s Legion. But that side of it was well-executed here.

There was an interesting contrast between how the people at the farm lived with how the Jimmies and Dr Kelson lived. The farm group – and, at the very end, Jim and his daughter, too – seemed determined to reclaim at least some elements of pre-apocalypse life, with a well-kept home, fences, padlocks, and hot food cooked in a kitchen. The contrast this presented was stark, and it shows the difference between how different groups might respond to this kind of total societal collapse. In the absence of Spike’s hometown and the folks he had to leave behind in the previous instalment, these characters stood in for the – for want of a better term – more “normal” denizens of post-apocalyptic Britain.

Still frame from 28 Years Later The Bone Temple showing the farm
The farm.

I mentioned Jim, so let’s talk about the film’s closing sequence. Jim was the protagonist of 28 Days Later, and it was great to welcome back Cillian Murphy to the role – albeit that Jim didn’t get a ton of screen time this time around. A zombie glimpsed in 28 Years Later bore a striking resemblance to Jim, and I wasn’t alone in speculating that the zombie’s appearance might’ve been the film’s way of conveying that Jim had finally been defeated by the rage virus. I’m glad to see that wasn’t the case!

Jim having a daughter certainly seems to imply that he and Selena continued their relationship beyond the events of the first film. I wonder if Selena is planned to be a major character if the next instalment were to get off the ground? I liked seeing Jim apparently quite settled, doing what he could to preserve a sense of pre-apocalypse normalcy for his daughter. Their appearances raise a lot of questions; I just hope that answers will, one day, arrive.

Still frame from 28 Years Later The Bone Temple showing Jim and his daughter
Jim and his daughter.

As Samson’s cocktail of drugs helped him come around from his years-long infection, we got an interesting flashback-come-coma-dream sequence of him on a train. This was especially creative, I felt, showing how memories were slowly coming to the surface. It led into one of the film’s only real jump-scares, as the conductor’s face seemed to morph into that of an infected zombie. That was probably the only moment in the film that I could say genuinely caught me off-guard.

Again, though, Samson’s story ends with unanswered questions. Without access to more drugs – both morphine and antipsychotics – will he remain free of the virus and in control of his faculties? Was his status as an “alpha” infected part of what made him susceptible to treatment? With Dr Kelson dead, is there *anyone* left in the area who could carry on his work – or even understand it? All of these points should be addressed… but only if a sequel is forthcoming, which, as mentioned, may no longer be guaranteed.

Still frame from 28 Years Later The Bone Temple showing Samson
Samson on the train.

How do we feel about Satanism as a plot point? I get where it was coming from, and I think Jack O’Connell made for a really interesting and complex antagonist. There were points where I genuinely couldn’t tell whether he believed in “Old Nick” for certain, whether he was wavering in his belief, or even if he’d been faking some of it to maintain control over his gang. That kind of presentation is not easy to get right, and O’Connell deserves a lot of credit – as does Nia DaCosta’s direction.

However… I can’t help but feel that falling back on Satanism – literally one of the oldest tropes in the horror movie or shocking story playbook – feels anything other than cheap. As a critique of religious cults and overbearing leaders, I get it. And I think the character side of it worked reasonably well… Jimmy Savile aside. But Satanism itself, while it worked with some of the imagery and the music, just feels a bit played out and clichéd for a story like this. I think part of what made the Jimmy Savile stuff feel so underwhelming and like it was being played for pure outrage bait is the Satanism angle; perhaps The Bone Temple needed to pick one or the other. The story might’ve worked better if it hadn’t tried to have the gang do both.

Still frame from 28 Years Later The Bone Temple showing Jimmy's crucifixion
The film used a lot of Satanic imagery.

I think that’s where we’ll start to wrap things up.

The Bone Temple was an interesting film. But it wasn’t a great film, and as the continuation of a sequel I’d been very interested in for some twenty years or so… I think I have to say that it came up short. There were creative ideas in the mix, but some of them felt tropey, others felt like they were done purely to shock and offend, and while the film’s core themes and some of its characters worked well, there are enough downsides and drawbacks to consider it an imperfect motion picture.

I would recommend The Bone Temple to fans of last year’s instalment. But for anyone else – general horror fans, zombie connoisseurs, and even fans of 28 Days Later from back in 2002 – I’m not so sure. If it comes on streaming or it’s on TV one day and you’ve got nothing to lose by checking it out, then sure. I made it to the end, it killed a couple of hours, and I didn’t need to switch off partway through. But I can’t shake the feeling that such an iconic and genre-redefining work as 28 Days Later deserved better than this. And if it’s true, as has been suggested, that no sequel will be coming? The Bone Temple ends with Spike, Kellie, and Jim’s stories all incomplete.

Still frame from 28 Years Later The Bone Temple showing a zombie
Will there be a sequel?

I’m a big ol’ scaredy-cat when it comes to horror. So if Trekking with Dennis, of all people, is saying that a film wasn’t all that scary… then it genuinely wasn’t all that scary. So if what you want is a horror film to give you nightmares and take you to the edge of your seat, I don’t think you get that from The Bone Temple. I certainly didn’t. But that doesn’t mean there weren’t interesting ideas in the mix, fun character moments, and a pretty epic heavy metal song sequence to cap it all off. A mixed bag.

Earlier this year I reviewed a very different film: The SpongeBob Movie: Search for SquarePants. Click or tap here to check that out if you’re interested! And if you want to see a handful of titles that are on my radar as 2026 rolls along, click or tap here to see those. I’d like to review a few more films this year, though probably not too many in the horror genre – at least, not till October! And I have plans to check out a few TV programmes and video games, too. I hope you’ll join me for some of that here on the website.

Until next time… and don’t have nightmares!


28 Years Later: The Bone Temple is available to purchase now on video-on-demand via Amazon and other platforms. 28 Years Later: The Bone Temple is the copyright of Columbia Pictures and/or Sony Pictures Releasing. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Thoughts on Sisko and Starfleet Academy

A Star Trek-themed spoiler warning.

Spoiler Warning: There are major spoilers ahead for Star Trek: Starfleet Academy Season 1. Spoilers are also present for Star Trek: Deep Space Nine, Star Trek: Strange New Worlds, and the comic series Star Trek: Godshock.

We’re going to get into serious spoiler territory for one of the recent episodes in Starfleet Academy’s first season, so if my little spoiler warning graphic didn’t put you off… just beware. I don’t want to ruin the show for anybody!

This isn’t going to be a “review” of the episode Series Acclimation Mil. I’m not doing individual episode reviews for Starfleet Academy this year, and in this piece, we’re really only going to get into one of the episode’s storylines. There will be a review of Season 1 as a whole in March, and I’m sure I’ll touch on the episode (and this storyline) again at that point. So check back for that if you want to get my thoughts on the entire season more broadly. And I have a review of the two-part premiere, which you can find by clicking or tapping here.

Still frame from Star Trek SFA S1 showing Sam and a Sisko poster.
Sam “confronts the unexplainable” in Starfleet Academy.

Series Acclimation Mil returned to Star Trek: Deep Space Nine in a pretty big way, and I wanted to talk about that element in a longer format, in a way that I don’t think I could do justice to in my season review piece. DS9 is a hugely important series for me, and this episode was clearly well-intentioned, with writer Tawny Newsome wanting to draft a “love letter” to the series and to Captain Sisko in particular.

But… is that how it came across?

Captain Sisko is, on balance, almost certainly my favourite Star Trek captain. And if you put my back against the wall and pushed a phaser to my head, forcing me to choose, I’d also name Deep Space Nine as my favourite Star Trek show. Out of all the Star Trek shows, DS9 got what is arguably the most definitive and complete series finale, but Captain Sisko’s story was deliberately left ambiguous. In Starfleet Academy, the episode Series Acclimation Mil picked up this narrative thread and aimed to tell a story about the intersection of religion and science, as well as one that really celebrated the legacy of Star Trek’s first African American captain and series lead. I admire the intention, and I don’t doubt that everyone involved, from the writers and producers to the performers, came into this story for the right reasons and genuinely intended for it to be a celebration of Sisko and DS9.

Behind-the-scenes photo from Star Trek SFA showing Newsome and Brooks.
Tawny Newsome (left) wrote and had a role in Series Acclimation Mil, along with series regular Kerrice Brooks (right).

Fundamentally, I think Starfleet Academy was the wrong choice of series for an episode like this for one simple reason: its place in the timeline. If this were a Picard-era series (as I argued it should be once upon a time), we might be having a different conversation. But because Starfleet Academy takes place in the 32nd Century, more than 800 years after the events of DS9′s finale… the story it was able to tell, far from celebrating Sisko and his legacy, arguably detracts from it.

When work on What You Leave Behind was ongoing, Sisko actor Avery Brooks insisted on a change to the script. The original version of DS9′s finale saw Sisko “ascending” to become a Prophet, permanently leaving the world behind as he moved to live in the Celestial Temple. But Brooks felt that the idea of a black man (Star Trek’s first African American captain, too) effectively “abandoning” his pregnant wife and son wasn’t the right message for Sisko’s story to end on. And so that ambiguity was written into What You Leave Behind, allowing Sisko to one day “return,” as he said to Kassidy in his final vision.

Still frame from Star Trek DS9 showing Sisko and Kassidy's vision.
Sisko’s final appearance to Kassidy.

For years, that was the end of it. DS9 was over, but fans could speculate about how and when Sisko would return. There was even a comic series – Star Trek: Godshock – in which Sisko returns from the Wormhole about three years after the events of DS9′s finale. I’m not a comic book fan myself, but this was an officially-licensed publication, and while comics aren’t strictly part of Star Trek’s canon, they can be a good format for telling stories involving legacy characters who can no longer be involved in Star Trek on the screen.

Avery Brooks, who played Sisko in all seven seasons of DS9, has effectively retired. His last on-screen credits came shortly after Deep Space Nine ended, and his final involvement with the Star Trek franchise came in the 2006 video game Star Trek: Legacy (not to be confused with the proposed Picard spin-off of the same name), in which he reprised his role in voiceover form. Following DS9, Brooks worked as a professor at Rutgers University, and was also involved with the Smithsonian Institution. As far as I know, an on-screen return to Star Trek or the role of Sisko was never officially proposed, but it seems, from what I can gather, that Brooks would have turned down such an approach. He may have done so if the writers of Starfleet Academy had asked.

Crop from the comic Star Trek: Godshock showing Jake and Ben Sisko embracing.
Jake and Ben Sisko’s reunion in Godshock.

Recasting such an iconic and important character wouldn’t sit right with me – nor with a lot of other Trekkies, I suspect. So with Brooks effectively out of the picture, not wanting to return as Sisko… the idea of a Godshock type of story, in which Sisko very definitely kept his word and came back from the Celestial Temple, is off the table. Starfleet Academy was left without the most important element of any Sisko story – the man who portrayed the character – but tried to go there anyway.

I will concede that, given the restrictions and limitations placed on the story by Avery Brooks’ absence, the kind of story told in Series Acclimation Mil was probably about as good as it could get. But that’s not really the point. My argument is that, without Avery Brooks being involved, and without Sisko able to keep his word and return from the Wormhole during the lifetime of his wife, son, and other friends… this story shouldn’t have been attempted. If they asked Brooks to return and he said no, or if it was communicated to them clearly that Brooks was unavailable, this story should simply have been set aside, and something else written for the character of Sam.

Still frame from Star Trek SFA 1x05 showing Sam.
Sam in Series Acclimation Mil.

There are other ways to celebrate DS9, and other characters from that series who could’ve been included. Series Acclimation Mil introduced us to a brand-new host for the Dax symbiont, for example – something I argued Discovery should’ve done during its various Trill episodes – but we spent very little time with her and learned practically nothing about her. Or Starfleet Academy could’ve picked up on Lower Decks’ idea that O’Brien was widely celebrated in the far future, doing something with that character’s legacy. The Klingon story could’ve revisited Worf and his ties to Starfleet, with Starfleet Academy having already visited Bajor there was scope to do something with Kira, or we could finally learn more about Cardassia, perhaps touching on the legacy of someone like Garak.

But really, DS9 wasn’t the point. This was an episode intended to celebrate the legacy of Star Trek’s first African American captain. So… what else could Starfleet Academy have done to acknowledge Star Trek’s African American connections? A great choice would be Uhura – the first African main character in Star Trek. I’d have loved to see a crossover, perhaps involving Cadet Sam meeting Strange New Worlds’ Uhura on the holodeck. Or the show could’ve called back to the legacy of Geordi La Forge, or Travis Mayweather – two characters brought to life by African American performers. Avery Brooks may have been the first to be a series lead, but there are other African American performers Starfleet Academy could’ve called on for this kind of celebratory story.

Still frame from Star Trek SNW showing Scotty and Uhura.
Uhura in Strange New Worlds Season 3.

And I am firmly in the camp that says “celebrate DS9″ and “celebrate Star Trek’s African American performers and heritage!” I think those are fantastic ideas, especially in this landmark 60th anniversary year. The Original Series was groundbreaking for African American representation on television, thanks to Nichelle Nichols’ main role, with even the venerable Martin Luther King saying so. There is a lot to celebrate on that front, and I don’t begrudge the writers of Starfleet Academy wanting to do so.

Unfortnately, though, the very celebratory episode that they set out to create has, I would argue, done a bit of damage to Sisko’s character – turning him into the very “delinquent dad” that Avery Brooks argued against almost three decades ago. By choosing Sisko over other characters, and because of the limitations placed on the story by both Starfleet Academy’s place in the timeline and Brooks’ retirement from acting, Series Acclimation Mil answered one of Star Trek’s “unanswerable” questions in pretty much the worst way possible.

Crop from the comic Star Trek: Godshock showing Sisko's return.
Sisko’s first words after returning in the comic Godshock.

Regardless of where you stand on the episode’s crucial question of “did Sisko die or enter the Celestial Temple,” Series Acclimation Mil confirmed that, in Star Trek’s canonical prime timeline, Sisko never returned. He stayed away from the galaxy for more than eight centuries, breaking his promise to his wife, never seeing his son grow up, and never contacting Dax or any of his other friends.

And I would further argue that the episode’s central question, which Sam sets herself the task of answering, *was already answered a quarter of a century ago*!

Deep Space Nine’s finale didn’t end with Sisko falling into the Fire Caves. There was one final scene involving Sisko: his vision to Kassidy Yates. This was presented in the story as a vision from the Prophets, and the character was not a random Prophet impersonating Sisko, but Sisko himself. What You Leave Behind definitely and clearly stated that Sisko didn’t die and was taken by the Prophets to their Celestial Temple. And his final words to his wife? “But I *will* be back.”

Still frame from Star Trek DS9 showing Kassidy.
Sisko promised Kassidy that he would return.

I never read that scene in What You Leave Behind as leaving any room for doubt or ambiguity. Sisko didn’t die – he was taken to the Wormhole by the Prophets. And he intended to stay with them only for as long as necessary to learn whatever they needed to teach him, but he absolutely, categorically planned to return.

So what does Series Acclimation Mil have to say about that? What does this episode now mean for Sisko, the Prophets, and DS9?

There are a couple of ways we can interpret things, I guess, if we go back to DS9′s finale. Firstly, we could say that Kassidy either didn’t receive a vision from the Prophets at all, and hallucinated a reunion with Sisko out of grief, or that she received a vision from a different Prophet who pretended to be Sisko to give her a bit of hope to tide her over. That kinda sucks.

HD still frame from What We Left Behind showing Sisko.
Captain Sisko.

Alternatively, we could say that Sisko wanted to leave the Wormhole… but was unable to do so in time. Maybe his lessons with the Prophets went on longer than he thought. Maybe he “lost track of time” in a dimension that exists… outside the normal flow of time? Maybe the Prophets kept him prisoner and prevented him from leaving, even though he really wanted to. Or maybe only Sisko’s “soul” still exists, and with his physical body having been destroyed, he had no way to come back.

Again, none of those ideas hold *any* appeal whatsoever, at least not for me.

So we’re back to some fundamental questions: was this the right moment for an episode like this? Was Starfleet Academy the right series – or the right *kind* of series? Without Sisko himself, and without recasting the character, was it wise to attempt this kind of story? Could other ways have been found to celebrate Star Trek’s African American performers, Deep Space Nine as a series, or both?

Photo from the Star Trek SFA premiere of Kerrice Brooks.
Kerrice Brooks, who plays Sam in Starfleet Academy.

I wouldn’t have given the green light to this episode, if I had the opportunity over at Paramount. Not because I don’t want to pick up the dangling thread of Sisko’s story, and not because I don’t want Star Trek to do more with DS9, but because of what this story does to Sisko’s character. Despite what Newsome, Cirroc Lofton, and others have said on behalf of Avery Brooks – that he gave the episode “his blessing,” and that that was important to them – Series Acclimation Mil, in my view, harms Sisko’s characterisation, it harms Star Trek as a whole, and it gives a fundamentally unsatisfying answer to a question that didn’t really need to be asked.

We already knew that Sisko was alive in the Celestial Temple; Starfleet Academy didn’t even need to ask that question. And we already knew that he planned to return. What We Left Behind – Looking Back at Star Trek: Deep Space Nine even saw the show’s original creators and writers putting together their own idea of what Sisko’s return might’ve looked like. Combine that with the comic book, fan theories, and more… and I think us Trekkies have had more than enough ways to envision Sisko’s return, even if none of that could ever be “officially canon.”

Still frame from What We Left Behind (DS9 documentary) showing Sisko's return.
Sisko’s return as imagined in What We Left Behind.

By sidelining all of that, Starfleet Academy’s writers set out to answer the question of what happened to Sisko using their own ideas – but also being severely hampered by the unavailability of Avery Brooks, and the show’s place in Star Trek’s timeline. The result was an episode that betrayed Brooks’ final intervention on Sisko’s behalf at the end of DS9′s run, turning the character into the “absent black father” trope that has been so harmful on TV and in movies. Whatever in-universe reasons we might try to concoct to excuse Sisko, or whatever successes Series Acclimation Mil may have had elsewhere – and there absolutely were highlights and successes – that point is so basic, so existential, and so fundamentally awful that it would warrant scrapping the entire thing and writing it off.

In defence of the episode, I will say that Cirroc Lofton’s appearance hit all of the right emotional notes for me, and especially towards the end, I felt myself tearing up. Jake Sisko’s return to Star Trek – in holographic and visionary forms – made the best of a bad situation, and I don’t want to take away from Lofton’s masterful performance in Series Acclimation Mil. Nor from the work of Kerrice Brooks, who stepped up to take on a spotlight episode for the first time and really nailed it. Both performances were exceptional, and I can tell that Lofton, in particular, really wanted to celebrate the legacy of his on-screen dad and the series he’d been a part of.

It’s just such a shame that, to tell a story about Sisko at this moment and in this series… it had to be *this* story.

Star Trek SFA concept art: Jake Sisko.
Concept art of Jake Sisko, created for Starfleet Academy.

Series Acclimation Mil conflicts with, or changes how we have to interpret, other Star Trek episodes, too. What was the message of The Visitor? Widely considered to be one of DS9′s finest episodes, The Visitor depicted an older Jake Sisko trying to figure out a way to rescue his father from a temporal anomaly. The older Jake argues passionately that his younger self needed his father, and it also seems as if Sisko’s absence from the timeline ultimately proved harmful to the Federation – DS9 had fallen into disrepair, and Starfleet needed to get permission from the Klingons to even enter the Bajoran system.

That timeline’s Jake Sisko gave his life to send his father back to the Defiant, so that his younger self would have the dad he needed. Now we know that Jake’s sacrifice bought Ben… what? A couple of extra years? And that Kassidy had to raise their child alone, while Jake’s writing career seems to have unfolded similarly to how it did in The Visitor, with only a couple of books being published. I just… I just don’t like what it says about Sisko, his promise to return, and how he ultimately ended up abandoning the family he seemed willing to do anything for.

Still frame from Star Trek SFA S1 showing Jake's book Anslem.
Anslem, Jake Sisko’s finished book.

I respect the good intentions behind Series Acclimation Mil, both as an episode that aimed to celebrate Deep Space Nine and Star Trek’s first African American captain. And Jake Sisko’s appearance, in particular, did a lot to elevate the story, connect it back to DS9, and lean into the legacy of Benjamin Sisko. This wasn’t an episode concocted thoughtlessly, nor purely as a business decision to play the nostalgia card and make money. There was genuine artistry behind it, and it was a well-intentioned effort.

Which makes it all the more disappointing, in a way, that the final cut of the story does so much harm to Sisko’s character. If Series Acclimation Mil had been just a cheap overplaying of the nostalgia card by a corporation running out of ideas… maybe I’d feel less bad or less guilty at tearing into it so much. Because this isn’t an easy essay to write, to be blunt about it. I don’t take any pleasure in writing these words, nor in crapping all over the hard work and good intentions that went into the story’s creation. But I have to be honest with you at how the episode made me feel, and how I feel it harms the last words of the man who is still my favourite Star Trek captain.

Publicity photo of Avery Brooks as Captain Sisko.
Captain Sisko.

When Picard went off the air, and Lower Decks came to the end of its run… that was realistically the last chance to do a Sisko story that could’ve worked, and that might’ve felt right. I would have thoroughly enjoyed a story about cadets learning about Captain Sisko and his legacy in that era, too, had Starfleet Academy been a different show. But because of its place in the timeline, and because of the kind of episode it had to be in the absence of Avery Brooks… I’m firmly of the opinion that no episode at all would have been better than this.

I’ve said this before, and I’ll probably have to say it again before too long: stories end. Every story eventually reaches a natural end point. While, as fans, we might like to imagine what came next for our favourite characters… when the credits roll, the curtain falls, or we reach the last page, that should be it. Too often in the modern entertainment industry, characters or stories are unnaturally resurrected for unnecessary epilogues, telling us more than we needed or wanted to know about what came next. And for me… Series Acclimation Mil falls into that category, even if there were genuine reasons for its creation beyond a mere corporate nostalgia play.

Behind-the-scenes photo from Star Trek SFA S1 of Cirroc Lofton, Kerrice Brooks, and Tawny Newsome.
DS9′s Cirroc Lofton (left) with Kerrice Brooks (centre) and Tawny Newsome.

It’s no exaggeration to say that I’d rather have seen no continuation of Sisko’s story than this one. And even with Avery Brooks’ “blessing,” and his willingness to allow the Starfleet Academy team to use one of his spoken-word recordings to close out the episode… I’d rather Sisko had remained in What You Leave Behind, his fate confirmed, his return scheduled… and for Star Trek to never acknowledge it again. That would have been better, and more respectful, than the story this episode told.

So that’s my take on how Sisko was handled in Series Acclimation Mil.

This is a delicate subject, as it touches on themes of race, and modern Star Trek’s handling of the franchise’s first African American captain. As you may know, I’m British, not American, so I don’t have the same connection to Sisko as perhaps some folks out there might. But he’s a character I love and I’ve always respected, and I really do mean it when I say that a better end to Sisko’s story would have been his ambiguous promise to return at the end of What You Leave Behind. I can’t *hate* the episode Series Acclimation Mil, because seeing Jake again was a treat, it’s nice to know Dax is still around, and the cadets got into some interesting scrapes while Sam was chasing down Sisko’s legacy. But, damn… what a horrible fate for Sisko in canon, just to disappear and never be heard from again.

Still frame from Star Trek SFA showing Sam and San Francisco.
The final shot of the episode.

If you made it this far, thank you for reading. I tried to approach the subject as sensitively as possible, and despite my feelings about Series Acclimation Mil, this piece shouldn’t be interpreted as an “attack” on the writers, producers, performers, or behind-the-scenes folks. I genuinely respect and appreciate the intentions behind the story, even if the end result isn’t something I enjoyed or wanted to see.

Next month, when Starfleet Academy’s first season wraps up, I’ll write up a full review, which may touch on other elements of Series Acclimation Mil that I didn’t discuss this time. I wanted this piece to be laser-focused on Sisko and what the episode said about him, rather than a broader review of the episode. So I hope you’ll join me for that.

Thanks again for reading… and Live Long and Prosper.


Star Trek: Starfleet Academy Season 1 is streaming now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy, Deep Space Nine, and other properties discussed above – is the copyright of the Paramount-Skydance Corporation. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Fallout: Season 2 Review

A Star Wars-themed spoiler warning graphic.

Spoiler Warning: Beware of spoilers for Fallout Seasons 1 & 2, as well as multiple games in the Fallout franchise.

I just finished watching the second season of Amazon and Bethesda’s Fallout series. A couple of years ago, you might remember me writing here on the website that Season 1 had been okay, but not exceptional, and I don’t remember Fallout even getting close to being in contention for one of my End-of-Year Awards in 2024. In fact, I was one of the rare dissenters back in Season 1, which seemed to be winning praise almost across the board, from long-time fans of the franchise to new viewers and beyond.

So… was Season 2 more of the same, an improvement, or does it represent a decline in the show’s quality? Let’s get into all of that today.

As always, I like to give a little caveat. Everything we’re going to discuss in this review is the *subjective, not objective* opinion of just one critic. If you adore Fallout and think it’s the best thing you’ve ever seen, if you despise it and think it’s unworthy of its source material, or if you just don’t agree with some or all of the points I raise… that’s totally okay. There ought to be enough room in the fan community for differences of opinion and polite disagreement without resorting to name-calling or (radioactive) toxicity!

Three Fallout S2 promo posters.
A trio of promotional posters for Season 2.

Secondly, I think you should be aware of a couple of things before we get into the meat of this review. I always like to explain my background with a long-running franchise before diving into any kind of critique, simply to explain how experienced or inexperienced I am with what can be complicated and detailed worlds, backstories, and lore. In this case, I have seen Fallout Season 1, I’ve played Fallout 3 and all of its DLC, and I’ve played the main campaign and some of the side-quests in Fallout 4. But I am not familiar with the first two games in the Fallout series, from before Bethesda Softworks’ acquisition of the IP, nor have I played Fallout: New Vegas.

With both Fallout 1 and Fallout: New Vegas having an impact on the story of the TV adaptation’s second season, I thought I should be up-front about that – either so you know where I’m coming from, or in case you decide that my opinion is invalid and you choose not to read any further. No hard feelings, if that’s the case! I’m by no means the world’s biggest Fallout fan, though I would consider it to be a franchise I generally enjoy. I just think it’s important to be clear about such things.

Box art for Fallout: New Vegas.
Large parts of Season 2 overlap with the video game Fallout: New Vegas.

As a final note before we talk about the TV show’s story: I’m generally content to consider adaptations and spin-offs on their own merit. That is to say, despite Bethesda Game Studios’ insistence that the Fallout TV series is “canon” and coexists in the same universe as the games… I’m not really interested in that, as I’m not someone who obsesses over this franchise’s lore and history. If you are, and if the TV series changes or reworks some elements of Fallout canon that you disapprove of… that’s fine, but it’s not really what I’m going to focus on in this piece. I want Fallout to be internally consistent within itself; if it contradicts one of the games, I’m content to give the series room to explore such a story point, and judge it on its own merit at the end. Again, if that’s not something you’re interested in, or you want a review that goes hard on the minutiae and lore of the wider franchise… no hard feelings if you choose to stop reading!

Okay, with all of that out of the way… what’s the headline?

Like Season 1, Fallout Season 2 was fine… but far from great. It held my attention well enough most of the time, and some storylines and characters were stronger than others. But there were some *incredibly* cringeworthy moments that I absolutely detested, some confusing or convoluted story points, totally disconnected sets of characters whose storylines barely intersected at all, and a whole lot of padding, wheel-spinning, and unnecessary diversions for a main storyline that had, at most, three episodes’ worth of actual narrative content.

Photo from the Fallout S2 premiere showing the cast.
Most of the main cast and some of the production team at the Season 2 premiere.

Let’s begin with a big-picture critique of one of the main storylines.

I don’t think that Fallout is well-served by delving deeply into the questions of “who launched the nukes and why?” Often, the point of stories set in a post-war or post-nuclear setting is that the whos and whys don’t matter – because no matter who started it or what their goals may have been, *everyone* lost out when the world as they knew it came to an end. By putting several of its core characters right in the middle of this shadowy, world-ending conspiracy, Fallout is jumping head-first into a question that has simply never needed to be answered.

In my review of Season 1, I said that it was great fun to catch a glimpse of the world of Fallout prior to the bombs dropping, and I stand by that. Seeing what the world looked like, and what was lost when the bombs fell, remains an interesting element for the series to explore – and because of the nature of video games as a medium, these kinds of flashbacks to the pre-war world aren’t usually possible, or at least not to the same extent. But there are ways to explore the world before it became the Wasteland without following the stories of people who were major players in what was to come.

Still frame from Fallout S1 showing three nuclear detonations.
Do we need to discover who pushed the big red button?

Cooper Howard’s character worked well when he was a man willing to do anything to find his family, desperately hoping they were still alive and sealed in a vault somewhere. But when he became a kind of double- and then triple-agent for various pre-war factions who were all squabbling over the show’s magical macguffin… far from elevating his character into a Bethesda Games-style “chosen one,” I felt it actually detracted from who he was in a major way.

Not every character in a story like Fallout can or should be someone incredibly important. And we don’t need to know why the bombs fell – two centuries in the past from the perspectives of most of the residents of this world – to understand that the Wasteland is a dangerous place and that desperate people are willing to do some pretty messed-up things. By putting Cooper so close to the conspiracy, rubbing shoulders with some of the people who schemed and plotted to launch the nukes and end the world… Fallout lost something from its post-apocalyptic setting. And there’s a real risk that, in overexplaining what happened, who did it, and why, Fallout will be unable to come up with a satisfying explanation to a mystery that’s now almost thirty years old. Some things are genuinely better left unexplored, and I fear that the conspiracy surrounding the nuclear exchange that created the Wasteland will turn out to be one of them.

Still frame from Fallout S2 showing Cooper.
Cooper in one of the pre-war sequences.

We’ll stick with Cooper for now, since he was part of two major storylines in Season 2.

In the show’s present day, Cooper – as the Ghoul – accompanied Lucy to Las Vegas, hoping that Hank would lead him to his family. This story had its moments, but in a season that seemed to spin its wheels in places or get sidetracked with relatively unimportant stuff, the Ghoul’s decision to turn Lucy over to Hank – and his subsequent injury – felt pretty rushed.

It was always obvious that the Ghoul had his own reasons for going with Lucy, and even when they seemed to be getting to know each other and even working well together, his agenda would always lead him to turn on her if it suited his purposes. But that moment has to make sense in-universe, and there was nothing we saw from Hank’s indoctrinated assistant in the scene leading up to the conflict with Lucy that convinced me that the Ghoul was ready to give up or give in. What did Hank say to him? How did he *prove* that his family was in the vault, and under threat – especially in light of revelations in the final episode? I’d rather have spent half an episode on that conversation than on Lucy and the Ghoul fighting scorpion-monsters in an abandoned hospital.

Still frame of Fallout S2 showing the Ghoul.
What led up to this moment?

Despite my feelings on whether a story about the pre-war conspiracy was either necessary or a good idea, Cooper’s moments within that story were quite well done. The idea of someone who’s generally a decent person struggling to do the right thing under tremendous pressure is a common enough story outline, but it was executed well – for the most part. As an actor, Cooper made for an interesting choice of someone to send undercover; celebrity status granted him access to people and places that others wouldn’t be able to reach, and a skillset from being on screen allowed him to both blend in and deceive.

There were moments where Fallout seemed to wander into an almost film noir presentation, in some of these pre-war segments, with smoke-filled rooms, body doubles, and the constant sense that there was more going on than meets the eye. Even while I was questioning the overarching storyline, I couldn’t deny that it was being brought to the screen pretty well, and I found myself getting caught up in Cooper’s undercover adventures and going along for the ride.

Still frame from Fallout S2 showing House.
Mr House.

We can’t talk about Cooper without also talking about Barbara. In Season 1, Barb seemed like a villainous schemer who’d fully bought into Vault-Tec’s conspiracy. I’m glad that this presentation didn’t last, and that it was revealed that, far from being a high-ranking villain bent on maximising shareholder value through mass murder, Barb was just as out of her depth as Cooper. This cemented their relationship in a genuinely positive way for the series, adding to our understanding of the Ghoul’s pre- and post-war lives, and his quest to find his family.

But – and you knew a “but” had to be coming – in a season that spent *ages* on meaningless waffle and dead-end side-quests, this revelation was catastrophically rushed. As above with Cooper, Hank, and Lucy, I could’ve happily spent half an episode or more on this revealtion, with Barb explaining through an extended flashback sequence how she gradually became uncomfortable with Vault-Tec’s plans, how she tried to learn more, how she was horrified, and ultimately threatened and scared into silence. This pivotal moment that switched up her characterisation, literally taking her from one of the show’s worst villains to a genuine hero, was communicated very poorly in a sequence that was just too short.

Still frame from Fallout S2 showing Betty and Barb.
Barb with Betty before the war.

If other storylines in Season 2 had been stronger, I might be lamenting that we didn’t get “just one more episode” to better explore some of these narrative beats and ideas. But when the season wasted time, got sidetracked, and spent entire episodes on what feels like absolutely nothing of consequence? It’s even worse that we didn’t get that time back to spend on these far more important narrative and character moments.

Barb’s story hammers home the deviousness of Vault-Tec’s investors – who, I think it’s safe to say, we all assume will be revealed to be the Enclave, right? What I will say for this pre-war storyline was that I liked its unpredictability. When it seemed like you figured out who Mr House was, it turned out to be a body double. When you thought you knew who was going to press the button and drop the bombs, it changed – then changed again. And when you thought someone was going to do the right thing… that got ripped away from them, too. It made for an intriguing, if imperfect, noir-style conspiracy story. And I generally enjoyed it for what it was, despite its flaws.

Still from Fallout S2 showing Cooper and a car.
Despite my misgivings, the pre-war conspiracy storyline was well executed.

Lucy annoyed me, especially in the first half of Season 2. Her entire arc last time saw her retain her humanity while learning how the Wasteland operates – and what’s necessary to survive in this new environment. But Lucy seemed to undergo the absolute worst kind of character regression this time, taking her back to being the naïve “vaultie” that we first encountered right at the beginning of the story. Lucy made genuinely moronic decisions when fighting the Khan group, at the hospital, and when dealing with the Legion, to name three examples – and she almost got herself and the Ghoul killed on multiple occasions.

Giving a character an arc is great. Fantastic, even. But it’s like Fallout’s writers forgot that they’d already given Lucy that exact same arc the last time around; this was a regression that led to a repetition of what we’d already seen. If some of the storylines that Lucy got caught up in in those early episodes had been particularly strong, I think I’d have still felt this regression was a disappointment – but a solid story could’ve blunted some of that. But the hospital diversion achieved absolutely nothing and wasn’t so much as mentioned thereafter. Nor was the fight against the Khans. And while there is still more to come from the Legion, as we’ll discuss, it wasn’t exactly the season’s highlight for me.

Still frame from Fallout S2 showing Lucy and a girl.
Lucy seemed to regress as a character, especially at the beginning of the season.

The Fallout franchise is not exactly subtle with the way it portrays many aspects of its post-apocalypse, so the Legion – the way they come across in this series, at any rate – didn’t feel out-of-place. There’s a metaphor in there about war, and how two apparently identical factions can be squabbling over something that seems utterly insignificant or ridiculous from the outside, as depicted through the Legion’s competing encampments and the corpse of their deceased Caesar. And I like the Legion’s style and what it says about how groups cling to elements of the familiar, even when those things have lost all meaning, centuries later. The Legion styles itself on a very uninformed vision of Ancient Rome, complete with Roman-inspired costumes, and again I found that to be both interesting and fun.

This extended to the Legion’s treatment of Lucy – literally trying to crucify her, at one point, before the Ghoul’s intervention. But after the Ghoul set off an explosion at the Legion encampment, the faction seemed to disappear from the story… only to re-emerge right at the end as a threat on a scale not at all comparable to what we saw. By making the Legion out to be so ridiculous (and by making the scale of their encampment seem so small), Fallout left me with the impression that this faction wasn’t going to be important. Yet by the end, Hank is holding them up as a “boogeyman” to frighten Lucy, Lucy herself says the Legion is going to massacre everyone in New Vegas, and the Legion seems to have spawned an entire army out of nowhere, immediately after its own bloody civil war.

Huh?

Still frame from Fallout S2 showing Lucy and the Legion.
Lucy meets the Legion.

In the same vein, we have the New California Republic. The NCR, which Lucy and the Ghoul encountered on their journey, seemed to have been decimated after the attack on its capital of Shady Sands, and it was strongly implied that the few soldiers we met were the very final holdouts of a long-dead faction – the Ghoul even said so to their faces. So… where did all of the NCR soldiers come from in the final act of the final episode? Army ex machina is one way to solve New Vegas’ Deathclaw epidemic, I guess… but not a very interesting one, nor one that made sense in the context of the story.

Am I going bonkers? Did I miss something, somewhere, that showed us that both of these factions are bigger (and more alive, in the NCR’s case) than I thought? Because one army showing up out of nowhere is bad enough, but *two*? I know I watched every second of every episode… but maybe it’s my old brain playing tricks on me, or something. I just found it hard to understand how and where both of these factions – who are presumably going to be important in at least the first part of Season 3 – got so many soldiers from.

Still frame from Fallout S2 showing the NCR army.
So… where’d all these guys come from, then?

If Fallout’s iconic Supermutants are going to be important in a future season or episode… why not do more with them this time? The Ghoul was injured, dragged away by a Supermutant, healed, and then dragged back to Vegas again for… reasons? It felt like padding; something to do to fill the time on screen because the rest of the story wasn’t quite ready for the Ghoul to arrive at the Vault-Tec facility yet. I get that it was meant to be a tease of something to come – at least, I hope that’s what it was, and not just raw nostalgia bait for fans – but even so, it felt like a total waste. Either commit to having the Supermutant present for more than a single scene, or skip this unnecessary diversion and spend longer on some of the rushed pre-war stuff that we just talked about.

As long as there’s a good narrative reason for their inclusion, I think bringing the Supermutants into Fallout makes a lot of sense – as I said, they’re an iconic part of this world. But this introduction just felt like a complete bag of nothing, and even if it’s meant to be setting up something bigger to come in the future, there’s no getting away from the fact that it felt like a waste of time in the moment.

Still frame from Fallout S2 showing a Supermutant.
A Supermutant.

Hank (Lucy’s father) ran an intriguing operation out of the Vault-Tec facility. At first, I thought it was meant to be an above-ground building, and I wrote in my notes that it didn’t make sense that such a building could’ve survived intact for so long. But this was, I belatedly learned, meant to be an underground facility, which makes a lot more sense. Hank used that facility to hone House’s mind-control tech, and this was an interesting angle for his character and certainly gave him a new direction.

I have a bunch of unanswered questions about Hank, though, and I think the success (or otherwise) of this storyline will have to be assessed when we know more. Hank seemed to have perfected the mind control tech… but why did he wait decades after his un-freezing to even try? Why did Hank and Steph (who are revealed to be married) not remain married in the vaults, nor even emerge from cryo-sleep at the same time? Did Hank genuinely wipe his own memory at the end… or is it all a ruse? My money’s on “ruse,” by the way, but you never can tell!

Still frame from Fallout S2 showing Hank and Lucy driving.
Learning to drive with dad.

My point is that there’s a lot we still don’t know, and I don’t want to rush to judgement about Hank’s story until we have a more clear picture. I generally found Hank an interesting antagonist – he’s more than just “evil for the sake of it,” even though his exact plans are still unclear. And I kind of like the idea that Vault-Tec and/or the Enclave would be looking to find ways of enforcing peace, even if that peace comes on their very strict terms. It adds depth to what could’ve been a pretty bland villain.

Lucy’s reunion with Hank was intense and emotional, and we went on a bit of a rollercoaster as Lucy seemed to be at least open to the possibility that Hank was doing something for the right reasons. And the scene of Hank teaching Lucy to drive the golf cart was simultaneously haunting and kinda cute. The revelation of the Congresswoman’s severed head is another story point that I felt wasn’t suitably explained, though – if she was the “computer” controlling or pacifying all of the chipped Wastelanders, why didn’t they react when the head was destroyed?

Still frame from Fallout S2 showing the Congresswoman's head.
The Congresswoman’s ultimate fate.

In terms of visuals, Fallout continues to be a pretty well-done and good-looking show. I like the physical props, representing iconic gadgets like the Pip-Boy, and big, room-sized computers with screens reminiscent of old television sets. The TV adaptation has done well, generally speaking, to recapture that “alt history” angle; the ’50s that never ended. Power armour looked a lot better this time around than it had in Season 1, in my opinion, especially the final NCR power armour that Thaddeus used toward the end of the season.

One CGI misfire that I can call to mind involved the Deathclaws. At one point in the final episode, the Deathclaw “steps” onto gravel – and the intersection of real-world set and CGI monster just didn’t look quite right; the Deathclaw felt hollow and weightless, rather than the dinosaur-esque giant lizard it was meant to be. Not the end of the world, though, if that’s really the worst CGI moment I can call to mind.

Still frame (crop) from Fallout S2 showing a Deathclaw foot.
The Deathclaw foot.

Toward the end of the season, several characters spent time in the town of Freeside – part of the broader Vegas area. And there are a couple of points I wanted to bring up, as I felt these kind of detracted from the setting and, to a lesser extent, the story. Firstly, this town was clearly meant to have a “Wild West” feel to it, which is okay – but did that need to extend to costuming, too? The Legion, for instance, clearly have a reason to dress up in Roman costumes, but why do the folks in Freeside all seem to be cosplaying as 19th Century civilians? When most of the rest of the world retains at least some of Fallout’s signature ’50s-inspired aesthetic, this town stood out all the more.

Secondly, given how strong and powerful the Deathclaws are, Freeside’s “barricade,” for want of a better term, hardly seems good enough to keep them out. You have an entire town full of people living next to a pen occupied by giant lizard monsters, and the best they can do to keep themselves safe is a few bits of sheet metal and a chain. When Thaddeus was sent crashing through the barricade, it just made me wonder how it had held out for so long to begin with.

Still frame from Fallout S2 showing Deathclaws and a barricade.
How did this flimsy barricade last so long?

Sticking with the Deathclaws for a moment, the Ghoul and Lucy’s encounter with them felt *very* jumpy. When the pair arrived at the New Vegas strip, they were fighting feral ghouls in daylight. Then, moments later, they were approaching the Lucky 38 casino after dark. But after almost being killed by the Deathclaws (and kicking off a convoluted story about needing to get back to a place they’d just been), it was daytime again when they stood outside of the Deathclaw enclosure. Did I miss something? Why was this shot/edited in such a jumpy way?

That sequence is the only one in the season (that I can call to mind, anyway) to have had this kind of issue – which just makes it all the more noticeable. And, even if I’m being generous to Fallout, saying that maybe there was meant to be a day or two in between each of the three parts, it still comes back to the same point: this season spent too long elsewhere, spinning its wheels. If this night/day changeup isn’t a total goof and there’s meant to be time passing in between the arrival at Vegas, the escape from the Deathclaws, and the arrival at Freeside… where was any indication of the passage of time? In a better story, this would still stick out, but when Fallout really had the opportunity to cut plenty of extraneous fluff, there’s no excusing it, in my opinion. Having the Deathclaw encounter take place after dark was a stylistic choice, and one that could’ve worked, heightening the tension. But when the very next scene clearly takes place in the daytime, a stone’s throw away… it detracted from it.

Behind-the-scenes photo from Fallout S2 showing a Deathclaw and puppeteer.
A Deathclaw behind-the-scenes.

It can be hard to judge middle seasons of television stories, sometimes. There’s clearly more to come from Fallout, and how we ultimately feel about key storylines may shift depending on how they’re ultimately resolved. So I’m trying to keep that in mind as I say… what the heck was going on in Vaults 31, 32, and 33? It looks like Fallout is pushing towards a Supermutant storyline for at least one of the vaults, which could be entertaining, but after Norm’s discovery in Vault 31 last time… I kind of expected more from that side of the story.

For me, Norm (and later, the Vault-Tec survivors) felt like they were being written out of the main story – pushed aside so as not to tread on the toes of other storylines. Far from the natural-feeling, slow burn of this storyline in Season 1 – which was generally pretty interesting last time around – this story felt concocted and artificial, as if Norm and the Vault-Tec staff were acting at the behest of a room full of TV writers. If it was too soon for Norm to reveal what he’d discovered in Vault 31, why not sideline him this season? Show us a few clips of him trying to get out of the Vault and back home, but keep him trapped there, instead of sending him out on an ultimately fruitless and circular story that seems to be bringing him right back home anyway. It wouldn’t have been great, perhaps… but it might’ve been less bad.

Still frame from Fallout S2 showing Norm.
Norm’s story seems to be taking him back to the vaults.

That said, I did really enjoy Moisés Arias’ performance as Norm once again. Arias had been one of the absolute highlights of Season 1 for me, and even when I wasn’t wild about some of the narrative choices on his side of the story this time, I felt he did an absolutely exceptional job. Norm’s story kept me on the edge of my seat, and as a character who feels weaker and less capable than Lucy, throwing Norm into the midst of this Vault-Tec conspiracy – and then dragging him to the surface – made for an interesting turn of events in some ways. Arias rose to the challenge wonderfully.

Norm getting a new friend (or possible love interest?) in Claudia was interesting, too, and I generally enjoyed this new character. Claudia wasn’t like the other Vault-Tec executives, as an apparent newcomer to the role, and bonded well with Norm across their adventure together. Unlike Lucy and Maximus or Lucy and the Ghoul, Norm and Claudia were on comparable terms when entering the Wasteland, and explored it together – albeit in different ways. Claudia was the only one of the Vault-Tec employees to express any kind of grief over the war and the loss she was experiencing, which added a lot of depth to her character and went a long way to humanising her.

Still frame from Fallout S2 showing Claudia's cryo-pod.
Claudia awakens in a new world.

Maximus has a lot of potential to be an interesting character, and I’m still rooting for him. But my god, were his and Thaddeus’ storylines so unbearably cringeworthy – for the second season in a row. Maximus has his “fish out of water” thing with the Brotherhood, which is interesting, and the arrival of an envoy from the Commonwealth could have given him a totally new story arc as the pair worked together to prevent a war. But having gone to the trouble of setting that up, Fallout paired up Maximus with the ghoulified (or proto-Supermutant?) Thaddeus, and the result was more of the worst kind of American cringe humour that I personally just cannot stand.

We got a “Weekend at Bernie’s” story, as Thaddeus tried to impersonate the dead Commonwealth envoy – in full power armour. We got Maximus’ abortive attempt to kill the leader of his Brotherhood chapter. And then the two ran away, on a quest to save the magical macguffin that would ultimately lead them to the Ghoul and Lucy. There were interesting elements in the mix – like what’s going on with Thaddeus, and the Brotherhood’s unwavering indoctrination that only Maximus and a couple of others seem to be able to break. But the way much of this story and both of these characters were presented? It takes so much away from those points of interest to the point where I literally had to fast-forward some of the most cringeworthy parts.

Still frame from Fallout S2 showing Maximus.
Maximus got another crop of cringe humour storylines this time.

In my review of Season 1, I said that it was beyond ironic that a criticism of the unchecked power of mega-corporations was coming from Amazon and Bethesda – a subsidiary of Microsoft. Fallout seemed to be sticking to its video game origins and highlighting the dangers of corporations being left to their own devices, having too much power, and really acting as a metaphor for the world we live in today. That metaphor, I argued, was at best muddled by who was producing and creating this series, but present nevertheless.

This time… that’s gone. The message of Fallout Season 2, if you boil it down, seems to be “corporations good, government bad,” or at least that corporations are inherently less evil than the United States government is. Think about it: the *real* villains are the ones involved in the conspiracy to launch the nukes, end the world, and run these unethical experiments. And the ultimate responsibility for all of that seems to lie with the Enclave – a.k.a. the American government. Or perhaps it’s better to say that the Enclave is a Trumpian “deep state;” a shadow government pulling the strings from within? Given Amazon and Microsoft’s recent moves to support Trump – the money they’re “donating” to build his ballroom, the Melania movie being funded by Amazon, their extensive investments in A.I., and of course, Bill Gates and Donald Trump apparently having a mutual friend with a private island… maybe that kind of messaging is to be expected? It’s certainly a point of note, at any rate.

Still frame from Fallout S2 showing the Amazon MGM logo.
Fallout’s second season seems to have walked back the franchise’s criticism of mega-corporations. For some reason.

So hypocrisy and irony are out… Trumpian conspiracies are in? Is that… an improvement? There’s ample room to criticise the United States government, of course, and I don’t begrudge any artist or creator wanting to make a point about, let’s say, unchecked presidential power. But the way Fallout seems to have shifted, painting the government as worse than the corporations, and even suggesting that people like Robert House are somewhat on the “less bad” side of things? It was a surprise, let’s leave it at that.

What I think we’re learning from Fallout as a TV adaptation of a video game is simply this: some of what works in an interactive format is less enjoyable – or not enjoyable at all – when you change to a new medium. Getting sidetracked on the way to your destination by random in-game events, new factions, and the like might be fun when you’re *playing* an open-world adventure game, but it’s not something that makes for entertaining viewing without that interactive component. If we use Lucy as our stand-in for the player character in this new Fallout adventure, she got into some scrapes, met some wacky characters, and had an adventure that felt, in some ways, like it came right out of the video games. But… it didn’t actually make for a cohesive or enjoyable story much of the time.

Still frame from Fallout S2 showing Lucy (in the mirror).
Lucy.

Fallout is simultaneously an ambitious project and a copycat production that fits the post-Game of Thrones streaming TV mould. Disconnected character groups? Check. Intersecting storylines? Check. A fully serialised story? Check. Cringeworthy humorous side characters? Check. World-ending, existential threat (and a conspiracy to boot)? Check. For all of the money Amazon has spent, and for all of the genuine successes at recreating the look and feel of Fallout’s Wasteland… the actual story the writers are telling in this world feels unoriginal, derivative, and small. And right now, I can’t shake the feeling that, were this not called “Fallout” and based on a game series I have a passing familiarity with… I’d have switched off by now.

So that was Fallout Season 2.

There are interesting ideas and elements in the mix, but they continue to be paired with storylines and characters that feel directionless, fake, or both. And for every genuine success Fallout manages to have with a narrative point, there’s at least one more disappointment to cancel it out.

Three Fallout S2 promo posters.
Three character posters.

That being said, I stuck with Fallout to the end, and I daresay I will watch Season 3 when it’s ready – in 2028, perhaps, or beyond. The successful moments and enjoyable characters are worth sticking around for, even if they’re only one part of a show that can feel like a bit of a mixed bag. Fallout isn’t going to win any awards – at least, not from yours truly – but it’s clearly a successful project for Amazon and Bethesda, bringing new eyes to this pretty unique setting. If only there’d been a new Fallout video game in the last decade that I could actually recommend people play! Still, fingers crossed for that Fallout 3 remake, eh?

I hope this review has been interesting. If you stuck with me to the end, thank you! I had quite a few points that I wanted to hit this time, so I know this has been quite a long read. If you’re new to the world of Fallout and curious about where to go next, I guess the obvious suggestion from fans of the series would be Fallout: New Vegas, though as it’s not a game I’m familiar with it’s not one I can personally recommend. But hey, maybe 2026 will finally be the year I fire up the game and try it out for myself. Never say never, I guess!

At the start of the year, I put together a short list of films, games, and TV shows I’m looking forward to in 2026 – click or tap here to check it out. There will be other TV and movie reviews in the weeks and months ahead, so I hope you’ll stay tuned. Star Trek: Starfleet Academy is definitely getting a review in a few weeks’ time, after its first season wraps up, and I have plans to check out a few other programmes, too. I hope you’ll join me for some of that as 2026 rolls along. Until then… stay safe out there in the Wasteland!


Fallout Seasons 1 & 2 are available to stream now on Amazon Prime Video. Season 1 is also available on DVD/Blu-ray. Some images/photos courtesy of Amazon/Amazon MGM Studios. The Fallout TV series is the copyright of Amazon and Bethesda Game Studios; the Fallout license is held by Bethesda Game Studios. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Kena: Scars of Kosmora – Preview

A Phineas and Ferb-themed spoiler warning.

Spoiler Warning: Beware of minor spoilers for Kena: Bridge of Spirits.

Well, this *is* a pleasant surprise!

I didn’t plan to cover anything to do with PlayStation’s “State of Play” presentation today; I usually check out a few of the trailers after the fact to see if any of their games might be coming to PC, but that’s really as far as my interest usually goes. But when I saw the announcement trailer for Kena: Scars of Kosmora, I knew I had to say something and get the hype train going!

Ember Lab’s debut title, Kena: Bridge of Spirits, was my pick for “game of the year” back in 2021, and it remains one of the best games that I’ve played so far this decade. A mix of old-school adventuring and platforming with a jaw-droppingly beautiful visual presentation made the game an absolute treat. And ever since, I’ve been curiously wondering what the developers would get up to next. Whether it was a full sequel to Kena: Bridge of Spirits or a new game entirely, I fully expected to be there on day one.

Still frame from the Kena: Scars of Kosmora trailer showing a bow.
Kena is coming back!

Ember Lab had been radio silent for several years, since Kena: Bridge of Spirits was ported to Xbox Series S and X consoles, but I was content to give the studio time to cook. This is a relatively small team, after all, and Kena had been their first-ever video game (after getting started working in CGI for film and television). I genuinely did not have Ember Lab’s return on my radar for 2026 – let alone at PlayStation’s “State of Play” event – but I’m so very glad to learn that we’re going to be able to return to Kena’s world for another adventure.

The trailer showed us just enough to get excited without overdoing it, in my opinion, and it looks like there are going to be several new gameplay elements to complement the adventuring and 3D platforming from the original game. In particular, the trailer showed us a rideable mount and mentioned “alchemy,” which the game’s press release suggests may be a significant part of gameplay.

Still frame from the Kena: Scars of Kosmora trailer showing Kena repairing her staff.
What new skills will Kena learn this time?

The blog post which accompanied the reveal trailer talks about Kena as being “older and renowned as a Spirit Guide,” suggesting that we’ll be catching up with the title character some time after the events of Bridge of Spirits. The game will be set in a new environment – the titular Kosmora – which sounds, from what I’m inferring from the blog post and what we glimpsed in the trailer, to be larger than Bridge of Spirits’ world was. The inclusion of living characters, not just the spirits of the deceased, also makes for an interesting addition, and perhaps a way to add a bit more depth not only to the game’s world, but to Kena’s characterisation.

Kena’s age is reflected in her updated character design, which retains her original style but clearly ages her up, making her not only taller, but somehow more mature and wiser, too. Kena’s outfit in the first game became emblematic of the character, and even appeared as a collectable outfit in Fall Guys, of all places, so it makes sense to retain the same basic visual style for the character. But the design definitely reflects Kena’s growth and evolution, and she looks better than ever!

Still frame from the Kena: Scars of Kosmora trailer showing Kena.
Kena looks better than ever!

The Rot – cute little critters that Kena encountered and collected on her journey – were a big part of the first game, but I didn’t see them in the trailer this time, nor were they mentioned in the blog post. Ember Lab talks instead about “Elemental Spirit Companions,” which could be this game’s replacement for the Rot, I suppose. But the studio is clearly keeping a lot about the game under wraps for now – which is totally fair enough.

What I liked about the Rot in Bridge of Spirits was how they weren’t just cosmetics or collectables that existed to pad out the game or introduce a slightly different gameplay mechanic. The Rot were directly connected to Kena’s power and growth; finding more Rot didn’t just unlock cute hats for them to wear, it made a noticeable, material impact on Kena’s abilities and thus how you could approach the game. Going out of your way to search the environment felt more than just a bog-standard 3D platformer or adventure game’s collect-a-thon, but like something genuinely worthwhile.

Still frame from the Kena: Scars of Kosmora trailer showing a fox.
Who’s this little cutie pie?

All of which is to say that I hope the Rot – or a similar mechanic, perhaps using these new Elemental Spirit Companions – will be part of Scars of Kosmora. It was a pretty big part of the first game, and not something I’d want the sequel to sacrifice.

One thing from the blog post that I felt sounded really positive was Ember Lab’s acknowledgement that the Kena of Scars of Kosmora is more experienced than she was when we met her in the first game, as well as talk of “building on” what the studio learned from creating Bridge of Spirits. It can feel pretty jarring, sometimes, when you pick up the sequel to a game where you’d levelled up your character and unlocked new skills and powers only for all of those to have seemingly disappeared or been forgotten about by the start of the second instalment! So I’m glad to hear that Kena seems to have retained the skills and powers she developed across the course of Bridge of Spirits.

Still frame from the Kena: Scars of Kosmora trailer showing a combat encounter.
A combat encounter.

Talk of Kena’s staff being broken, though, could be a way for the new game to push players to either re-learn some of those same skills or to make sure Kena doesn’t feel overpowered at the start of the sequel. In order to go on a satisfying journey, Kena will have to experience setbacks, grow, and perhaps pick up some new skills, so damaging the source of her power – her staff – could be a great way to tie gameplay mechanics to the story in a way that makes sense.

Kena’s staff was also described as “keeping her alive,” which could add an element of drama or a time crunch to the new game. It would certainly give Kena a huge incentive to fix it! It seems pretty clear that this damage will happen in the game’s first act, otherwise Ember Lab wouldn’t have wanted to spoil such a major plot point; this could be the incident that kicks off the main storyline of the game.

Still frame from the Kena: Scars of Kosmora trailer showing the broken staff.
Kena’s staff breaks.

Visually, Kena: Scars of Kosmora looks absolutely stunning. Character designs retain that almost Pixar-esque quality that I so adored the first time around, and the world… the world just looks astonishingly beautiful. In my review of Kena: Bridge of Spirits, I talked about how I encountered a moment early in the game where I just… stopped. I paused Kena’s quest to just stare out at an absolutely incredible view of a mountain that the developers had crafted. Still, almost five years later, Kena: Bridge of Spirits is one of the most visually gorgeous games I’ve ever played – and it looks like the sequel will retain that same art style and dedication to beautiful scenery.

And as a final surprise, Kena: Scars of Kosmora is launching this year, in 2026! We don’t have a specific date yet, nor even a window, but if Ember Lab can stick to that 2026 ambition, I can easily see Scars of Kosmora competing for my “game of the year” award come December. This game has jumped the queue to become one of my most-anticipated of the year… but if it needs more time to deliver on the promises that have been made, a delay into 2027 is totally fine by me.

So that’s all for now, I think.

Still frame from the Kena: Scars of Kosmora trailer showing a magic swirl.
I cannot wait.

I just wanted to share my thoughts (and my excitement) for Kena: Scars of Kosmora after the game’s shock announcement. A sequel to one of my favourite games of the last few years is truly fantastic news, but truth be told, I’d have been almost as excited for *anything* Ember Lab could have announced, at this stage! The first game genuinely was just… that good. Does that mean it’s lightning in a bottle and can’t be replicated? I mean… let’s not end such a positive piece on such a negative note, eh? Suffice to say I’m excited to return to Kena’s world and go on another adventure with her, laying spirits to rest, battling bosses, and maybe picking up a few cute critters along the way!

When Kena: Scars of Kosmora launches, whether it’s later this year or if it slips back into 2027, I hope you’ll join me for a review. I’ll be sure to share my thoughts and impressions of this highly-anticipated title with you! Until then… stay tuned here on the website, because I talk about gaming and the games industry quite a lot. Have fun out there… and happy gaming!


Kena: Scars of Kosmora is scheduled to launch on PC and PlayStation 5 later in 2026. Kena: Scars of Kosmora is the copyright of Ember Lab. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Star Trek Fan Community’s Worst Theories

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for practically the entire Star Trek franchise, including recent seasons of Picard, Strange New Worlds, and Starfleet Academy.

I like to engage in a bit of theory-crafting here on the website! If you’re a regular reader, you might’ve followed along with my weekly Discovery and Picard theories while those shows were on the air. Or perhaps you clicked on one of my viral theories speculating about Unknown Species 10-C, Q, or Vadic. Or maybe you’re brand-new to Trekking with Dennis… in which case, welcome! But my point is that I like Star Trek fan theories, I write a lot of Star Trek fan theories, and I get a *lot* of things utterly wrong.

I give that caveat for one important reason: this piece, in which I’m going to demolish some fan theories that I’ve found doing the rounds in the online Trekkie community, is meant to be tongue-in-cheek! I’m trying to have a bit of fun with the Star Trek franchise in this landmark sixtieth anniversary year, and picking apart some fan theories I’ve come across on social media seemed like it could be a way to do that. But I’m not taking this too seriously, and you only need look at my own fan theories to see how bad some of them were.

Cropped promo poster for The Search for SquarePants (in a Star Trek style).
Brace yourself. Things are about to get… silly.

More than ever, I encourage you to keep in mind that this is entirely *subjective, not objective*, and that we’re dealing with non-canonical fan theories which are likely never to be confirmed nor even referenced on screen. This is just for fun, it’s supposed to be a light-hearted exploration of some of the Trekkie community’s “wilder” and more “out there” ideas, and it’s just one person’s take on things, at the end of the day. So please try to keep all of that in mind as we go through these theories!

I visited a few different Star Trek social media pages and channels, collecting twenty-five theories that I thought sounded… well, to be blunt, I thought they sounded kinda silly. Some of these seem to have been written almost as parody, but others did seem to have elicited debate, and clearly have believers. But in any case, all of these made interesting (or weird) points, and I thought breaking them down could be a bit of fun as we continue our year-long celebration of the franchise’s sixtieth anniversary.

Screenshot from Star Trek: Generations (PC game) showing the Enterprise-D firing phasers.
The Enterprise-D. Bonus points if you know where this image comes from!

These theories cover all kinds of topics, and span the breadth of Star Trek’s history, from The Original Series all the way through to some of the most recent episodes of Starfleet Academy. Some fans have been, shall we say, especially *creative* with their ideas! Which is fantastic. I adore the Star Trek fan community and how passionate folks can be. As I’ve said many times here on the website: crafting a theory is a great excuse to spend a bit more time in Star Trek’s wonderful galaxy, and even though I may disagree vehemently with a theory, I love that Trekkies all over the world are so invested in this franchise.

We’re going to get into the theories now, so consider this your final content warning. This is your last chance to jump ship if you need to avoid spoilers or if you don’t want to come across some potentially controversial Star Trek opinions! The theories below are in no particular order.

Theory #1:
Dr McCoy knows that he’s a character in a TV show.

Still frame from Star Trek: The Original Series Journey to Babel showing Dr McCoy.
Leonard “Bones” McCoy.

In The Original Series, there were a handful of moments that seemed to break the fourth wall – i.e. where characters within Star Trek seemed to acknowledge the audience, or that what was unfolding on screen might not be real. Dr McCoy was a key part of one of the most (in)famous fourth wall breaks in The Original Series: the closing scene of the Season 2 episode Journey to Babel. In this scene, Dr McCoy remarks that he “finally got the last word,” after shushing Kirk and Spock – seemingly referencing other episode endings in which Kirk, Spock, or another character would say the closing line or remark on what had transpired. Furthermore, McCoy seems to say this while looking *almost* straight into the camera.

Without getting too nitpicky, I think we can debunk this one by explaining that McCoy was simply commenting on Kirk and Spock’s tendency to talk over him in-universe, rather than anything more meta! And the choice of camera angle, rather than hinting at McCoy somehow being self-aware, was merely a close-up. The Original Series did close-up shots like that all the time, and McCoy’s gaze is slightly off to one side, not straight down the lens. There’s nothing in canon to suggest that Dr McCoy is somehow self-aware of his status as a character, and anything that hints otherwise can be written off as a quirk of the show’s production or writing.

Theory #2:
The show T.J. Hooker depicts Kirk’s adventures on a holodeck.

Poster/box art for T.J. Hooker.
It’s Captain Kirk!

T.J. Hooker stars William Shatner in the lead role, and if you don’t know it, it’s a police procedural show from the ’80s. Besides Shatner’s role, Leonard Nimoy had a small role in one episode (and directed another), and James Darren (DS9′s Vic Fontaine) was a regular character. The series was in production alongside three Star Trek films – The Wrath of Khan, The Search for Spock, and The Voyage Home. But… that’s it. There are no overt references to Star Trek in T.J. Hooker, nor to T.J. Hooker anywhere in Star Trek – at least, not that I can recall.

If fans want to watch the show and make this inference… I mean, there’s nothing stopping you anymore. A few years ago, I might’ve said that the holodeck is a 24th Century creation, but Strange New Worlds has blown that theory out of the water. Holodecks clearly did exist at the time of The Wrath of Khan, and to be honest, I could see Kirk choosing to play make-believe as a cop in the ’80s. Obviously this isn’t and never will be canon… but don’t let that stop you!

Theory #3:
Borg “transwarp” is actually the mycelial network (from Discovery).

Still frame from Star Trek: Picard S1 showing the Artifact at transwarp.
A Borg Cube exiting a transwarp aperture into normal space.

I think we have enough context to fully debunk this one, right? Discovery’s mycelial network and Borg transwarp behave completely differently to one another, with the USS Discovery able to “jump” instantaneously to points across the galaxy, whereas Borg vessels enter a transwarp network and are accelerated to vast speeds. Borg transwarp is way quicker than warp speed and clearly allows for much faster transport than anything 24th or 25th Century Starfleet is capable of. But it lacks the instantaneous movement or the “jumping” effect of Discovery’s mycelial network. So I think that alone rules it out.

One thing that Star Trek’s writers usually do well is keep the intricacies of different technologies pretty vague. We know that dilithium crystals moderate the antimatter reaction in a warp core… but what that technobabble actually means, or how it all truly works, is a mystery. And you could argue that Borg transwarp is even more mysterious; just because no Borg character ever said the words “mycelial network” doesn’t mean they don’t have access to that technology. I will concede that it stands to reason that, if the mycelial network is a known phenomenon in the Star Trek galaxy, the Borg would be aware of it. But that doesn’t mean it’s how their transwarp network operates, and there are enough differences between how they appear on screen as to render this one null and void for me.

Theory #4:
Transporters beam out everyone’s bodily waste.

Star Trek art of a giant poo on a transporter pad.
Yuck.

Uh, sure… *that’s* what the Federation uses transporters for. Rather than going to the toilet, no one in the future is potty trained, and instead, transporters automatically empty everyone’s bladders and bowels every time they start to fill up. That’s why you never see a toilet aboard a starship, and why only the most oblique references are made to “waste extraction.”

But… this is just plain *silly*, isn’t it? “Waste extraction” was only ever mentioned in DS9, and only on a few occasions. There are few direct depictions of toilets in Star Trek, but there are references to them. Kirk sits on a toilet (clothed) in The Final Frontier, and Boimler says he dropped his tricorder in the toilet in Lower Decks. If we count non-canon sources, like starship blueprints, toilet facilities can be seen on a few different 23rd and 24th Century vessels, too. There are types of toilet today that don’t use water or a flushing system, and it’s conceivable that, in the future, refinements or brand-new designs could have been invented. Considering the energy cost, the number of transporters required, and the constant need to be in transporter range… I can’t see this being realistic. A fun, jokey idea? Sure. But something to take seriously? No!

Theory #5:
The USS Riker (from Starfleet Academy) is crewed entirely by Will Riker’s descendants.

(Cropped) still frame from Star Trek: Starfleet Academy S1 showing a Federation fleet.
One of these ships (probably the one on the far left) is the USS Riker.

The USS Riker has (at time of writing) appeared in one episode of Starfleet Academy – a blink-and-you’ll-miss-it cameo in Vox in Excelso. Someone online suggested that the Riker’s entire crew are the descendants of TNG’s Will Riker – famous, somewhat, for his womanising ways and romantic liaisons with a variety of different characters across the show’s seven-season run. Riker would later settle down with Deanna Troi, as we saw in Picard, and had two children – only one of whom survived to the dawn of the 25th Century.

But could Riker’s many flings and one-night stands across The Next Generation have led to more… offspring? This theory says so! And while I think it’s a cute joke within the fandom at the expense of how Riker was sometimes written, I don’t think it has an ounce of actual merit. Firstly, we don’t even know for sure that the USS Riker is named for *William* Riker and not some hypothetical other character. Riker’s father, Kyle, also worked for the Federation, the transporter clone known as Thomas may have survived the Dominion War, and Riker’s daughter may also have gone on to achieve something significant, just to give three examples of characters we know to exist. So… this cameo was cute, and appreciated by this old TNG fan. But the idea of a ship crewed entirely by the descendants of Riker’s various liaisons? Silly!

Theory #6:
Discord (from My Little Pony: Friendship is Magic) is actually Q.

Still frame from My Little Pony: FiM S6 showing Discord.
Discord.

We could’ve done an entire article on *just* theories involving crossovers with other franchises, I guess! But this one really does make me smile, because it’s just so silly. I concede that Q and Discord have some pretty obvious similarities: their personalities, their penchant for trickery, and the fact that they’re both ancient beings who form a bond with a mortal protagonist. But c’mon, guys… these are two completely different franchises with very little in common, totally different target audiences, and which are owned by two competing corporations.

John de Lancie portrays both characters, which is where this idea seems to have originated, but that’s really as far as it can go. The same voice actor has found himself somewhat typecast into playing a role which may have been directly inspired by his earlier character. That’s it. Q can’t exist in a franchise where… Q doesn’t exist. It’s a fun head-canon, I guess, if you’re a fan of both universes. But there’s no way it can be anything more than that.

Theory #7:
Benny Russell is real, and Gene Roddenberry stole Star Trek from him.

Still frame from Star Trek: DS9 showing Sisko seeing Benny Russell.
Sisko sees a reflection of Benny Russell.

There are a few variants of this theory. Some posit that, in-universe, the episode Far Beyond the Stars suggests that Star Trek as a whole exists as a fictional creation. I don’t agree with that at all (it’s always seemed logical, to me, that Benny Russell is a vision from the Prophets and nothing more), but I don’t, like, viscerally *object* to fans subscribing to that idea or exploring it. But I have seen fans propose – I *hope* entirely in jest – that there was a real Benny Russell once upon a time, and Gene Roddenberry either got the idea for Star Trek from him… or stole it.

If this is a total joke, which I believe it is, then… I mean, sure. Humour is subjective, and just because I don’t personally find it all that funny… I’m not the joke police. I can’t imagine any Star Trek fan taking this idea seriously, though, because it implies that not only did Gene Roddenberry steal these stories and this world-building, but then the DS9 writers – who must’ve known or been in on it – created a fictionalised version of Benny Russell as a character in their show… for… reasons? As a “confession?” A fun joke, maybe, but not something to take seriously.

Theory #8:
Saavik and/or Tuvok are transgender (because of Vulcan naming customs).

Saavik and Tuvok (from Star Trek) on a rainbow background.
Saavik and Tuvok.

In The Original Series, every named Vulcan we met had a name beginning with S if they were male or T if they were female. But then, in The Wrath of Khan, we met Saavik – the first female Vulcan whose name begins with an S. Cue the fan theories! In short, this theory posits that, because of Vulcan naming conventions that were established in TOS, Saavik and Tuvok “must” be transgender. Saavik would be a trans woman and Tuvok a trans man.

Setting aside the silly premise for a moment, let’s think about this. There are some transgender folks who keep their birth name after transitioning, but it’s more common in the trans community to choose a name more befitting of one’s true gender. For Saavik and Tuvok to keep their deadnames wouldn’t make a lot of sense. Then there’s the fact that there’s absolutely no trans storytelling for either character… at all. In a way, you might say that’s great – that the Federation just accepts everyone and doesn’t make a big deal of it. But for a writer to introduce a character who is intended to be trans and then make no effort to tell a single trans or trans-adjacent story with them? And for fans to have to infer, years after the stories were first told, that these characters are meant to be trans? We’re hitting “Harry Potter” levels of fake inclusivity. If you find something relatable in Tuvok or Saavik as a trans person, I don’t wanna take that away from you. But it’s not how I read either character, and there are other explanations for their names.

Theory #9:
Star Trek V: The Final Frontier didn’t happen; it’s all just Kirk’s bad dream.

Three posters for Star Trek V: The Final Frontier.
Did it really happen?

Have you ever taken a creative writing class? One of the first things the teacher warns you about is the importance of avoiding tired narrative clichés… like “but it was all just a dream.” And to me, that’s how this fan theory comes across. I get that not everyone likes The Final Frontier; I personally rank it as one of the lesser Star Trek films, too. But just because it isn’t popular… that doesn’t mean its events can be scrubbed from canon altogether. Not to mention that the film does genuinely have redeeming features and moments of characterisation (like Kirk, Spock, and McCoy camping) that I wouldn’t want to lose.

This theory hinges on Kirk’s starring role, and the fact that some of his worst fears seem to come true. Sybok’s presence (and Spock never having mentioned him) seems to threaten their special bond. His ship is stolen from him. Members of his own crew turn against him. And there are discrepancies, like the number of decks the Enterprise-A seems to have, or the “Galaxy-class” feel to the ship (caused by recycling sets from The Next Generation). But to me, this one feels like wishful thinking at best… or clutching at the tiniest of straws at worst.

Theory #10:
Nick Locarno and Tom Paris are the same person.

Promo photo for Star Trek: Voyager showing Tom Paris.
Tom Paris… or should that be Nick Locarno?

I think it’s safe to say that Lower Decks has debunked this one (though I still need to get caught up on that show!) But before Locarno made a return to Star Trek, fans speculated that “Nick Locarno” was actually a pseudonym adopted by Tom Paris prior to enrolling in Starfleet Academy. The theory went that Paris wanted to keep his connection to his father (who is a senior officer) a secret – either to be judged on his own merits, or for some other reason.

There are similarities between Locarno and Paris, besides the obvious point that both characters were played by Robert Duncan McNeill. They’re both able pilots, they both have a cocky or arrogant streak, and both have an ambivalent relationship with the Federation and its rules. On the production side of things, it’s long been rumoured that Voyager’s creators wanted to use Nick Locarno, but were concerned about having to pay royalties to the writer of The Next Generation episode in which he originated, so a new, very similar character was created. A photo of McNeill in his role as Locarno can be briefly seen in Voyager, representing a younger Tom Paris in his father’s office. So there’s merit to this in theory… but Lower Decks has completely debunked it by now. And if it were true, I’d have expected Paris to have said so, or for it to have been noted by Janeway early on in the series. The “Locarno” persona might’ve worked for a while, but the scandal would surely have blown his cover, and his identity would be common knowledge by the time of Voyager – at least among senior officers.

Theory #11:
Section 31 isn’t a real Federation organisation – it’s a criminal syndicate pretending to be one.

Still frame from Star Trek: Section 31 showing four main characters.
Section 31: Federation black-ops division or crime syndicate?

The way Section 31 has been depicted in Star Trek has fluctuated a lot. There’s been the clandestine, shadowy agency we encountered in DS9 and later in Enterprise. Then there’s the out-in-the-open branch of Starfleet Intelligence from Discovery. And finally, the “rag-tag gang of misfits” from the TV movie. But one thing that has remained consistent in Section 31 is that the people involved are all Federation die-hards doing things they believe to be in the Federation’s best interests… even as they answer to no one and wield almost unfathomable power.

I can see a world in which a criminal syndicate would side with Starfleet to help prevent, say, the Federation’s total conquest by the Dominion. Or in which Starfleet would make deals with shady crime lords to acquire some kind of biological weapon when faced with an existential crisis. And I can even see a world where a clever criminal would *claim* to be from a government agency or black-ops division as a tactic. But do any of those things apply to Section 31? I would argue no. The closest Section 31 has come to that kind of presentation came in the TV movie, but even then, it was clear that Starfleet was involved – albeit that the mission was still off-the-record. So this idea is simply debunked by what we’ve seen on screen – as fun as it might seem.

Theory #12:
Jean-Luc Picard is Wesley Crusher’s biological father (and he treats him the way he does out of a sense of guilt or obligation).

Still frame from Star Trek: TNG S1, showing Picard, Dr Crusher, and Wesley.
Picard with Wesley on the bridge of the Enterprise-D.

Sometimes you come across a theory – even one that’s been doing the rounds for years – and you just feel… gobsmacked. I simply don’t read Picard and Wesley’s relationship in this way, and any paternal feelings Picard has for the younger Crusher is pretty clearly explained within the context of the show as stemming from his close friendships with Jack and Beverly. Picard does come to appreciate Wesley’s talents, even giving him a role on the bridge of his ship… but not out of any kind of obligation or guilt – it’s in recognition of Wesley’s skills.

I will admit that Picard’s third season complicated my rebuttal somewhat, as we learned that Picard and Dr Crusher did have a child together, and that Dr Crusher kept this a secret. If she did it once, could she have done it years earlier? It could have been an interesting plotline in The Next Generation or even in Picard, if it had been handled well, but despite having some merit in theory, nothing in the show itself leads us to that conclusion. And such a complex story would require a very sensitive and well-written episode or arc, and I’m not sure it would’ve been handled well or been well-received by a large portion of the fanbase. So this one… it can be your head-canon, if you like, but it goes no further in my opinion!

Theory #13:
The Progenitors evolved into the Founders.

Still frame from Star Trek TNG showing an ancient alien/Progenitor.
A Progenitor in The Next Generation.

I don’t know if this theory came about because the same actress (Salome Jens) played both the ancient alien hologram in The Chase and the Female Changeling on DS9, but I suspect that has something to do with it! In any case, this theory posits that the “Progenitors,” as Discovery would later dub them, didn’t go extinct or disappear from the galaxy, but instead evolved to become the Founders of the Dominion. And on the surface, it doesn’t seem totally impossible. The Founders claim to have once been fully solid. And the Founders are capable of genetically engineering entire races. But if the Founders *were* descendants of the ancient aliens who seeded the entire galaxy with life… you’d think they might’ve mentioned it.

For me, that’s where this theory falls down. Something so monumental to who the Founders are – and most Founders seem to be almost ageless – would surely be preserved knowledge, handed down through the millions of years of their existence. Yet the Founders not only don’t bring this up, but they’re distrustful of any non-shapeshifters to the point of paranoia – not something you’d expect to see in the grandparents of the galaxy’s races. I don’t really like the way the Progenitors’ storyline went or what it says about the Star Trek galaxy, and perhaps that’s my own bias showing through when I rule out this theory. But I do believe that something so important would be known to the Founders, and it would be something they’d have at least tried to communicate in their various dealings with “solids.” Not to mention that, for a race that would need to be billions of years old… it’s weird that their technology got to a 24th Century level and apparently stayed there.

Theory #14:
Every film and episode that premiered after First Contact takes place in an alternate reality, due to the changes made to the timeline.

Still frame from Star Trek: First Contact showing the launch of the Phoenix.
The launch of the Phoenix.

Time travel is a pain in the arse, isn’t it? Time-loops, paradoxes… all of that. It’s very difficult to write a compelling time travel story and pull it off flawlessly – even more so in a long-running franchise with a timeline that has to be basically consistent from one episode to the next. This theory posits that the changes Picard and co. made in the 21st Century were so serious that the Star Trek franchise can essentially be divided into two alternate realities: pre- and post-First Contact stories.

I don’t know how to word this without using terms like “destiny” or “fate,” but I think the way we’re meant to read the events of First Contact is that the interventions by the Borg and Enterprise-E were always “meant” to happen; i.e. they happen in every timeline. That’s why there was no Department of Temporal Investigations inquiry, and no ramifications for Picard for meddling in the timeline. We could also ask why First Contact should be the divide – why not other time travel stories, like The City on the Edge of Forever, Assignment: Earth, Past Tense, or even Endgame. All of these made major changes to the timeline that, by the same logic this theory uses, could create an alternate reality.

Theory #15:
Discovery Seasons 3-5 didn’t happen – and what we saw are Pike’s imaginings during his convalescence on Talos IV.

Still frame from Star Trek: Discovery showing Saru, Tilly, and Burnham.
Tilly, Saru, and Burnham in the 32nd Century.

I don’t see how you could subscribe to this theory without also writing off Starfleet Academy, Section 31, and probably Strange New Worlds, too, as they’re all connected. But setting that aside… this theory reminds me more than a little of the Star Wars so-called “theory” that one or more of the sequel trilogy films is “about to be removed from canon!!1!” In short, it feels like a bit of a cope from folks who don’t like Discovery, the 32nd Century setting, and in particular, the Burn.

My personal view, by the way, is that – somehow – a future Star Trek production should find a way to gently push Discovery’s 32nd Century out of the prime timeline, partially because of how depressing the Burn is as a future destination, but also because of how it turns any potential future film or TV show into a de facto prequel to Discovery. But that isn’t the issue here: this theory posits that nothing we saw on screen in Discovery’s 32nd Century actually happened to begin with. That simply isn’t true; Discovery, Strange New Worlds, Section 31, and Starfleet Academy all coexist in the prime timeline. You can choose to disregard different parts of Star Trek from your personal head-canon; fans have been doing that for decades. Or you can choose not to tune in to any new shows set in that era. That’s totally okay. But this theory can be nothing more than head-canon, and a heavy hit of copium for folks who hate where Discovery went.

Theory #16:
Dr Zimmerman used the Professor Moriarty hologram when creating the EMH.

Still frame from Star Trek: Voyager showing Dr Zimmerman.
Dr Lewis Zimmerman.

In the episode Elementary, Dear Data, we saw the creation of a sentient, self-aware hologram: Professor Moriarty, Sherlock Holmes’ nemesis. Moriarty would later be re-activated and trapped in a holographic world, before apparently being transferred to Section 31’s Daystrom Station by the early 25th Century. As one of the first truly sentient holograms, it’s not impossible to think Starfleet would’ve wanted to study Moriarty, figuring out how a simple miscommunication with the Enterprise-D’s computer could lead to such an entity coming to exist.

This theory goes a lot further, though, suggesting that Dr Zimmerman – the creator of the EMH programme – used Moriarty in some way, either as a “template” or just to further his own research. And while nothing on-screen explicitly contradicts this idea, it’s just not something I think makes a ton of sense. Zimmerman is presented as egotistical and selfish, so the idea that he’d rely on someone else’s work instead of developing his own holograms doesn’t make a lot of sense. And it’s strongly implied in DS9 and Voyager that the EMH Mark I (i.e. the Doctor) had a long and difficult creation process, with some of Zimmerman’s more basic holograms coming first. So while the idea of Starfleet researching Moriarty makes sense, I don’t think Zimmerman being involved really does.

Theory #17:
Enterprise’s mysterious “Humanoid Figure” is Archer from the future, and he’s trying to sabotage his own earlier missions. For some reason.

Still frame from Star Trek: Enterprise showing Archer and the Humanoid Figure.
Archer meeting… himself?

This theory has the benefit of having been discussed by some of the original writers of Enterprise – with a suggestion that this was even a seriously-considered plot point for what would’ve been Season 5. But as we said above: time travel, time-loops, and paradoxes are really difficult to get right, and the idea of an older, jaded Archer somehow deciding that he wants to sabotage his own earlier mission and his own life… such a story would be difficult to write in a way that made sense, and it would be a challenge to pull it off successfully.

I’ve always interpreted the “Humanoid Figure” as simply being one of the leaders of a faction from the Temporal Cold War/Temporal Wars, though to be honest, I try not to think too hard about this element of Enterprise. Time travel stories just aren’t my favourites in Star Trek, and a significant portion of Enterprise was taken up by these kinds of plotlines. If the “Humanoid Figure” was meant to be Archer – which he wasn’t, at least not originally, as no identity was built into the character at first – it raises too many questions, and would realistically have needed a multi-episode arc. Given what we know of Archer’s future – his captaincy of the NX-01 and his later role in the founding and leadership of the Federation – this villainous turn (and his apparent acquiring of time travel tech) doesn’t make sense, and I struggle to see how a story could be written to take Archer from the textbook definition of a Starfleet captain to a man who tries (and fails) to sabotage… himself.

Theory #18:
We (the audience) are living in the timeline that ultimately becomes the Mirror Universe.

Still frame from Star Trek: Discovery S3 showing Terrans on the bridge.
Soldiers of the Terran Empire.

Do you ever read something and just think to yourself, “god, you were *so close* to understanding the point… but then you blew it?” The Mirror Universe is *intended* to be uncomfortably close to reality – any sci-fi dystopia is! That’s the point of the genre, and Star Trek’s Mirror Universe is meant to be a mirror (get it?) of our current society’s darkest impulses, moral failings, and inclination towards autocracy. That’s the entire point! It’s Star Trek showing us a dark reflection of ourselves to make us pause and think.

If you see elements of the Mirror Universe in today’s world, that isn’t because we’re in some dark timeline that Star Trek predicted… it’s because the stories were deliberately written that way to show us some of our own failings and societal problems. The point isn’t to fall into depression and pessimism, to say that we’re on a dark path and there’s nothing we can do but wait for the Terran Empire to emerge. We’re meant to look at these stories and say, “let’s do something about that. Let’s make changes for the better.” The Mirror Universe, with its pantomime-level overacting and one-dimensional baddies, has never been my cup of tea, and as a metaphor I think it’s almost too basic and too unserious. But in a way, that’s part of how it works: it’s storytelling by fable. The point was never that we’re locked into a dark path to the “bad outcome,” the point is that we have these dark impulses, but we can overcome them. Bad things can happen, and bad leaders can rise to power – but we can stop them.

Theory #19:
The Genesis Device and replicators are the same technology.

Still from Star Trek III showing the Genesis Planet.
The Genesis Planet.

This one made me smile. In a way, I like the idea of Starfleet looking at the Genesis Project and saying, “yeah, let’s not use it to terraform planets, let’s use it to make bowls of tomato soup.” It’s just kind of small-scale and silly. And it’s true that, out here in the real world, technological innovation often comes from unexpected places. An attempt to create a high-strength adhesive famously led to the weak glue used for post-it notes, for instance!

Star Trek works best when its technologies are deliberately kept vague. That allows for maximum wiggle-room when telling a story, and it also allows for head-canon like this to exist. I guess you could say that, based on what we know of both the Genesis Device and replicators, they both use subatomic particles to change one form of matter into another. But does that mean that one was developed from the other, or that Starfleet shut down Project Genesis only to use the same technology in a totally different way? I don’t see it.

Theory #20:
The entire Soong family are clones – which is why they all look the same.

Composite image of various Soong characters from Star Trek.
A family portrait…

This theory exists for one reason and one reason alone: every member of the Soong family that we’ve met is played by the same actor! Brent Spiner took on the role of Data’s creator in The Next Generation, and this was later expanded in Enterprise and Picard to include new ancestors and descendants of the Soong family. They all look the same because they’re all Brent Spiner. But could there be more to it than that?

Adam Soong, the earliest-known Soong ancestor, was interested in genetic engineering, so could he have cloned himself in the mid-21st Century, sometime after the events of Picard’s second season? I mean, it’s not *impossible*, I suppose. But we know in the prime timeline that genetic engineering has been outlawed, so the practice can’t have continued through the generations all the way to Altan Soong in the late 24th Century, surely.

Theory #21:
Worf has an incorrect (or incomplete) idea of what it means to be a Klingon, because he only learned about his culture from Federation books.

Promo photo for Star Yrek: Picard S3 showing Worf.
Worf.

Worf is a Klingon… but he was raised from a young age by humans. That’s a core part of his character background, and having lived away from his homeworld and his people, Worf can feel torn between his loyalties to Starfleet and to the Klingons. But does Worf truly know what being a Klingon means, having only learned about his culture from books? Some fans seem to think he doesn’t, arguing that it explains why Worf seems to lack the famous Klingon sense of humour, being very dour and serious almost all of the time. Others have even suggested that Worf might have a form of “Klingon autism.”

There is the kernel of an interesting idea here, and I think it could’ve been fun to put Worf into a Klingon story as a “fish out of water,” or better, as someone who *thinks* they know everything… until they’re confronted by people who’ve been immersed in that culture from day one. But Star Trek never went down that route, and there are other examples of stoic Klingons who share some of Worf’s traits. It’s an interesting theory, in some ways, but we’ve spent so much time with Worf over the years, and he’s had so many encounters with a huge number of Klingons, that if this theory were even close to true… we’d have seen something more concrete.

Theory #22:
Romulans are the “true” Vulcans, and Vulcans are the ones who left.

Still frame from Star Trek: Strange New Worlds showing a Romulan commander.
A 23rd Century Romulan.

This just flat-out isn’t true. It’s established multiple times in Star Trek that the Romulans were the ones who left their homeworld behind after rejecting the Vulcans’ moves to embrace logic and purge their emotions. Now, if this theory had said that Romulan culture is the original Vulcan culture, I guess we could have more of a conversation, because there’s a way to read the Romulan-Vulcan split that would say the Romulans preserved a pre-Surak, pre-logic culture that the Vulcans may have possessed. But that’s never been confirmed on screen.

What I think would be a way more interesting theory is this: the Vulcans have *always* known the Romulans’ true identity, but chose not to share that with Earth and humanity, perhaps out of a sense of shame or fear. I think there’s a great case to be made that the Vulcans either kept track of the Romulans or else were able to scan their bio-signs, analyse their language, or something after re-encountering them. It’s always seemed likely to me that Vulcan leadership, at least, was aware of their shared history – even if individuals like Spock may not have been. But this idea that the Vulcans are the offshoot… it just doesn’t line up with what we’ve seen on screen in many different stories.

Theory #23:
There is no “Q Continuum;” there’s only one Q, and after billions of years of isolation and loneliness, he’s developed some kind of multiple personality disorder.

Still frame from Star Trek Picard S2 showing Q.
Q in Star Trek: Picard.

Again, we have a theory that directly contradicts things we’ve seen on screen. As far back as The Next Generation, Q was confirmed to be just one member of a species, and we even met other Q in the show. I guess this theory would also propose that all of those individuals were the same Q, but that doesn’t make a lot of sense, does it? Nor does the idea of a Q civil war, as seen in Voyager, or one member of the Continuum committing suicide. If we’d only met Q a few times, and never seen other members of his race, I’d at least have to concede that this one was plausible. But having met dozens of other Q and literally visited the Continuum itself… I think there’s more than enough evidence to dump this one in the “debunked” pile.

There are mysteries associated with Q, though – not least what became of the familiar John de Lancie character after his apparent “death” in Picard’s second season. I just don’t see this as being a plausible theory, or even something mysterious at all. The Q Continuum exists, other Q exist, and trying to overwrite that would mean dozens of stories would be adversely affected. It’s an interesting thought, for sure, but one that just feels thoroughly debunked by what we see on screen.

Theory #24:
The species that abandoned Armus were the Founders.

Still frame from Star Trek: TNG S1 showing Armus.
Armus.

This theory obviously comes from Armus and the Founders both existing in a liquid state, and I can see why it might seem plausible on the surface. But there are two pretty big issues which, in my view, render it null and void. Firstly, Armus lives in the Alpha (or Beta) Quadrant, whereas the Founders and Dominion are native to the Gamma Quadrant. Without access to the Wormhole (which the Founders canonically did not know about until they met the Federation), that’s a decades- or centuries-long journey.

Secondly, and perhaps most importantly, if the point of creating and abandoning Armus was for the Founders to shed their “skin of evil,” and to leave all of their negative traits and qualities behind… it didn’t exactly work, did it? The Founders are paranoid, hateful, and view themselves as superior to most other forms of life. So… how is Armus alone the sum total of all of their negative qualities? Between that and the distances involved, I have to say that I don’t find this one to be plausible. The fact that both the Founders and Armus are liquid doesn’t do enough to outweigh that.

Theory #25:
Apparent discrepancies between The Original Series and the rest of Star Trek are because TOS is a holonovel being viewed from the 24th Century.

Promo image of Kirk, Spock, and McCoy from Star Trek.
Kirk, Spock, and Dr McCoy.

I admire the lengths some fans are willing to go to in order to smooth out inconsistencies in Star Trek’s canon. A similar theory states that These Are The Voyages didn’t happen as shown, because it was an exaggerated or misremembered holo-programme. But in this case… I mean, firstly there’s just no evidence at all that a single part of TOS is a holo-programme. Then there are episodes like Trials and Tribble-ations, which very clearly show that TOS and the 24th Century share a setting. And while there can be inconsistencies within Star Trek’s canon, I’m not even convinced at this point that the line should be drawn between TOS and the rest of the franchise. Why not between, say, Voyager’s finale and everything that came after?

This will sound unsatisfying, especially for folks who love to theorise – and I get that, believe me. But the plain and simple fact is that these discrepancies and inconsistencies exist because Star Trek is a long-running franchise, and these are stories. Sometimes, a new story seems to overwrite or retcon something, or makes a change that’s inconsistent with what came before. While I have argued in the past that internal consistency is important, I’m also not a stickler for the tiniest minutiae of canon, and I believe there’s enough wiggle-room in Star Trek for all of the various parts of its universe to coexist in a single setting.

So that’s it… for now!

Still frame from Star Trek IV showing the sun on the Bounty viewscreen.
We’re flying too close to the sun…

I hope this has been fun. Twenty-five theories was a lot, but at the same time… I feel there’s more to this idea. So if your favourite bad theory didn’t make the cut, stay tuned. I may revisit this concept in the future, if I can find more fan theories to pick on.

As I said at the beginning, this was meant to be a bit of fun, and not something to get too wound up or upset over. While I don’t personally subscribe to any of these theories – for reasons I’ve tried to explain – I found all of them to be interesting, and I don’t want to dent anyone’s passion for Star Trek. I’m a theory-crafter myself, so I respect and appreciate other folks putting their theories out there to be discussed.

HD still frame from the documentary What We Left Behind showing a close-up of DS9.
It’s DS9!

I’ve got a few more ideas for articles and columns as Star Trek’s huge sixtieth anniversary year rolls on. How many TV shows and franchises can say they’ve made it this far, eh? Not many, that’s for sure! It’s a testament to how amazing this franchise is that so many years later, people like us are still discussing and debating every aspect of Star Trek, and still enjoy getting lost in this fantastic setting.

So please stick around throughout 2026 for more pieces celebrating all things Star Trek! Next month, I daresay I’ll be writing a review of Starfleet Academy’s first season. And I’m still hopeful we’ll see Strange New Worlds before the year is out. And there are other theories, discussions, and episode re-watches to get into, too.

Thanks for tuning in this time… and Live Long and Prosper, friends!


The Star Trek franchise – including most films and TV series discussed above – can be streamed now on Paramount+ in countries and territories where the platform is available. Many are also available on DVD and/or Blu-ray. The Star Trek franchise is the copyright of Skydance-Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Civilization VII: One Year Later

One year ago today, I published my first impressions of a game I’d been incredibly excited to play: Civilization VII. This was a title that I violated two of my game-buying rules for – no pre-ordering, and no paying for expensive special editions. But Civilization VI had been one of my favourite games of the past decade, not to mention a title I’d sunk well over a thousand hours into, so I was content to pay a bit of a premium to get my foot in the door early with the next game in this long-running series.

Civilization VII ended 2025 as my most-played game, with just under 160 hours of playtime across the year. And I rewarded the game – somewhat reluctantly – with the award for “Best Strategy Game” at my annual End-of-Year Awards in December as a result. So… I must be pretty pleased with my purchase, right? This is surely a game that I’m happy with and content to recommend to all of you.

Right?

Screenshot of Civilization VII showing line infantry in the modern era.
Civilization VII is one year old.

The truth is that I put Civ VII down a while ago, and while I’ve periodically fired it up and played a round or two to check out new leaders or new factions, I’m not as enamoured with the game as I want to be. One year on from the game’s “early access” days, Civ VII still feels like a work in progress, with both highly-requested changes and basic bug fixes still not having been implemented. I can still see the *potential* in Civ VII, but the truth is… I kinda hoped that the game would be closer to realising that potential by now.

Cool new ideas – like a pirate leader, or a faction that can explore across the oceans in the Aniquity Age – can only take Civ VII so far when the core gameplay still feels like it’s missing things. The game’s launch saw some genuinely fun additions to the Civilization series’ turn-based gameplay: navigable rivers, faction-specific civic trees, and crises as eras wind down. But these have felt limited; there are only a handful of crises, for instance, and I seemed to be getting the same one over and over again, so I ended up turning the mechanic off in most games. Faction-specific civics are a neat idea, but there are only a handful of these per era, so their impacts are limited. And usually, they’ve led to things like unique units or buildings – which don’t feel all that special, as they’re things past games have had.

A screenshot from Steam showing the hours played and last date played for Civilization VII.
I hadn’t played Civ VII in a couple of months before writing this piece.

I’m not a “hater” of Civ VII’s main new gameplay mechanics: switching factions mid-game and eras. But I would be lying if I said that the way these have been implemented is perfect. Or even, y’know… good. When literally *everything* changes at the end of an era, it feels more like a restriction or a limitation on gameplay rather than something new and fun. To use the example I picked on last time we talked about the game, wars are automatically ended when an era draws to a close. This has meant, in practical terms, that there’s a time limit on preparing for and launching a war, with there being almost no point in declaring war as an era winds down. And if you’re on the defensive, all you have to do is hold out until the era ends and peace is enforced. An idea that should have been new and creative has ended up encouraging either rushed play or very defensive play in a lot of games… and whether you like those styles of play or not, the restriction is the point.

In some games, I might be playing a more militaristic faction and leader and be happy to rush into an early war. Others, I might be playing a diplomatic-scientific civ, working my way towards a scientific victory. If the way I play the game is narrowed and restricted by the way these new era and faction-swapping mechanics are implemented… then they aren’t being implemented very well. And likewise, if some new features – like the crises – are so repetitive that I end up turning them off? That’s another indication that Civ VII isn’t well-balanced and didn’t spend enough time in development.

Screenshot of Civilization VII showing a plague-hit city.
I kept getting hit with the same crisis game after game.

For me, I think that’s the key takeaway after one year of Civilization VII: this game was rushed to release and launched too early. Many of the issues with the game would’ve been flagged up in testing, and refinements, changes, or additions could’ve been made. I still think that Firaxis would’ve been committed to the eras mechanic, and probably was caught off-guard by the scale of the backlash to it, but many other features that have either been patched or still need to be patched would have been fixed had the game been afforded another twelve months of development time.

Some of the issues that I flagged up *have* been corrected. I no longer encounter, for instance, barbarian city-states killing NPC factions early in the Ancient Age, which had been a noticeable issue for me in a number of games that I attempted to play. And an update to the way era transitions play out has removed some of the limitations and restrictions that the mechanic introduced to the game. I think it’s commendable that Firaxis is willing to listen to player feedback and work on these things – but to be blunt about it, it should’ve been obvious, even to the folks who were the most committed to this new system, that these would be unpopular. *Forcing* players to end wars and rearranging (or even deleting) military units midway through a game… no one thought there’d be objections to that?

Screenshot of Civilization VII showing archers and Mount Everest.
It feels like there’s no point starting a war as an era winds down.

There are still problems, though. And some of the planned changes that Firaxis has been teasing for months – most significantly, the ability to play as a single faction through all three eras without being forced to switch – are bound to introduce new ones. One thing that works reasonably well, when compared to other Civ games and a lot of other 4X strategy titles, is that most factions feel balanced. As an example: if I’m playing in the Exploration Age, I have faction bonuses and possibly unique units and buildings that are specific to that era of the game. In Civ VI, if I’m playing as the Egyptians, my unique units only exist in the early game, and any benefits I might’ve gotten from them are gone after a few turns. If I make it to the late game and I’m facing off against someone like the Americans, they have era-specific bonuses that I lack. Civ VII got around this pretty well.

But by introducing the ability to play as one faction through all three eras – which the developers *clearly* never intended to bring into the game and arguably didn’t want to have to include – there’s a real risk that things will become a lot less balanced. If I’m playing as the Romans, and we reach the Exploration Age, am I going to be at a disadvantage if everyone else is playing a faction with era-specific unique units and bonuses? And most importantly: will Firaxis take enough time to properly test the way this feature is implemented? The studio quite obviously didn’t do that in the run-up to the game’s launch a year ago, or we wouldn’t be having this conversation, so I’m not confident about this addition. It feels like it’s being rushed to meet player demand – and while I absolutely appreciate the team listening and reacting to feedback, such a large overhaul to something fundamental to Civ VII desperately needs to be tested, tested, and tested again.

Promo graphic celebrating the anniversary of Civilization VII.
Promotional artwork celebrating the game’s first anniversary.

Civilization VII received mixed reviews, and it’s no exaggeration to say that a lot of players who tried it out have since drifted back to Civ VI or even Civ V; both games routinely beat Civ VII in player counts, at least on PC – according to tracking website SteamDB. At time of writing, for instance, there are three times as many players in Civ VI as there are in Civ VII, and even Civ V has almost twice as many players in-game. It’s not existential yet, but there are real causes for concern.

The reason I bring up player counts is simple: if this update rolls out and is either not what players asked for or introduces a number of new issues to the game – like the aforementioned potential balancing problems – that could be the final straw for a lot of folks. Players who’ve gone back to earlier games in the franchise while waiting for this exact update could easily decide that it’s no longer worth it, and Civ VII could simply… fade away. Firaxis and 2K have killed off Civ games before – Beyond Earth, for instance. Realistically, to reach the heights of Civ VI and even Civ V, this new game needs years’ worth of updates and DLC… but I’m not convinced it’ll stick around long enough to get them. It’s easy to see 2K pulling the plug if sales, review scores, and player counts don’t improve. Are we in the last-chance saloon? Not yet. But… it could be closer than you think.

Screenshot of Civilization VII showing a declaration of war.
Gilgamesh declares war on Friedrich.

The frustrating thing about Civilization VII (beyond the amount of money I spent on it, I guess) is how I can sense there’s a genuinely good game hiding beneath the surface. But for a plethora of reasons – some big, some small – it’s being held back. And when many of these could and should have been figured out before last year’s launch… the inescapable conclusion is that the game was rushed. Games can recover from an underwhelming launch, but time’s running out for Civ VII, and if the promised update to faction-swapping and eras underdelivers… I struggle to see the game getting another chance to recapture wayward players.

So that’s where we are, one year on from Civ VII’s early access launch.

I’ve played some entertaining games in my 160-odd hours with Civilization VII. But I’ve also had some frustrating experiences as the game’s biggest new features feel more like limitations and restrictions than an expansion of the formula I so greatly enjoyed in the previous instalment. However, I’m glad that Firaxis and 2K are listening to feedback and have shown a willingness to change unpopular mechanics – even if I would argue that some of those things should have been so blindingly obvious that they should never have been present at launch to begin with.

Still frame from a Civilization VII update video showing a work-in-progress new feature.
Changes are belatedly coming to Civilization VII.

I’m trying to remain hopeful for Civilization VII’s future, but to be blunt… I have no real desire to jump back in right now. I fired up the game and played a couple of matches to take screenshots for this piece and to try out Gilgamesh – the returning leader who’s been added as a freebie. But I don’t feel compelled to play “just one more turn” in the way I did with Civ VI, so until the big update is ready… I expect I’ll put Civilization VII back on the shelf. If the new update is as major and transformative as has been promised, I can see myself getting back into the game, and possibly playing it for many more hours. But as things stand… I stand by what I said last year: Civilization VII was released too early.

I hope this has been interesting. I tried to be fair to Civilization VII and its development team, but when I paid £120 for the deluxe edition… that’s a lot of money, and there are higher expectations as a result. Speaking for myself, Civ VII has yet to fully meet those expectations, and the updates and additions that have launched over the past twelve months have felt incremental at best, and far from the genuine expansion or transformation that the game really needs.

I’m keeping my fingers crossed for better things from Civilization VII. But I’m also contemplating the possibility that this game won’t stand the test of time. So… roll on Civ VIII?


Civilization VII is out now for Linux, MacOS, Windows, PlayStation 4/5, Xbox One/Series consoles, and Nintendo Switch/Switch 2. Civilization VII is the copyright of Firaxis and 2K. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Thoughts on a (Potential) Morrowind Remake

Spoiler Warning

Spoiler Warning: Beware minor spoilers for The Elder Scrolls III: Morrowind. Minor spoilers are also present for Oblivion, Skyrim, and Starfield.

A quotation from former Bethesda developer Bruce Nesmith has been doing the rounds over the last few days, sparking a bit of conversation in role-playing games and Bethesda communities about the prospect of a remake or remaster of The Elder Scrolls III: Morrowind. I thought it could be fun to talk about that today, and consider what a Morrowind remake could or should look like – as well as whether it’s even *remotely* possible in the near future.

The original quotation from Nesmith is quite long, so I’m going to pick out the key parts that I find the most interesting. If you want to read the whole thing in context (as well as the rest of his interview with Press Box), I’ve linked it at the end of this article.

“[…]go back and play Morrowind and tell me that’s the game you want to play again. […] you go back and play a 20 year old game and you will cringe. […] the reality of playing Morrowind would not stand the test of time, in my opinion. Now if you were to completely remake Morrowind with the Skyrim engine, to try and rebuild it from the ground up, that’s a whole other story[…]”

Mock-up of a "Morrowind Remastered" title screen
Could it really happen one day?

So, as you can see, what Bruce Nesmith is basically saying is that Morrowind is – in his opinion – too outdated to be given the same kind of treatment that the recent Oblivion remaster got; that the only way to recreate the game for modern players would be to remake it from scratch. And I have to say… I’m inclined to agree on the latter point, even if I don’t agree at all that going back to replay Morrowind today feels in any way cringeworthy!

Morrowind lacks a lot of features that players today would want in an action/RPG, and some of its core gameplay systems are just… from another time. Morrowind launched at a moment of transition; it was a pioneer of the open-world genre, and being a pioneer often means that the folks who come later have a chance to refine things and make the experience a bit more smooth. The game doesn’t have voice acting, for instance, and while I’m perfectly happy to play text-based games… it’s not something that players today would accept as easily. It makes Morrowind more of a niche title, in that sense.

Early concept art for "Tribunal" (later renamed Morrowind) circa 1999-2000.
Early concept art for “Tribunal” – the game that would later become Morrowind.

Morrowind’s combat is also clunky, even by Bethesda standards, with every attack being determined by a “hit calculator,” which can lead to a pretty jarring disconnect between what you see on screen and how the game reacts. You’re standing right in front of a monster or villain, swinging your sword, but Morrowind’s digital roll of the dice says you didn’t score a hit – even though it looks like you absolutely should’ve! In 2002, that was just something I kind of… rolled with (if you’ll excuse the dice pun). But today, I can see it being something players would criticise.

Removing or updating such a core component of the game effectively means Morrowind would need to be rebuilt from scratch. Adding fully-voiced NPCs might be possible in the current engine, but I’m not a programmer, so I’m not positive about that. But something as major as implementing an entirely new combat system… that seems like major work.

Screenshot of The Elder Scrolls III: Morrowind showing an NPC text box.
Morrowind had minimal voice acting.

Setting that aside for a moment, though, I think there’s a compelling *business* argument for Bethesda to remake Morrowind – namely, the incredibly long wait for The Elder Scrolls VI.

Not long ago, I covered remarks from Bethesda executive producer Todd Howard, in which he said that the next entry in The Elder Scrolls series was still “a long way off.” I said that we knew that already; The Elder Scrolls VI seems, to me, to be a 2028 or 2029 game at the earliest. But if a Morrowind remake were possible in the interim, wouldn’t it be a good idea?

Alternatively, Bethesda could sit on this idea for a year or two, perhaps comissioning a remake that could launch sometime in the 2030s, while the main studio is busy with potential new entries in the Fallout series and a sequel to Starfield. One of Bethesda’s biggest problems right now, as game development moves on and games take longer and longer to make, is the studio’s outdated (and stupid) insistence on only crafting one game at a time. Outsourcing the remake of Morrowind to a subsidiary or partner – as happened with last year’s Oblivion remaster – would be one way to keep the series fresh in players’ minds, assuming there’s going to be another very long wait in between titles.

Screenshot from The Elder Scrolls: Legends showing a Cliff Racer in flight.
Remember the Cliff Racers?

Depressingly, I guess that means I’m unlikely to play a potential Elder Scrolls VII, even if it were to get made! I mean, on current form, a sequel to The Elder Scrolls VI might not launch till, say, the mid-2040s?

But the point stands! If Bethesda plans to continue with its current approach to making games, there’s a good reason to commission remakes or remasters of basically the entire back catalogue. Filling the ever-growing gaps in between major releases with these kinds of projects isn’t a bad idea, in theory, and as long as the project was handled well and not rushed, I could absolutely see a remade Morrowind finding an audience.

Concept art for The Elder Scrolls III: Morrowind showing Balmora.
Concept art for Morrowind showing the town of Balmora.

One of the things that can be disappointing or disheartening, sometimes, is hearing younger folks say they could “never” play a game from before, say, 2010 or 2005, because they find the gameplay to be clunky and the graphics too outdated. I guess that must’ve been how my parents felt when I criticised some of their favourite black-and-white films or TV shows from the ’50s! But as someone who played and fell in love with Morrowind in 2002, I would love it if new players could find an easy way into playing this incredible title.

A remake offers something to new players that even mods can’t. Yes, I agree that there are some fantastic graphics mods out there for Morrowind, capable of enhancing the game a lot. But a lot of folks don’t like to mess about with mods, have never done anything with mods, or don’t know how to get started – so an *official* remake is naturally going to find a much bigger audience. Compare the number of folks who played the Oblivion remaster to the number who’ve downloaded the most popular Oblivion graphical overhaul mods, just as an example.

Only one graphics mod (on popular modding site Nexus Mods) exceeded one million downloads for Oblivion, whereas the official remaster reached over nine million players in less than a year.

Key art for TES IV: Oblivion Remastered.
Last year’s Oblivion remaster reached way more players than any mod for the original game ever could.

The thing with a remake, though – especially if, as Nesmith suggested, a partner studio would recreate Morrowind’s world and NPCs in the engine used for Skyrim, or even the updated engine used for Starfield – is that there’d undoubtedly have to be changes and sacrifices. One of the double-edged swords of Oblivion and Skyrim when compared to Morrowind, in my opinion, is the removal of quite a few things: spells, weapons, character classes, and other features.

Did you know you could use spears and halberds in Morrowind? How about throwing knives and darts? There’s a levitation spell that lets you fly and hover – and it could be great for navigating the world and getting around obstacles. Mark and recall spells were so useful – allowing you to set a point on the map and return there by casting a spell, or even using a scroll or enchanted item. Morrowind also contained a lot of unique creatures that never appeared in Skyrim or Oblivion – and not just the ubiquitous Cliff Racers and Slaughterfish!

Screenshot of The Elder Scrolls III: Morrowind showing a player holding a spear.
Using a spear in Morrowind.

My point is that, unless a remake in the Creation Engine 2 *also* came with an overhaul to said engine, sacrifices would have to be made. Morrowind’s introductory sequence, with its classes, might have to be changed, and with no character classes in Skyrim at all… how well would that translate? And if a partner developer wanted to port the class system into a new engine… how difficult would that be, and how much work might be needed to get it to function properly? Bethesda’s most recent title, Starfield, had character backgrounds and a few traits, but nothing on the scale of Morrowind.

There are mods to bring classes to Skyrim, so obviously it’s technologically feasible to do so in that engine. Whether it would be easy, though, and how well Morrowind’s pre-made and custom classes would port… I don’t know. It would be a shame to lose something so central to the experience; a feature that gave Morrowind such genuine replayability. In fact, I’d go so far as to say that, if classes can’t be part of the game, don’t bother with the remake at all. If something so fundamental has to be stripped out, maybe it’s better to just… not do it.

Screenshot from The Elder Scrolls III: Morrowind showing a custom class.
Creating a custom class.

So that’s really my biggest concern, if a remake were to be announced. Could a remake retain the diversity of in-game systems, magic spells, weapons, classes, and more that made Morrowind the in-depth role-playing adventure that it was? And if not… will the sacrifices be worth it? If we get a shinier, more visually-appealing game, but one that’s lacking in that depth… will it even be the same game? Sure, some storylines might be the same, with fully-voiced characters who all look way better and more high-res than they ever did. But if the game is fundamentally transformed into less of an RPG and more of an open-world action/adventure… would it even still be Morrowind?

In recent years, Bethesda has shown a preference for making everything in its games accessible and playable in a single playthrough. Morrowind didn’t have that. Joining one of the three Great Houses would permanently cut off the other two. Joining one of the vampire clans likewise cuts off the others. And there are two religions which are effectively mutually-exclusive, too. Would *modern* Bethesda be okay with that? Or would a workaround be forced into the game, allowing players to join every faction and play every quest on a single save file? Again… that would detract from what made Morrowind the game it was.

Screenshot of The Elder Scrolls III: Morrowind showing the head of House Telvanni.
Archmagister Gothren, the head of House Telvanni.

Then we come to killable NPCs. Morrowind was famous (or infamous) for allowing the player to kill anyone – including NPCs who were critical to the main quest and faction questlines. Because of its open world, it’s possible to stumble into a random building, ruin, or camp containing NPCs who may be critically important later in the game – and kill them to loot their stuff! But I can’t imagine *modern* Bethesda greenlighting something like that; today’s Bethesda seems to have far less confidence in the intelligence of its players.

Modern Bethesda games are less free and more… restricted. Oblivion, Skyrim, Fallout 4, and Starfield all have mission-critical NPCs who literally cannot die, and that makes those games fundamentally different from Morrowind. While Morrowind doesn’t have the “take any approach you like” game design as, say, Baldur’s Gate 3 does, it’s a much less linear and more open game than the likes of Starfield and Skyrim. In part that’s because it’s possible to get locked out of quests, or to have to find complicated workarounds if vital characters die.

Screenshot of Starfield showing an essential NPC on Neon.
An unkillable NPC in Starfield.

I just can’t see the Bethesda of today being okay with that, even in a remake. Unlike character classes or lockable faction quests, the handful of killable NPCs who actually matter to the story isn’t massive, and I’d wager that *most* players don’t jump into a new save file and immediately rush to murder the god Vivec! But as a point of principle, removing the ability to kill these vital NPCs would also be a change for the worse, in my opinion. Morrowind didn’t need training wheels and guard rails in its original form… so why add them in now?

Then there’s the map and journal. Since Skyrim, if not Fallout 3, Bethesda has been a fan of quest markers; big on-screen arrows pointing you in the right direction. Morrowind didn’t do that – and some quest direction in the journal actually take a bit of thinking and puzzle-solving to figure out. Again, I can’t see today’s Bethesda being okay with that. But with a smaller map, wouldn’t quest markers make the game less fun? I’d argue they would.

Screenshot of The Elder Scrolls III: Morrowind showing the journal.
The player’s journal in Morrowind.

If these things were added as toggleable options for players coming to Morrowind from more recent games, I’d be okay with it. I’m a big believer in accessibility in gaming, and I’m not trying to argue that games were better “back in my day,” when technological limitations prevented things like quest markers or unkillable NPCs from existing! And if someone wants the more streamlined experience of Skyrim but in Morrowind’s world… I mean, I’d be okay with giving players options to set that up. That way of playing could even be the default.

But if it was the *only* way to play a Morrowind remake, I think that would be a bit of a disappointment. I’m all for adding accessibility features, shortcuts, and even cheats to games to help players make the most of their time in a game world – but not always at the expense of other ways to play. And for me, as someone who played and loved the original Morrowind, I’d want to recreate as much of that experience as possible – just with a better, more modernised graphical style.

Screenshot of The Elder Scrolls III: Morrowind showing a player armed with a sword on a road.
Exploring the open world.

But okay, let’s not get upset about hypothetical changes to a probably-not-being-developed remake!

I think there are positives here – reasons why remaking Morrowind could work. And I think there are ways to do it that would give both new and returning players enough choices to tailor the experience to either the classic way to play, a more modern Starfield/Skyrim style of play, or something in between. And expanding Morrowind to give the game and its wonderful stories the opportunity to be experienced by a new generation of players is a fantastic idea. I’d say there’s *more* of a point to remaking Morrowind than there was to remaking Oblivion.

So… I disagree with Bruce Nesmith. Depending on how a remake was handled, there’s a ton of value in going back to Morrowind to give it an overhaul and present it to a new audience. As long as there were options for fans of the game to retain at least part of what made it so special the first time around, I’m all in favour of a remake.

Pre-release render of Ebonheart from TES III: Morrowind.
An early wireframe render of the city of Ebonheart.

However, I think there are reasons to be concerned about a remake, given Bethesda’s recent form.

For one, I’d be *astonished* if a hypothetical Morrowind remake didn’t launch with a stupid “deluxe edition,” offering players a crappy digital sword, character skin, or something like that for a ridiculous extra fee. Then there’s Bethesda’s stripped-back game design, and how well Morrowind could be ported into an engine that doesn’t do character classes and that has fewer magic and weapon options. Bethesda’s insistence on making the entire game available in a single playthrough could mean that some of Morrowind’s replayability is likewise harmed.

But… despite some issues giving me pause, I think I’d still like to see a remake. Even if it wasn’t *as good* as the original experience, and even if some features had to be sacrificed, there’s still a fun story – or rather, “stories,” plural – at the heart of Morrowind that I’d love to see new players get the chance to experience. I don’t blame folks who grew up post-Skyrim looking back at games from the early 2000s and being turned off by clunky gameplay and outdated graphics; it’s natural to feel that way. And if I can’t convince younger folks to give Morrowind a shot on its own or with some of the player-made mods… a remake is a great option.

Promo screenshot of TES III: Morrowind showing combat with a guard.
Should Morrowind be remade?

That being said, I suspect Nesmith is right about one thing: Bethesda isn’t interested in this. The higher-ups likely share his view that the game is outdated and cringeworthy, and would need too much of an investment to make it “playable.” So… as much as I’d like to see it, I get the impression that a Morrowind remake isn’t coming any time soon. Never say never, of course, and there are good business reasons for moving forward with a project like this. But in the short-to-medium term? Don’t bet on seeing a Morrowind remake, I’m afraid.

I hope this has been interesting. Despite the fact that I don’t expect this to actually happen, Bruce Nesmith’s comments did, for a moment, spark some interest in the Bethesda fan community about a potential return to Morrowind, so I thought it was worth having a discussion about it! And if you really want to get back to the Dunmer’s home province, don’t despair! You can visit parts of Morrowind in The Elder Scrolls Online, the island of Solstheim in one of the Skyrim expansion packs, and there are a huge number of fan-made graphics mods and other overhauls which can take the original game and really modernise it. So… check out Nexus and other modding sites!

I keep meaning to fire up Morrowind again and have another adventure in that world. Maybe 2026 will finally be the year I complete the Tribunal Temple questline… who knows? Have fun out there… and watch out for Cliff Racers.


The Elder Scrolls III: Morrowind is out now for PC and Xbox consoles. The Elder Scrolls series – including Morrowind and all other titles discussed above – is the copyright of Bethesda Game Studios, ZeniMax Media, and/or Microsoft. Some art courtesy of UESP. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.


You can find the original interview with Bruce Nesmith, including the full quote about Morrowind referenced above, by clicking or tapping here. (Warning: Leads to an external website).

The SpongeBob Movie: Search for SquarePants – Film Review

A Spongebob-themed spoiler warning.

Spoiler Warning: Beware of spoilers for The SpongeBob Movie: Search for SquarePants.

My first encounter with SpongeBob came in 2005, when the first SpongeBob SquarePants Movie was released here in the UK. I think I was dimly aware of the show before then, thanks to its merchandise, but I hadn’t watched any of the episodes. A friend suggested going to see it at the cinema, though, and I must’ve thought that it sounded like a good time. It was one of the last films I saw at a small, family-run cinema before it closed down – the town is now served only by a branch of Vue (or one of those other chains, I forget which).

The point is that, for me, SpongeBob SquarePants started as a cinematic experience, and the first film is what led to me going back to watch some of the show’s earlier episodes. I wouldn’t call myself “a fan” of SpongeBob to any great extent – and I was surprised to learn, not that long ago, that new episodes and seasons are still being produced. But the first film was enjoyable, as were many of those earlier episodes, and while I’m not at all caught up on recent seasons or any of the spin-offs… a brand-new SpongeBob movie seemed like it could be a fun way to spend ninety minutes or so.

Derek Drymon, Bill Fagerbakke, and Tom Kenny at an event for The SpongeBob Movie: Search for SquarePants (2025)
Voice actors Bill Fagerbakke (left) and Tom Kenny (centre) with director Derek Drymon and their characters at an event for the film.

So when I saw that The SpongeBob Movie: Search for SquarePants was available to rent, that’s what I did! And I had a pretty good time with the film, to be honest with you. I don’t know whether I can recommend paying a lot of money for the film on video-on-demand, but I expect it’ll land on Paramount+ (or perhaps another streaming service) within the next few weeks or so, and it’s an easy recommendation if you’re already signed up. If you don’t mind waiting, I think there’s plenty of fun to be had with The SpongeBob Movie: Search for SquarePants, whether you’ve got kids or whether you’re just a kid at heart – like yours truly.

I went into The SpongeBob Movie: Search for SquarePants hoping to have an enjoyable time, but not really with sky-high expectations. The change in animation style was certainly noticeable at first (other SpongeBob films and spin-offs have used 3D animation, but this is the first such project I’ve seen), but I found I got used to it pretty quickly. We’ll get into more detail about the CGI in a moment, because I have a few thoughts on how well it ultimately worked, but once the film got going, I found myself content to go along for the ride.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing Conch Street.
Conch Street, as it looks in the new animation style.

Story-wise, Search for SquarePants had a relatively straightforward kids’ movie plot. Nothing about SpongeBob’s quest to become a “big guy,” nor the Flying Dutchman’s scheme to trick him, felt groundbreaking, but the principal characters had solid, easily-understandable motivations that successfully kept things feeling reasonably grounded. When the story involves pirate ghosts and talking sea creatures, that’s no easy task! A couple of the secondary characters got somewhat of an arc of their own, too, including newcomer Barb the ghost-fish. But at a couple of points, I felt that Squidward and even Patrick – mainstays of the franchise – were almost included in the film by default.

There were also noteworthy omissions from the cadre of principal characters from the main show. Sandy the squirrel got a cameo, but Pearl, Karen, and Plankton were all entirely absent. I think there have been TV movies starring some of those characters in recent years, so that could be why. In terms of the story that *this* film wanted to tell, I can see why those characters would’ve felt superfluous or even distracted from the main narrative. But I find it interesting, in any case, that a decision was taken to keep the film focused on just a handful of characters from the main series – including an antagonist who is really a relatively small part of the world of SpongeBob SquarePants.

Key art/concept art for The SpongeBob Movie: Search for SquarePants (2025).
Promotional artwork for the film.

The Flying Dutchman – played in this appearance by Mark Hamill – is an incredibly memorable villain from the original show, despite only making a handful of appearances. And a ghostly character like that was a wonderful choice to bring to the big screen for a bigger role. The Flying Dutchman’s design (both in 2D and now in 3D) is fun, reminding me a bit of LeChuck from the Monkey Island games – and while he’s definitely spooky, I don’t think he’d really frighten the film’s intended young audience. Maybe some especially sensitive little ones wouldn’t enjoy a story about a ghost, but for the most part, I think the Flying Dutchman walks a line between being fun in a spooky way without being actively frightening.

And the same is true of the Underworld – a major setting for the film’s adventure. There are monsters and a river of ooze – but the designs are definitely kid-friendly! I’m a big old scaredy-cat sometimes, so even I appreciated that these designs leaned more into “weird and wacky” than “terrifying,” and I’m sure a younger audience will, too.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing a monster.
An example of the kinds of monsters the film depicts.

Mark Hamill gave an outstanding performance as the Flying Dutchman, and it wasn’t until I looked into it that I came to realise he wasn’t the original voice actor from the TV series; his performance felt seamless. Maybe if you’re a huge SpongeBob fan and you’ve watched all of the Halloween and Flying Dutchman episodes over and over again you’ll pick up on some subtle differences, but speaking for myself, I really wouldn’t have known that Hamill wasn’t the instigator of the role. And his performance – both vocally and in the film’s live-action sequences – was fantastic.

What I appreciated about the Flying Dutchman is the same thing I value in basically any cinematic villain: he has a genuine reason for doing what he does, he isn’t “evil for the sake of it,” and his backstory was even kind of… sympathetic. The Flying Dutchman is cursed to roam the seas as a ghost for eternity – and he wants to find a way to break the curse, even if that means sacrificing someone else to suffer the same fate. We aren’t meant to agree with the actions he takes – setting up SpongeBob to take his place, nor abandoning his first mate when he finally gets what he wants – but we are able to understand where he’s coming from, at least. And if you stop to think about it, whatever crimes the Flying Dutchman may have committed all those years ago… does it justify a punishment of infinite duration?

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing the Flying Dutchman and SpongeBob.
The Flying Dutchman with SpongeBob.

This is a kids’ film, and it’s part of a franchise that’s been running for more than a quarter of a century. So it was very possible that the film’s villain wouldn’t have had any of those subtleties or nuances; we could’ve got a story about the Flying Dutchman wanting to steal SpongeBob’s soul for no other reason than “that’s what I like doing.” But I truly appreciate that the film went out of its way to make the villain someone we can, at the very least, understand. He still comes across as selfish, and the comeuppance he gets at the end therefore feels justified – especially after how he treated his first mate.

But there’s a tiny twinge of sympathy in the Flying Dutchman’s presentation; the sense that this is a man who, despite his obvious flaws and deficiencies as a person and a friend, is suffering a horrible otherworldly punishment. Perhaps that’s something primal, that empathy for even the most selfish villain… or maybe I’m totally misreading the room! But for me, the Flying Dutchman having a genuinely understandable motivation elevated the main story of the film, and made it that much better.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing the Flying Dutchman.
The Flying Dutchman made for a strangely understandable antagonist.

Before we come to SpongeBob himself, the second character who gets an arc of sorts is Mr Krabs. Krabs’ story is a bit more simplistic, as he learns a lesson about boasting, exaggerating his achievements, and just generally lying and being deceitful. He begins the story by exaggerating his past to SpongeBob, painting himself as an all-conquering hero, and this in turn kicks off the main story. Krabs has to come to terms with the fact that his lying caused SpongeBob to get tangled up with the Flying Dutchman, and it’s clear that Krabs genuinely cares about SpongeBob *as a person*, not just as a money-earning employee. That isn’t always present in the show, from what I recall, so it was sweet to see.

There was kind of a father-son thing going on with SpongeBob and Krabs, even though the pair spent most of the film apart, and that culminated in Krabs risking everything – and losing everything, at least for a while – trying to rescue SpongeBob from his grizzly fate. As with the Flying Dutchman above, this mini-arc and an understandable motivation gave Mr Krabs’ story a bit more depth; it would’ve been easy for the film to say “SpongeBob’s friends are going to try to rescue him just because!” and leave it at that. But this additional storyline added a lot and helped keep Mr Krabs feeling a bit more grounded and realistic. The way this was conveyed, too, with Krabs continually looking at SpongeBob’s old ID card, was pretty creative.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing Mr Krabs and SpongeBob.
Mr Krabs and SpongeBob at the beginning of the film.

The Search for SquarePants uses, as I mentioned earlier, a 3D animation style. That’s a change from not only the SpongeBob SquarePants TV show, but also from that first film that I saw some two decades ago! For the most part, the change in animation was neither a positive nor a negative thing; it’s just the way this film looks, and I was fine with that. But there are a couple of things I wanted to point out – it’s up to you to decide whether these are issues, nitpicks, or even intentional!

SpongeBob’s skin(?) has a weird effect to it where some of the holes or depressions on his face will stay stock still while the background texture moves around them. It was only really noticeable in close-ups, but it was weird – and it’s one of those things that, once I started to notice it, I found that I *kept* noticing it every time the titular sponge was in focus. It feels like a bit of an animation shortcut, and it might be the kind of thing that hardly anyone picks up on. But I did notice it… and while it’s not the worst thing in the world, it didn’t look fantastic.

Six (cropped) frames of SpongeBob from the 2025 movie Search for SquarePants.
It’s subtle in still frames, but look at the two large holes on the bottom-left of SpongeBob’s face, compared to the texture around it. See what I mean?

Sticking with the animation, there was a kind of rubbery, stretchy effect to some of the characters. I noticed this most with Mr Krabs and Patrick; their shell/skin appeared to have the texture of rubber or stretchy plastic. This may have been a deliberate choice, with the animators leaning into a visual style that was a little more textured, less flat, and less “shiny” than some CGI films can be. In any case, I didn’t really have a problem with it; it made the film feel more “cartoony,” if that makes sense. But I did think it was worth mentioning.

Let’s talk about music. Search for SquarePants had a solid score. The soundtrack to the film was spooky where it needed to be, downcast when it looked like defeat was inevitable, and up-tempo and fun at other points, too. My number one rule for any film’s soundtrack is “do no harm;” the music shouldn’t get in the way of, or detract from, what’s going on on screen. Search for SquarePants has a score that clears this admittedly low bar.

The film’s main song, though – Ice Spice’s Big Guy – is another matter.

Still frame from a promo feature for The SpongeBob Movie: Search for SquarePants showing Ice Spice.
American rapper Ice Spice performs Big Guy, the main song from the film.

I will caveat this by saying that I’m not a fan of contemporary hip-hop and rap music, and that I was unaware of Ice Spice until watching the film. So this song was probably never going to be my thing, and that’s okay! But my goodness, it’s no exaggeration to say that Big Guy is, without a doubt, one of the worst songs I have ever had the misfortune to listen to.

Within The SpongeBob Movie itself, the Big Guy sequence is short enough to pass by relatively inoffensively. But do yourself a favour: don’t do what I did and listen to the entire song. It is a musical travesty; a song in which I can genuinely find zero redeeming qualities. I agree with one of the top comments under the song’s YouTube video: what a great day to be deaf.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing the Big Guy sequence.
The Big Guy sequence.

I suppose we should talk about SpongeBob, shouldn’t we? This is his movie and his story, after all!

If you remember the first SpongeBob SquarePants Movie from a couple of decades ago… you’ve kind of got the core of SpongeBob’s story right there. SpongeBob wants to feel like a “big guy,” in the words of Ice Spice, but begins the film feeling that, despite a growth spurt, he’s still young and immature. This kicks off his quest to be seen – by Mr Krabs, especially – as more than just a kid. For a film aimed at a younger audience, I think this is an easily-understood character motivation.

My struggle these days is the opposite – the cashier is always a little too quick to hit the “clearly over 25” button when I’m treating myself to a bottle of wine! But I can remember being at school, where I was one of the younger kids in my year group, and wanting to be perceived as older and more “grown-up.” It’s a natural thing that I think a lot of kids experience, so as the motive for the central character of a kids’ film… it works exceptionally well.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing SpongeBob dressed as a pirate.
The desire to be seen as more grown-up is something a lot of kids experience.

Despite the core similarity with SpongeBob’s motivation in the earlier film, the presentation of the two stories is different enough that Search for SquarePants doesn’t feel repetitive or derivative. Yes, both films present SpongeBob as a young guy who wants the people around him to see him as more of a grown-up. And yes, in both cases, this leads SpongeBob and Patrick on a “hero’s journey,” travelling to dangerous and faraway places. But the similarities end there; the SpongeBob of Search for SquarePants comes across as younger and more naïve than he does in The SpongeBob SquarePants Movie.

The inciting incident in both cases is different, too – though both are connected to Mr Krabs! In The SpongeBob SquarePants Movie, SpongeBob believes he’s up for the job of manager at the Krusty Krab’s new location, but loses out because he’s seen as too young and childish for the role. That’s more of, for want of a better term, an “adult problem” for the character. In Search for SquarePants, SpongeBob is excited to finally be able to ride a rollercoaster at his favourite theme park – but chickens out when he sees how big and scary it is. This is much more of a childish problem, emphasising that this version of the character feels younger.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing SpongeBob afraid.
This version of the character comes across as feeling younger than in the film from 2004.

This culminates in SpongeBob having to literally face his fears at the climax of the story, having confessed to the Flying Dutchman about his fear of the rollercoaster. I really liked the way in which SpongeBob leaned into bubble-blowing – which the film presents as one of his more childish hobbies – as the way to save the day. The message for kids is that it’s okay to be a kid; that you don’t have to rush to grow up. In an age of social media and the internet, where kids are feeling the pressure to grow up at an ever-earlier age, that’s a positive message, in my book.

So that was The SpongeBob Movie: Search for SquarePants. Can I recommend you purchase it at full-price? If you or your kids are mega-fans, maybe. But if you can wait a few more weeks, it’ll land on Paramount+, I expect, where it’s a much easier recommendation.

Still frame from The SpongeBob Movie: Search for SquarePants (2025) showing the title card.
The film’s title card.

For my part, I had fun with the film. It was my first adventure with SpongeBob and his friends in quite a while, and while I definitely felt echoes of 2004’s The SpongeBob Movie, there was more than enough originality to make this film stand apart. The Flying Dutchman made for a fun and understandable antagonist, Mr Krabs kicked off the story and also got an arc of his own, and SpongeBob himself got a storyline about wanting to grow up that will surely resonate with a younger audience – with a message at the end about not needing to grow up *too fast* that I think is important in this day and age.

Thanks for joining me for this review! Depending on when it releases on video-on-demand or streaming, my next film review could very well be 28 Years Later: The Bone Temple, which will be a decidedly spookier affair than Search for SquarePants has been! And I have plans later in the year to check out a few other titles – click or tap here to see a few films I’m looking forward to in 2026. I hope you’ll join me for some of those! And if you missed it, last year I reviewed KPop Demon Hunters, another animated film that I’m happy to recommend. Click or tap here for that review.

Have fun out there – and try not to get into too much nautical nonsense!


The SpongeBob Movie: Search for SquarePants is currently available to buy/rent via Amazon Prime Video, Apple TV+, and other video-on-demand platforms in some countries and territories. The film will likely debut on Paramount+ later in 2026, and will also be available on DVD/Blu-ray later this year, too. The SpongeBob Movie: Search for SquarePants is the copyright of Paramount Animation, Nickelodeon Movies, and/or the Skydance/Paramount company. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

What If…? Star Trek Edition!

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for the following Star Trek productions: The Original Series, The Motion Picture, The Next Generation, Deep Space Nine, Voyager, Enterprise, Discovery, Picard, and the video game Star Trek: Voyager – Across the Unknown.

Let’s celebrate Star Trek’s 60th anniversary year with another of my Marvel-inspired “What If…” articles! This is something I’ve done a couple of times before here on the website, and I’ll briefly go over the format if you’re unfamiliar with it. I thought this could be a fun and interesting way to continue our 60th anniversary celebrations, anyway.

In 2021, Disney and Marvel premiered a series called What If…? on Disney+. The concept was, in brief, to show alternate histories of the Marvel universe; different characters or altered decisions leading to, in some cases, radically different or unexpected outcomes. I didn’t watch the show (because I’m not really into Marvel or superheroes that much), but I really liked the concept behind the series, and I wanted to apply it to the Star Trek franchise, too.

Promo graphic for Season 3 of Marvel's "What If."
This idea is based on the Marvel TV series What If…?

My first take on this idea – which you can find by clicking or tapping here – saw me consider what might’ve happened if: Captain Picard died after the events of The Best of Both Worlds, Spock was never resurrected on the Genesis Planet in The Search for Spock, Voyager decided to head for the Gamma Quadrant terminus of the Bajoran Wormhole, the USS Discovery never went to the future, and Captain Sisko wasn’t the Prophets’ Emissary. I had fun delving into all of those ideas and laying out my “alternate histories of the future!”

Last year, in my second piece – which you can find by clicking or tapping here – I talked about what could’ve happened if: Captain Picard and Q never met, Section 31 was responsible for creating the Borg, the USS Voyager was destroyed over Ocampa and the survivors were picked up by Chakotay’s Maquis raider, the Romulans eventually figured out the deception from In The Pale Moonlight, and Captain Kirk survived the events of Generations. Again, all of those were a ton of fun to consider.

Be sure to check out those earlier pieces if you enjoy this format. And feel free to use the same concept in your own writing or on social media, too!

Scan/photo of hand-drawn concept art of the USS Enterprise (or the Enterprise filming model) from Star Trek: TOS.
Concept art of the USS Enterprise filming model.

So today, I’m back for a third crack at this idea. I’ve chosen five storylines from across the Star Trek franchise, and I’m going to answer the question “what if things were different?”

My usual caveat applies: all of this is *subjective, not objective*, so if you hate all of my ideas and mini-stories, that’s okay! There’s plenty of room in the Trekkie community for differences of opinion and disagreements without getting into an argument. None of this is even *remotely* canon, anyway, nor will it ever be – so if you really do hate my ideas, you can take solace there, I hope!

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

What If… #1:
What if… the USS Voyager returned home after the events of Caretaker?

Screenshot from the Across the Unknown demo showing Janeway and Earth.
Could Captain Janeway bring the crew home seven years ahead of schedule?

Shout out to the upcoming video game Across The Unknown, where you can actually pull this off if you want!

In this scenario, we’re starting with Voyager’s premiere: Caretaker. But we’re going to do things a little differently! As happened in an alternate timeline glimpsed in the episode Non Sequitur, Tom Paris got arrested by Odo on DS9, and never even set foot aboard Voyager. In our take on the story, we’re going to say that Captain Janeway approached Commander Sisko for advice, as she was still in need of a guide to the Badlands. Sisko would “loan” two of his officers to assist her on the mission – people who are familiar with the Badlands, both scientifically and geographically: Jadzia Dax and Michael Eddington.

Both officers would be present on the bridge during the search for Chakotay’s ship, and both would survive the displacement wave that dragged Voyager to the Delta Quadrant. After encountering the Kazon, Ocampa, and the Caretaker, Voyager’s captain and senior staff would be faced with the same dilemma as in the prime timeline: use the Array to return home, or destroy it to prevent it from falling into the hands of the Kazon.

Screenshot from Star Trek: Voyager - Across the Unknown showing Voyager, Kazon ships, and the Array.
Voyager and three Kazon vessels at the Caretaker’s Array.

There are two factors at play, I think. Firstly, Eddington’s true loyalties lie not with Starfleet, but with the Maquis. I think he’d be desperate to get back to DS9 so that he could continue to work undercover, building up to his big defection in For The Cause. Eddington would be one of the most significant voices arguing for a return home. Dax, too, would be keen to get back, but her centuries of experience and scientific background would come into play here. Dax might be able to find a way to set Voyager’s tricobalt devices to detonate on a timer, allowing the Array to be sabotaged, and then used to return home. Or, by having someone with a keen scientific mind access the Array, other options for using its technology could have presented themselves.

In any case, we’re going to say that a way is found for Voyager to use the Array to return home. Eddington would do just enough to ensure that the Val Jean (Chakotay’s ship) makes it back just before Voyager, allowing them to escape Federation custody while keeping his cover intact. Then, Voyager would end up back in the Alpha Quadrant, just outside of the Badlands. Waiting for them would be Sisko and the USS Defiant, just beginning a search-and-rescue when Voyager failed to report back.

Edited still frame from two Star Trek episodes, depicting the USS Defiant as seen on the USS Voyager's viewscreen.
How it might’ve looked if Voyager had returned home almost immediately.

The real consequences of this would be felt later, though. Chakotay, B’Elanna, Eddington, and others would be killed at the beginning of the Dominion War, when the Dominion-backed Cardassians (perhaps aided by Seska as an embedded spy) wiped out the Maquis. In the Delta Quadrant, the Ocampa would still be confronted with the reality of life without their Caretaker, and would eventually have to find a way to leave their underground city.

But there are more serious repercussions. At time of writing, it seems as if Janeway is directly responsible for the destruction of the Borg Queen and at least a significant portion of the Borg Collective (as seen in Picard Season 3). If she doesn’t undertake that seven-year journey, never meets Seven of Nine, and never travels back in time to plant a pathogen directly into the Borg Queen… the Borg will be in a massively strengthened position by the early 25th Century. The Collective may not need to employ rogue changelings to infiltrate Starfleet – they might just choose to launch a full-scale invasion. And without crucial information on the Borg that was collected by Voyager, Seven of Nine, the Hansen family, and more… Starfleet would be significantly more vulnerable.

What If… #2:
What if… the Talosians joined the Federation?

Still frame from Star Trek's original pilot (The Cage) showing four Talosians.
A group of Talosians.

We’re going all the way back to the beginning with this one – appropriate, in this milestone anniversary year. In short, it’s never sat quite right with me that Starfleet and the Federation would view the Talosians so negatively – and as such a dangerous threat – after just one interaction. Lest we forget, Captain Pike’s mission to Talos IV ended without any loss of life, and arguably with the beginnings of an understanding or even dialogue between the Talosians and humankind. Pike and the crew came to understand the Talosians’ situation, and for their part, the Talosians were able to acknowledge that humans (and Vulcans) were not suitable captives.

So in this alternate timeline, we’re going to say that Captain Pike returns to Starfleet HQ with a different mission report. Instead of recommending that Talos IV be quarrantined and declared to be off-limits, he instead advocates for sending aid to the Talosians to help rebuild or maintain their technology and rehabilitate the devastated surface of their world. The Talosians would be taken aback by this generosity, and would vow never to use their impressive telepathic powers to trick the Federation.

Still frame from Star Trek: Discovery Season 2 showing a trio of Talosians.
The Talosians as they appeared in Discovery’s second season.

Over time, the Talosian population would begin to grow, and Talosians would occasionally venture off-world, mingling with other citizens of the galaxy. The Talosians and Betazoids would form a particularly strong bond, as two races that both prefer telepathic communication. This would, in turn, set the stage for Talos IV joining the Federation as a full member world, coming under the protection of Starfleet and deepening their ties.

Though their numbers would be small at first, by the early 24th Century, Talosian officers would occasionally be seen in Starfleet – though the Federation would make them take oaths not to use their powers for deception (similar to the oaths that Deltan officers had to take, as seen in The Motion Picture). Talosians would be present for many of the major events of the late 23rd and 24th Centuries: the Federation’s alliance with the Klingons, the Romulan Empire’s isolation, the rising Borg threat, and the Dominion War.

Screenshot from Star Trek Online showing a Jem'Hadar ship and DS9.
A Jem’Hadar warship near DS9.
Image: Star Trek Online Wiki

It’s the latter event that I want to focus on now. After the Dominion War breaks out, the Talosian government, working in conjunction with Section 31, would hatch a plan to deceive the Dominion and the Cardassians on an unimaginable scale. Working as a group, the Talosians would use their mental powers to trick the Dominion alliance into believing they were on the offensive, about to retake Deep Space Nine and Bajor – all the while, a combined Federation and Klingon fleet would be launching an assault right into the heart of Cardassian territory.

The Dominion War could be ended in a matter of days, thanks to tapping into the Talosians’ impressive powers, and the Dominion would be forced to the negotiating table having been deceived into believing they were winning. But while the war was being settled and a peace treaty signed, something else would happen: the Battle of Sector 001, where a lone Talosian officer would be serving aboard a starship. This would be the Borg’s first encounter with a Talosian, and their assimilation might just have given the Borg a terrifying new upgrade…

What If… #3
What if… Bruce Maddox successfully convinced Starfleet to let him disassemble Data?

Still frame from Star Trek: The Next Generation (The Measure of a Man) showing Dr Maddox.
Dr Bruce Maddox.

In The Next Generation Season 2 episode The Measure of a Man, we’re introduced to Dr Bruce Maddox: the Federation’s top cybernetic scientist. Dr Maddox would request that Data be turned over to him in order to be disassembled, planning to use the knowledge he’d gain to create legions of synths. In the prime timeline, Starfleet would deny this request, allowing Data to explore his sentience and his life in his own way. But in our alternate timeline? Starfleet instead rules that Data, as an artificial being, is not a “person,” and therefore cannot refuse Dr Maddox’s request.

This is such an interesting debate, because right now, out here in the real world, artificial intelligence – or some form of it, in any case – is a big deal. And despite what I’ve argued in the past about the limitations of today’s large language models, I admit to feeling uncomfortable about the idea of a potentially sentient A.I. being forced to do things it may not want to do. This will have to be the subject of an entire essay one day, but it’s so interesting to me how, some thirty-five years on from The Measure of a Man, the issues it raised are incredibly relevant!

Still frame from Star Trek: The Next Generation (The Measure of a Man) showing Riker holding Data's arm at the trial.
Data and Riker at the hearing.

But that’s enough about that for now. There would be *many* consequences as a result of Starfleet’s decision. In the immediate term, I think Captain Picard would resign his commission. It would be a desperate, last-ditch effort to convince the higher-ups at Starfleet to change their minds, but it would ultimately fail. This would lead to Riker getting temporary command of the Enterprise-D, before command would ultimately pass to a more senior officer – someone like Captain Edward Jellico.

But more serious consequences lay in store. In the prime timeline, Dr Maddox was able to use B-4 – an earlier and less complex Soong-type android – to construct a large number of pretty basic synths. But with Data fully disassembled, Maddox’s work would progress a lot further a lot faster, and synthetics not quite at Data’s level, but not too far behind, would begin to be rolled out across Starfleet. This would draw the attention of the Zhat Vash – an underground Romulan faction dedicated to preventing synthetic life from ever coming to exist.

Still frame from Star Trek: Picard (Maps and Legends) showing a group of synths.
Synths as seen in Star Trek: Picard.

The timing of this couldn’t be worse for Starfleet. After the Battle of Wolf 359, Starfleet was at a particularly low ebb. Senior admirals encouraged Dr Maddox to work faster, hoping to use his new synths in the rebuilding process, and poured a lot of resources into his synth programme. At the same time, Ambassador Spock travelled to Romulus in the hopes of promoting reunification. Without Picard and Data to stop the Romulans, and with the Zhat Vash aggressively pressuring the Romulan leadership to engage the Federation, the Romulan attack on Vulcan would prove successful – and it would be the first strike in a new Federation-Romulan conflict.

With Commodore Oh acting as an embedded spy, feeding information back to the Romulan Empire, they’d quickly gain the upper hand in this new war. The war would go poorly for the Federation, even if Oh was eventually captured, and with Starfleet still underpowered after the defeat at Wolf 359, it would be impossible for the Federation to defend all of its territory. The only outcome short of total conquest would be accepting a very difficult peace treaty, which would certainly include a clause prohibiting any and all research into synthetic life.

What If… #4:
What if… the Borg attack on Earth in the 22nd Century had been much more serious?

Still frame from Star Trek: Enterprise (Regeneration) showing the assimilated shuttle bearing down on the NX-01.
The Borg attacking the NX-01 Enterprise.

Regeneration, from Season 2 of Enterprise, is a fun episode in isolation… but I don’t really like what it does for the timeline of humanity’s conflict with the Borg. Setting that aside, though, let’s think about what might’ve happened if the Borg had managed to do a lot more damage to Earth in the 22nd Century. I’m not going to argue that this handful of defrosted drones would’ve been able to fully assimilate Earth in this era; I think, somehow, Starfleet and humanity would have prevailed. But in our alternate timeline, things are much more serious and the damage much more extensive.

Instead of merely assimiliating a single shuttle, the reactivated Borg drones would take over an entire starship: Enterprise. They’d assimilate practically the entire crew, kitting out the ship with upgraded weapons, and then they’d bring the fight back to Earth, in line with their original mission. It would take everything Starfleet had – and the sacrifice of many human and Vulcan lives – but the attack would eventually be stopped, with the remaining Borg being captured and studied.

Still frame from Star Trek: The Next Generation (Q Who) showing a Borg drone attacking the Enterprise-D.
A Borg drone.

After causing devastation to parts of Earth unseen in more than a century, the United Earth government would re-think its planned mission of space exploration. Enterprise, humanity’s first long-range exploration vessel, has been lost, and the NX-02 would be repurposed as a purely defensive ship instead. The alliance with the Vulcans would weaken as humanity became a much more insular and isolationist power, scarred by the Borg attack and frightened of venturing too far into a galaxy that clearly poses a lot of dangers.

The Borg remnants would be extensively studied, in the hopes of discovering ways to counteract their technology, and some of these discoveries would lead to powerful Earth- and space-based weapons for humanity centuries ahead of schedule. The Xindi attack a year or so later would be *easily* defeated with Borg-powered weapons salvaged from the wreck of Enterprise.

Still frame from Star Trek: Enterprise (Regeneration) showing scientists and a Borg arm.
Humanity would study the Borg and their tech.

But in the longer term, this isolationist stance would mean that the galaxy looks *very* different. Without humanity to mediate, the Vulcans and Andorians would wage a devastating war. Without Starfleet exploring and pushing the boundaries, there’d be no conflict between humanity and the Romulans. But most significantly… there’d never be a United Federation of Planets. Earth would maintain limited interstellar trade, including with the Denobulans and Vulcans, but fear-induced isolationism would become baked into the United Earth government at every level, with all talk of alliances or further missions of exploration being shut down.

By the time we reach the more familiar 23rd and 24th Centuries, the snowball has been rolling for a long time, and changes become unpredictable. But I’m going to posit that some of the Alpha and Beta Quadrant’s more aggressive powers – the Klingons, Romulans, and Cardassians – are all in much stronger positions without the Federation as a counterbalance. New alliances may emerge, such as the Mirror Universe’s Klingon-Cardassian alliance, or some powers may fully conquer others. The Romulans, for instance, may succeed at conquering Vulcan after the Andorian war left the Vulcans in a weakened state, or maybe the Klingons will launch an all-out war against their Cardassian rivals. And all the while, a strange, overlooked, isolationist Earth will be ready to shoot first and ask questions later whenever an uninvited guest arrives in the Sol system.

What If… #5:
What if… the Federation and the Ferengi went to war?

Still frame from Star Trek: The Next Generation Season 1 showing three Ferengi.
Three Ferengi from The Next Generation.

Chances are you already know this if you’re a Trekkie, but the Ferengi were originally supposed to be a major antagonist when The Next Generation was in early production. Gene Roddenberry intended for the Ferengi to take over the role vacated by the Klingons, now that Worf was going to be a permanent fixture on the bridge of the Enterprise-D. However… it didn’t pan out that way, mostly because of the way the Ferengi were presented in their first couple of appearances, and the way audiences responded to that.

In this case, though, we’re going to say that the Ferengi and the Federation didn’t just get off on the wrong foot… they continued down a path that would quickly lead to war. Ferengi DaiMons, eager for plunder, began raiding Federation convoys, stealing everything they could get their hands on, and even holding Starfleet officers and crew for ransom. Starfleet responded by taking an aggressive stance towards the Ferengi, sending armed escorts with trading and supply vessels, and gearing up for a confrontation.

Behind-the-scenes photo from the Star Trek TNG S3 episode Menage a Troi showing Gene Roddenberry and actor Peter Slutsker (in Ferengi makeup).
Gene Roddenberry originally intended for the Ferengi to become a major villainous faction.

This version of the Ferengi – perhaps led by a more aggressive ruler than Grand Nagus Zek – would be less conciliatory, and would instead see war and piracy as opportunities for profit. Around the time of The Next Generation’s second season – which takes place in approximately 2365 – this would spill over into all-out war. The Ferengi DaiMons – most of whom had been acting autonomously up to this point – would be corralled by their Nagus into a proper fighting force, and their powerful D’Kora-class ships (the Ferengi Marauders) were more or less evenly-matched with Starfleet’s Galaxy-class vessels. The war would drag on.

I doubt this war would become existential for either the Ferengi or for the Federation, but it would be the most significant conflict either power had been involved in for decades, at the very least. The distraction would pause Starfleet’s mission of exploration, with more vessels being refitted and sent to the front lines, meaning that dozens of first contacts (and other missions) would come years later – or else would be missed entirely. And all the while, the Borg are on the prowl, scooping up outlying Federation and Romulan colonies. Blame for that might even initially fall on the Ferengi.

Promo screenshot for Star Trek Online showing a D'Kora Class ship.
A D’Kora-class ship.

A peace treaty would eventually be signed, with the Ferengi and Federation agreeing to respect a shared border, and a prohibition would be placed on piracy – though renegade Ferengi DaiMons would continually flout this. But the war would sap Starfleet’s resources, leading to a monumental decision: the Federation would decline the Bajorans’ request to take over Terok Nor after the Cardassian withdrawal. Deep Space Nine would never be established, and the Bajoran wormhole would go undiscovered for decades.

This would completely change the course of the latter 24th Century: there’d be no Dominion War, no Cardassian alliance with the Dominion, no changeling infiltrations, and no Emissary of the Prophets. The Bajoran provisional government would struggle to remain in control of its system, and the Federation would commit to providing only limited aid to the Bajorans, earning their resentment. The eventual discovery of the Bajoran wormhole in the early 25th Century would lead to plenty of interest, including from the Ferengi – who can pay handsomely for access to the Gamma Quadrant. The Bajorans, still wary of the Federation after their very lukewarm response decades earlier, would deny Starfleet access to the wormhole, preventing the Federation from exploring the Gamma Quadrant. Bajor wouldn’t be on a path to joining the Federation, and first contact with the Dominion might be made by the Bajorans… or even the Ferengi.

So that’s it!

Promo image for Star Trek TNG: A Final Unity showing a warbird.
A modified Romulan warbird.

We’ve considered five possible “what if” scenarios from the Star Trek franchise.

I hope this has been a bit of fun. I love writing, and I love Star Trek, so writing about Star Trek is a great way for me to spend a bit more time in this wonderful galaxy. I tried to get creative, picking on a few different storylines and ideas from across the franchise, and extrapolating what might plausibly be able to happen if things turned out differently. I hope that the sequences of events made sense, and that I arrived at conclusions that you feel are at least *possible* based on the changes I proposed!

In any case, this was just for fun, and an excuse to talk about Star Trek as the franchise’s milestone 60th anniversary year rolls along. I have a few ideas for later in the year, as we get closer to the anniversary date itself, so I hope you’ll stick around and join me for some of those. And in a few weeks’ time, I’ll be sharing my thoughts on the franchise’s latest outing: Starfleet Academy. Click or tap here to check out my review of the two-part premiere, if you missed it.

Until then… be sure to check back for more discussion of the Star Trek franchise. Live Long and Propser, friends!


All shows and films discussed above can be streamed on Paramount+ or purchased on DVD and/or Blu-ray. The Star Trek franchise (including all properties discussed above) is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

The Curious Case of Highguard

Highguard is the kind of game I’d never have been interested in. Online multiplayer shooters – even the best exemplars of their various sub-genres – just aren’t my thing, and never really have been. But the discussion around Highguard – the free-to-play hero shooter that launched just yesterday – has been inescapable over the last few weeks, and I wanted to share my thoughts. Because, despite my feelings (and my better judgement), I did actually fire up the game and play a few rounds.

Let’s start with the game itself. On launch day, Highguard had issues. I couldn’t get into matches half the time, and often when the game did work, I’d get disconnected before a round could actually begin. Not a great first impression! But, from what I can tell from the few rounds I managed to play, Highguard is about what I’d have expected from a free-to-play shooter. It’s graphically solid, the music and sound design is fine, and its core shooting mechanic feels… decent. Overall, I wouldn’t say anything about Highguard feels exceptional – not its mounts, not its guns, and not its level design. But I am admittedly not the target audience, and for people who are interested in a new free-to-play 3 vs. 3 shooter, I can see it holding some appeal.

Highguard was released yesterday.

At a mere 20 GB, Highguard wasn’t an excessive size to download. And being free, I didn’t mind booting it up to test it out – even if my main purpose for doing so was to have something to write about here on the website! I wouldn’t have wanted to pay money for a game like this… but I didn’t have to, so that worked out okay!

The truth is, though, that the intense backlash Highguard attracted after its reveal last month is a big part of why I wanted to try it out for myself, and why I felt compelled to share my thoughts.

I used to work in video games marketing a long time ago. And Highguard’s marketing campaign – if we can even call it that – is one of the strangest I’ve ever encountered. Because of my background, I really found the whole situation to be both fascinating and thoroughly bizarre, which is another big reason why I needed to comment on the situation.

Stock photo of people in a meeting room at an office.
I used to work in games marketing.
Stock photo: Unsplash.

If you’d offered me the chance – back when I worked in the industry – to have a game I was trying to promote shown off at the most-viewed moment of what has become the most important marketing event in the gaming calendar, I’d have jumped all over it. One of the issues a lot of games face, even if they’re backed up by a big publisher, is just getting their name out there and getting any amount of attention whatsoever. So the opportunity to be featured at the games industry’s equivalent of the Super Bowl halftime show… that’s something special.

And, according to reporting, Highguard was offered that spot for no extra cost.

Highguard’s developer/publisher, Wildlight Entertainment, paid for an advertisement at the Game Awards, as all studios do if they have a trailer they want to premiere. But it was the event’s organisers who chose to offer the game the highly-coveted “one more thing” slot; the final trailer of the night, which is usually the moment of maximum attention as the “Game of the Year” award is being handed out. If that’s true, and I believe it to be based on what I’ve read, then Wildlight’s marketing team must’ve felt they’d been given a real gift; a “golden ticket” to success.

Corporate logo for Wildlight Entertainment, developer/publisher of Highguard.
Highguard was developed and published by Wildlight Entertainment.

Unfortunately, it didn’t pan out that way.

Immediately after last year’s show ended, a pretty vitriolic hate campaign began against Highguard, and it must’ve taken the team – and the organisers of the Game Awards – by surprise. Wildlight went radio-silent after the trailer was broadcast, and made literally no further comments on the game until yesterday, when it officially launched.

That is *bizarre* in the extreme. The weeks and days leading up to a game’s launch are when a marketing team would usually be doing its most intense work; social media pushes, buying up ad slots targeting particular demographics, showing off as many of the core features of the game in as positive a light as possible… that’s the moment to do everything in your power to generate hype and to get people talking – *especially* if you’re launching a brand-new title in a new I.P.

Promo screenshot for Highguard (2026).
Wildlight went radio-silent after the Game Awards trailer blew up.

I can only assume that one of two things happened. Either the backlash to the Game Awards trailer was *so* intense that the team at Wildlight felt they needed a mental health break. And if that’s the case… fair enough. No shame in that. Or, as an alternate suggestion, perhaps someone at the company believed wholeheartedly in the “there’s no such thing as bad publicity” slogan, figuring that, as long as people were talking about Highguard – be that in a positive or negative way – it would translate into downloads, a big launch, and ultimately, sales of the game’s microtransactions.

In my time in games marketing, I was never in the latter camp!

There really is such a thing as bad publicity, I’m sorry to say, and the job Wildlight needed to focus on over the last month or so was steering the conversation in a more positive direction. They could’ve done that in a number of ways, but if I’d been advising them (or running the campaign), I’d have strongly advocated for grasping the nettle. Acknowledge the backlash, engage with the jokes and the memes, and use that as a springboard to turn the conversation around. Worst case? Your game still flops and you make a bit of a tit of yourself in the process. But in the best case, there was a possibility for Highguard’s team to have shown that they have a sense of humour about the whole situation, and that can, in turn, lead to positive engagements with what they must’ve hoped would become the game’s community of players.

Promo screenshot for Highguard (2026).
There were better ways to market this game, surely.

Very few companies can get away with dumping a trailer onto the internet for a new game and then saying… nothing. Prospective players have genuine questions that need to be addressed. Journalists and reviewers want to get their hands on the game early. People who started out critical have a chance to be converted. Ignoring all of that – even if it was for understandable reasons – left a vacuum in which Highguard’s critics were able to shout and scream unopposed. The conversation around the game started negatively… and then it got worse. Folks were proclaiming it a failure on the scale of 2024’s Concord.

By the way, I don’t believe in the tired argument that “you can’t judge something until you’ve played/watched it for yourself!” The whole point of marketing material – like a trailer – is to generate interest and excitement. If a trailer is poor, people are going to be turned off, and that’s a totally valid response. Folks clearly felt that Highguard looked generic and uninteresting based on the trailer they saw at the Game Awards, and that’s not their fault – that’s Wildlight’s fault for putting together a pretty bland and uninspired piece of marketing material.

Still from the Highguard launch trailer showing the character of Scarlet.
Scarlet, one of the playable characters.

But after that misstep, there was almost a month in which to course-correct. Re-doing whole chunks of the game is clearly off the table, but from a marketing standpoint, there absolutely were ways that Highguard’s team could’ve at least *tried* to regain control of the situation. I don’t know Wildlight’s situation, so I can’t speak to the kind of marketing budget they may have been working with, but a closed play-test of the game was offered to a number of influencers – and that kind of thing doesn’t come cheap. Inviting some of the more critical influencers, and trying to – for want of a better term – “wine and dine” them, while extolling the virtues of the game would have been a great idea.

And online, on social media, simply disappearing and going completely silent ceded the stage to the critics. Folks who felt the game was generic and bland had free rein to say so, with not even a scintilla of pushback from Wildlight. I can understand, on a personal level, why stepping into the social media fray, when toxicity is swirling like this, isn’t going to be hugely appealing or a lot of fun. But that’s the job, sometimes, isn’t it? You can’t always be blessed to work on universally beloved games that get absolutely zero criticism – and if you want to reframe the narrative, sometimes you have to demonstrate the ability to be self-deprecating and take things in good fun.

Still frame from the Highguard launch trailer showing a tagline.
The lack of a proper marketing campaign has, in my view, harmed the game’s reputation.

But hey, maybe Wildlight’s “say nothing” approach… kinda worked? I mean, I played the game. A game I would never have played were it not for the attention and the backlash! So maybe the way I’d have tried to handle the marketing is outdated in the days of TikTok and memes. Who knows! It’s been a hot minute since I worked in the industry, after all.

One final thing I wanted to comment on was the *scale* of the backlash that this game received.

There are bad games that release all the time. And there are bland, uninspired games, too. The whole point of media criticism is to point this out, and one thing I genuinely appreciate about social media (and the internet in general), is how media criticism has become democratised, with all kinds of people free to share their thoughts on… everything. Reviews are no longer limited to a handful of English and journalism majors from the top universities, and that is genuinely a positive thing. I say that as someone who runs a small website where media criticism is the name of the game. I’d never have got a job as a critic at a newspaper in decades past, so the very existence of my website is testament to the power of the internet to open up reviews and critiques to all kinds of different voices.

Still frame from the Highguard launch trailer showing a shotgun being fired.
Firing a gun in Highguard.

But the flip side to that is that not all criticism is of the same quality… or even relevant. Highguard suffered from a “pile-on” effect, where folks who wouldn’t have been interested in the game, or wouldn’t have cared about it one way or another, saw hate comment after hate comment on social media, and decided to join in. The snowball started rolling (if I can mix my metaphors), and Highguard quickly became one of the most-criticised and most-memed games of the last few months – all before it even launched.

And yes, there are valid reasons for some of the criticism. The game is, at best, an Overwatch clone; a free-to-play hero shooter in an already-saturated marketplace. Visually, it neither excels nor stands apart; nothing about the way the game looks – which is the main thing audiences take away from a trailer – gives it a strong visual identity. And, of course, previous “one more thing” trailers at the Game Awards have been for bigger titles, either in well-known I.P. or from established studios. Most have also been announcements or teases of *single-player* titles, too. So the choice of slot, which I’d have been overjoyed about if I’d been on the marketing team, may have contributed to the disappointment and ultimately the backlash.

Still frame from the Highguard launch trailer showing the game's logo.
The game’s logo.

But I admit that I was somewhat taken aback by the scale of the criticism – and how quickly some of it descended into hate, name-calling, and general toxicity. And I think some folks ought to take a look in the mirror. It’s totally okay not to like a game, or not to want to play an upcoming game based on its marketing material – but it’s not okay to be toxic, to send death threats to developers, or to cross the invisible line between a shared joke with friends and something more… sinister. Some of the conversation around Highguard did cross that line, and you don’t have to look far to see examples of that.

As to the game’s future… it’s hard to say. Highguard managed a creditable 97,000 concurrent players on Steam, according to tracking website SteamDB, which puts it light-years ahead of the likes of Concord. But it also saw a significant drop-off in those players basically immediately; time will tell how many of those initial players will stick around, especially if server and matchmaking issues persist.

Highguard's Steam DB stats in January 2026.
Highguard did solid numbers on launch day, at least on Steam.
Graph: SteamDB.info

For my part… I can say I’m glad I tried Highguard. But, as I could’ve told you ahead of time, it didn’t exactly convert me into a full-time multiplayer gamer! And to the teammates I was placed with during the rounds I played… sorry. You got stuck with an arthritic forty-something who basically never plays competitive games. I know I didn’t exactly excel or help us win!

So I know this has been an unusual subject for me. Online multiplayer titles aren’t my thing. But Highguard, with its rather odd marketing campaign and all of the backlash… it was a subject I felt that I needed to cover. Thanks for reading, and if you decide to check out Highguard, I genuinely hope you have a great time with the game. Just because it’s not my thing doesn’t mean it won’t find its niche.

Have fun out there… and happy gaming.


Highguard is out now for PC, PlayStation 5, and Xbox Series consoles. Highguard is the copyright of Wildlight Entertainment. Stats courtesy of SteamDB, and some promo art courtesy of IGDB. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Crimson Desert and Fable: The Danger of Hype

If you’re a fan of action/role-playing games, chances are that Crimson Desert and Fable are on your watchlist for 2026. Both games are due out this year, and after recent glimpses at gameplay, interviews with the developers, and new trailers, I think it’s fair to say that the hype trains are boarding – if they haven’t already left the station! And it’s great to get excited about an upcoming title, especially given the state of the world and how important gaming can be as an escape from that. I don’t write pieces like this to rain on someone’s parade, so if you’re excited and want to stay excited… well, you do you, friend.

But hype isn’t always a positive thing, especially when it gets out-of-control. And uncontrolled hype for a new title can often lead to disappointment. Sometimes that disappointment is well-deserved and inevitable; I doubt anyone would’ve enjoyed games like MindsEye or Fallout 76 at launch, even if they hadn’t been hyped up beforehand. But in some cases, excessive hype – and the inability of marketing teams to know how to use it appropriately and when to rein it in – can mean a game fails to find its niche, or that audiences end up crashing down to earth hard when the “once-in-a-lifetime, genre-busting experience” they’d built up in their heads doesn’t pan out on screen.

Promo screenshot for Fable 2026.
We’ve recently seen new gameplay for the upcoming Fable.

Two of the biggest examples of this, from my own experience, would be No Man’s Sky and – ironically, considering one of the games we’re discussing today – the original Fable from 2004.

This is a profoundly “hot take,” and I appreciate that, but for me, No Man’s Sky in 2016 was a perfectly fun little game. You had a spaceship to fly around in, you could mine for resources, explore the galaxy, meet some weird-looking alien critters… and that was that. The disappointment players felt didn’t come because the game was broken or *bad* in its own right – it came because it was over-hyped. The game had been marketed dishonestly, with promised features not being as advertised, and players had built up impossible expectations for the title based on that. There was no way No Man’s Sky at launch could’ve been anything other than a disappointment.

And I felt the same way in 2004 when I got my hands on Fable. I’d enjoyed Morrowind a couple of years earlier, and the marketing material for Fable seemed to be promising an even more in-depth and personalised adventure. The idea of growing your character from childhood to adulthood, and moulding them through the weapons you used, the decisions you took, and so on… it sounded too good to be true. And it was. Fable turned out to be far more basic and linear than its pre-release hype would’ve had me believe.

Still frame from the E3 2004 trailer for Fable.
I felt 2004’s Fable was a bit of a let-down compared to the hype.

It’s funny, in a strange kind of way, to be observing the hype as it builds for the new Fable, some twenty-two years later, and wondering if a new generation of players is about to make the same mistake as I did! The way I felt about the original Fable is definitely a big reason for my remaining sceptical about its reboot all these years on, but I’ve also been burned more recently by out-of-control hype and dishonest promises. Fable is being published by Xbox, and you know what other big Xbox-owned action/RPG was overhyped just a couple of years ago? Starfield. Remember “walk on, brave explorer,” and all of the other nonsense that came out of that game’s marketing push? I feel echoes of that with Fable, I’m afraid.

And then there’s Crimson Desert. Unlike Fable, which has a strange kind of double track record when it comes to excessive hype and dishonest marketing, publishers and developers Pearl Abyss have a pretty solid reputation thanks to their title Black Desert Online. But I can definitely feel the hype train for Crimson Desert picking up steam, and again, it isn’t difficult to find reasons to be sceptical based on what I’ve seen so far.

Promo image for Crimson Desert showing Cliff sitting on a rock.
Crimson Desert is due for release in just a couple of months.

Any game that promises to be bigger, more detailed, and with more systems and mechanics than previous titles deserves to be looked at with a critical eye. And Crimson Desert is firmly in that space. The game promises hundreds of NPCs on screen at once, a combat system which will include complex multi-button combos, immersive medieval cities, mini-games like fishing and hunting, some kind of crafting mechanic, ridable mounts, including horses and dragons, and a bigger open world than Skyrim and Red Dead Redemption II. That’s *a lot* for a single game to cram in – and it’s all built on a new, proprietary engine that we’ve never seen before.

If Fable reminded me of the likes of Starfield or MindsEye, Crimson Desert is giving me a Cyberpunk 2077 or No Man’s Sky kind of vibe. No Man’s Sky simply couldn’t deliver on all of its promised systems and mechanics at launch – with some being almost entirely absent when compared to claims made about the game before release. And Cyberpunk 2077, at launch, was broken, sure – but a more egregious issue was hiding under the surface: it may have had a fun and immersive world, but gameplay was really nothing special. Both titles promised to be genre-redefining epics… but both took literal *years* of additional work and updates before they came close to reaching that bar.

Screenshot of Cyberpunk 2077 showing a combat encounter.
It took a while for Cyberpunk 2077 to even be playable, let alone live up to the hype.

I guess what I’m saying is simply this: try not to get over-excited. Do both of these games look like fun? Sure. And do I hope that they’ll live up to – or even exceed – the high bar that’s being set? Of course! I’m always going to want to play incredible games. But at the same time, if I can resist getting swept along by the hype, I stand less chance of being disappointed if one or both of these games doesn’t turn out to be as exceptional as promised.

When I think back to my experiences of Starfield and No Man’s Sky, they couldn’t be more different. I was dimly aware of No Man’s Sky, but I hadn’t been following along with the online conversation or much of the marketing, so when I tried the game for myself, I felt it was fine for what it was. I had fun hopping between planets in my spaceship, mining for a few resources, and exploring. But when Starfield launched, I felt myself hit the wall. The game felt… small. The world-building didn’t keep me engaged. And so much of it just felt outdated, even when compared to titles from several years earlier.

Promotional screenshot of Fable 2026 showing a combat event.
A combat encounter in Fable.

For me, this encapsulates the danger of hype. If I’d gone into No Man’s Sky expecting it to break boundaries and redefine what a video game could even be… I’d have been disappointed. Because it wasn’t that – and it still isn’t, really. It’s a space game. A fun space game, especially now after receiving years’ worth of free updates. But it’s still just a space game. In contrast, if I’d deliberately shut out the hype for Starfield and tried to approach the game without expectations… maybe I’d have had a better time with it. Maybe Todd Howard and his marketing department managed to talk their way out of a successful launch and better reviews.

I used to work in video games marketing, and it was my job to paint even the worst games in the best possible light. It isn’t hard to spin even the most mundane and boring features as “revolutionary,” or to present a bland, uninspired title as the next big thing. And nowadays, with A.I. tools worming their way into marketing departments? It’s easier than ever to put together something completely unrepresentative of the finished product, feeding into the hype around a title.

Promo screenshot for Crimson Desert showing a boss battle.
A boss battle in Crimson Desert.

There’s a line that publishers have to walk between leaning into hype and reining it in. It’s great when people are talking about your game organically; when there’s a natural level of excitement that you don’t even have to pay for! But the risk can be extreme; if you don’t find a way to talk players down from building a game up to be something it’s not… that’s going to translate into lower review scores and perhaps even refunds when the game inevitably can’t be what players expected and believed. Learning how and when to say “no” is one of the most important skills in games marketing – and it’s a lesson that even big studios, like Xbox and Bethesda, have repeatedly failed to learn.

I genuinely hope that Crimson Desert and Fable will be great games. I’m not sure if I’ll get around to playing either this year; I have other games in my backlog, and now that I no longer subscribe to Game Pass, I definitely won’t be trying Fable on day one. This isn’t meant to be negative – I’m not rooting for these games to fail! But when I see a hype train building like this, I think it’s important to say something. I can be guilty of getting over-hyped, too; I’m not perfect. Just check out my pre-launch Starfield coverage for proof of that! But it’s necessary, sometimes, to offer a reality check, especially when games seem to be promising things that seem borderline impossible.

It’s great to have something to feel excited about. Just… be careful. It’s possible that both of these games will be fantastic. But it’s still possible, I’m afraid, that they won’t live up to expectations for one reason or another.


Crimson Desert will launch in March 2026 for PC, PlayStation 5, and Xbox Series consoles. Fable will launch in Autumn 2026 for PC, PlayStation 5, and Xbox Series consoles. Crimson Desert is the copyright of Pearl Abyss. Fable is the copyright of Xbox Game Studios and Playground Games. 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 (Part 3 and Final Thoughts)

A Spongebob-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Phineas and Ferb Seasons 1-5.

Disney split up Phineas and Ferb’s fifth season kinda strangely, huh? After we got the entire first half of the season in June, the series took a bit of a break, then premiered two more batches of episodes through the autumn… leaving only three episodes left. Those remaining stories – one of which was double-length – aired a couple of days ago. Having reviewed the rest of the season already (in two parts), I’d be remiss not to finish things off! But Disney… next time, try to schedule things a little more uniformly, eh?

Last time, I spoke about the batch of episodes as a whole, then went over each of them individually. There are only three this time, so we’re going to do things the other way around! I’ll briefly talk about each of the three stories in turn, then I’ll turn my thoughts to the *entirety* of Season 5 as a whole, hopefully wrapping up this review with my final thoughts on the entire thirty-seven stories.

Still frame from Phineas and Ferb Season 5 showing the boys eating ice cream.
Eating an ice cream under a tree is *peak* summer, eh?

As always, my usual caveat applies: everything we’re going to discuss is *subjective, not objective* – so if I criticise an episode you adore, praise an episode you hate, or our views don’t align… that’s okay. There’s plenty of room in the fan community for differences of opinion and respectful disagreement, and there’s no need to get into an argument!

With all of that out of the way, let’s quickly run through these final three episodes.

Elevator Irritator:

Still frame from Phineas and Ferb Season 5 showing Phineas, Ferb, and Candace in a lift.
We call them “lifts” in the UK.

I quite liked this one. It was cool to see Candace getting the chance to drive in a way that wasn’t connected to the main story, it was fun to see the boys and Candace in a totally different setting, and without any of their friends, and I liked how Perry and Doof’s story tied into it, too. Doofenshmirtz’s scheme seemed particularly silly, even by his standards, and I suspect if it had to carry the A-story on its own it would’ve struggled. But as a minor plot device to set up the “stuck in a lift” storyline, it was fine.

The song wasn’t much on its own, but I did enjoy the visual montage that went with it, as the boys made the best of their situation. Candace eventually ended up giving a very emotional speech, which reminded me a lot of Candace Against the Universe – the big twist being that the boys had already left the lift and weren’t there to hear it. This was also the episode where Jeremy – who’s been a little too absent this season, IMHO – said “I love you” to Candace, which was cute to see. I wonder where Season 6 will take Candace and Jeremy’s relationship after that.

Master of Fate:

Still frame from Phineas and Ferb Season 5 showing the title character.
The, uh, title character… I guess.

Master of Fate was kind of forgettable for me, at least on the side of the story with the kids. The Large Hadron Collider being in next door’s garden was maybe a bit too far, and the unexplained Baljeet doppelganger added onto a mystery that the story had no intention of solving. It ended up feeling like a non sequitur, even within the confines of Phineas and Ferb’s very loose worldbuilding, and when no attempt at an explanation was made for where the Master of Fate came from… it just left me scratching my head as much as anything.

The Perry side of the story had a bit more interest, though. I like the idea of Perry potentially having a rival at OWCA, though I wish this Agent O had a bit more screen time. And I like the idea of Doof wanting to team up with Perry for his own selfish pride. Unfortunately, neither of those ideas got enough time in the spotlight to really shine, though. The way the episode ended, with a bit of an explanation of sorts as to why Perry gets so easily trapped was fine, but I don’t think it’s necessarily something that needed to be said aloud. Sometimes acknowledging something – like the contradiction between Perry’s supposed superstar status at the agency and the ease with which Doof can trap him – draws too much attention to it. A nitpick? Yes! But this side of the episode was by far my favourite.

Vendpocalypse: The Musical:

Still frame from Phineas and Ferb Season 5 showing Doof being attacked by vending machines.
He warned it could happen…

To be blunt, I went into this one with *zero* expectations! After a couple of misfires earlier in the season (The Candace Suit and Croquet Y-8), which took throwaway lines from past seasons and spun them out into full-blown stories, I was kind of nervous for a repeat of that. Luckily, however, Vendpocalypse: The Musical was far better than I expected, a great way to bring the show’s fifth season to an end, and surprisingly emotional story to boot. Most of the main characters got something to do, with sub-plots that actually got fleshed out enough to matter. Isabella turning to Candace for advice was sweet, Candace using her driving skills to help save the day was fantastic, and the kids raiding Doof’s old coin collection made for an incredibly fun sequence.

But this episode will be remembered, I have no doubt, for the genuinely emotional story between Norm and Doof. I will caveat this by saying I think it could’ve been set up just a little better; Norm hasn’t been a huge presence this season, and having a couple of moments in earlier episodes which led into this would’ve added a lot. But… I actually teared up. Twice. The relationship between Doof and Norm has always been strained, with Norm viewing Doof as a father figure, but not really having a role in the family dynamic. This episode took that a stage further, with a (Star Trek: First Contact’s Borg Queen-inspired) villain “assimilating” Norm, and Norm having to make the ultimate sacrifice after Doof confessed his feelings. The flashback at the end was adorable, too, and seeing Doof so determined to reconstruct Norm probably means we don’t have to say goodbye to the character. But it was a heck of an ending to the season – explosive in every sense of the word.

(The Final Final) Conclusion:

Still frame from Phineas and Ferb Season 5 showing the kids in the back yard.
The kids at the end of the season.

Phineas and Ferb has been one of my “comfort shows” for a long time. It shouldn’t have been, I guess: this was a show I first encountered when I was way older than its target demographic. But there’s always been something special about it, something unique… something that, even on dark days, I’ve been able to reach for and distract myself with, if nothing else. So I was both anxious and excited when the show’s revival was announced. I was pleased that we were gonna get more episodes… and concerned, based on both Disney’s recent output *and* the quality of a lot of other reboots, sequels, and revivals.

For my money, Phineas and Ferb is a better revival than most of the others I’ve seen. It recaptured the look, sound, tone, and feel of the original show – not always perfectly, but almost always competently. There were a few odd choices across these thirty-seven stories – episodes I’d probably not have chosen to greenlight, were I in charge. But some of the genuinely *different* ideas that the show’s writing team put together worked exceptionally well. The season premiere, which brought the kids together to save their mom, was incredibly tense and engaging, and a story concept the show hasn’t really done before. Baljeet and Irving made a genuinely good pair in their story together. The Star Trek and sci-fi parody of Space Adventure was incredibly good fun. And those are just three examples.

Still frame from Phineas and Ferb Season 5 showing spaceships.
Space Adventure made for a wonderful Star Trek parody.

In terms of doing what it set out to do, I’d rank Phineas and Ferb Season 5 quite a way ahead of what was probably my most-anticipated revival/sequel of the last few years: Star Trek: Picard. Picard was tonally inconsistent, jumpy, with season-long story arcs that either felt poorly paced or that totally abandoned key characters and storylines. Its creative teams – which changed mid-production – couldn’t decide whether they wanted to make a sequel or a revival, leading to them trying to do both but ending up with a satisfactory version of neither. Phineas and Ferb’s production team knew what they were doing: creating more Phineas and Ferb. And they pulled it off.

I still stand by what I said last time, and in my review of the first batch of episodes: Phineas and Ferb Season 5 is closer in overall quality to Season 4 than to Seasons 1-3. If you know me, you’ll know that Season 4 was generally my least-favourite part of the show’s original run; I just felt the quality starting to dip as ideas seemed to be running out, new things were being tried, and perhaps a degree of tiredness was setting in for creatives who wanted a new challenge. But that doesn’t mean I didn’t like Season 4 – some of my favourite episodes, like Happy New Year, the Halloween specials, and the Star Wars special – all come from Season 4. There’s a lot to enjoy there – as there is in Season 5, too.

Still frame from Phineas and Ferb Season 5 showing the kids hiding behind a car.
Sneaking into Doof’s building.

Phineas and Ferb is a bit of a tricky thing to review, at least for me. Usually, when I’m reviewing a film or TV programme, I’ve watched it once, then gone back to it a second time to make notes, but after I hit the “publish” button, that’s me done. I may return to it one day if it was especially fantastic, but I don’t generally re-watch the same things over and over again. But Phineas and Ferb is the kind of thing that I return to. Maybe I’ll be having a quiet moment and I’ll watch a couple of episodes to fill the time. Maybe it was an off day and I need a pick-me-up. Or maybe I get into the groove and decide to binge half the series over a few days! But almost every time I watch it, I find something new or different to think about; a background character I hadn’t noticed before, a throwaway line that suddenly seems important, a weird quirk of the animation… it could be anything.

My point is that my opinions on this show – and on this batch of episodes, too – can and will shift. Stories I hated on first viewing can grow on me over time. Songs I didn’t like when I first heard them become perennial favourites. Characters I felt were weak or unexceptional turn into guests I happily welcome back. And sometimes, a story I liked a lot at first seems weaker or less entertaining the fifth or eighth or seventeenth time around!

Still frame from Phineas and Ferb Season 5 showing Carl and Major Monogram.
Taking notes and applauding… just like me when I was preparing this review!

So unlike most of my reviews… this isn’t definitive! Come back to me in five years’ time, when I’ve incorporated all of these new stories into my regular Phineas and Ferb re-watch sessions, and ask me again. I bet I’ll have changed my mind on some of them. I might even start to like Bread Bowl Hot Tub. I mean, you never know… right?

But for now, what I’ll say is this: roll on Season 6! I hope the creative team can keep the stories flowing, and I hope they can keep finding both new ideas and classic tales for Phineas, Ferb, Candace, Perry, Doof, and the rest of the gang to get stuck into. While I may not have adored every single one of Season 5’s stories, there were more hits than misses, and with really only one or two exceptions, there was *something* to enjoy in basically all of them.

Still frame from Phineas and Ferb Season 5 showing Perry and Doof, trapped in a lift.
Trapped in a lift…

In 2025, I shared my opinions on the first half of Season 5, and then later on the second batch of episodes, so I’ll direct you to those pieces to read more of my thoughts on those episodes in particular. You can find the first part by clicking or tapping here, and the second part by clicking or tapping here. I go into a bit more detail in those pieces on things like the animation style, music, and more, so be sure to check them out if you haven’t already.

At this point in time, I don’t know when Season 6 might premiere – I don’t even know how far into production it is. Season 5 very consciously targeted a summer broadcast date, but I highly doubt Season 6 will be arriving this summer. I’d like to think we’ll see it sometime in 2026 or the first half of 2027, though. And if you missed it, a new film has just been announced, which will presumably follow on from Season 6 sometime in 2027 or 2028. So there’s a lot more Phineas and Ferb coming our way over the next few years – and so long as I’m able to do so, I’ll cover and review all of it!

Still frame from Phineas and Ferb Season 5 showing Doof rebuilding Norm.
A very touching way to end the season.

I hope this has been interesting. I know that three episodes isn’t much to base a review on, but having already reviewed the rest of the season, it’d feel weird to leave these three un-reviewed! I don’t think these three episodes on their own transformed my view of Season 5 as a whole – but that would’ve been a tough ask! I had fun with them, though, and to my surprise, I must admit, Vendpocalypse: The Musical was a great way to end the season.

Thanks for checking out my review, and be sure to tune in when we get trailers and teasers for Season 6 and/or the upcoming movie, as I’m sure I’ll have a lot to say about that! And when Season 6 arrives, I’ll do my best to review those episodes, too.

Have fun out there!


Phineas and Ferb Seasons 1-5 is available to stream now on Disney+. Episodes also regularly air on the Disney Channel. Phineas and Ferb remains the copyright of Disney Television Animation and the Walt Disney Company. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek: Starfleet Academy – Series Premiere Review

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Starfleet Academy. Spoilers are also present for the following Star Trek productions: Voyager, Discovery, Picard, Prodigy, and Strange New Worlds.

There was a time when the premiere of a brand-new Star Trek series would have been the most exciting thing I could’ve imagined. You don’t have to go back very far to see it, either: Strange New Worlds, which debuted in 2022, was somewhat soiled by the lack of an official broadcast here in the UK, but it was still an exciting moment. The same for Lower Decks in 2020. Picard, which premiered a few months before that, was probably my most-anticipated TV programme in years. Starfleet Academy, though… it wasn’t doing it for me.

The truth is that I arrived at the Starfleet Academy premiere with pretty low expectations. The show’s marketing campaign has been, in a word, lacklustre. A “teen drama” isn’t really my thing, with my teen years being so far behind me now that I can barely even see them over the horizon. And, after season upon season of modern Star Trek doing the whole serialised storytelling thing, I just feel pretty burned out on that. Some of that isn’t Starfleet Academy’s fault on its own… but it’s part of the conversation as we welcome the debut of the franchise’s eleventh show overall and ninth live-action series.

Photo from the Star Trek: Starfleet Academy premiere showing the main cast.
The main cast at the show’s premiere in January 2026.

I don’t sit down to watch *any* television show hoping to have a bad time. I genuinely want to give Starfleet Academy a chance to blow those low expectations out of the water, hook me in, and convince me that this has a shot at eclipsing Strange New Worlds to be the best thing the franchise has done in a long time. And I tried to go into the two-part premiere with an open mind – or as open a mind as possible, under the circumstances.

The long and short of it is that there are things Starfleet Academy did well, some areas where it was less competent, and a whole bunch of “teen drama” that I already knew I wouldn’t enjoy. I will go through the key points, but I don’t want to dwell for too long on the negatives, because I think there are moments that Trekkies will be able to enjoy – even if those moments are wrapped up in a narrative framework that isn’t necessarily going to be to everyone’s taste. I’m still hopeful that Starfleet Academy will be able to reach a younger audience; folks who might be more interested in the angst, crushes, petty rivalries, and schoolkid drama than you or I. The only way for Star Trek to survive is if the franchise can grow beyond its existing niche, and I really do want to see more Star Trek on our screens in the years to come. Starfleet Academy is intended to be a stepping-stone – an easy gateway for new, younger viewers to get started with what can be a dense, convoluted, and offputting franchise. There are tentative signs that Starfleet Academy may be able to achieve that objective, and I will certainly be crossing my fingers and hoping for its success.

Behind-the-scenes image from Star Trek: Starfleet Academy Season 1 showing Genesis (on a production monitor).
Behind-the-scenes shot of Bella Shepard as Genesis.

One thing I will compliment the writers, directors, and producers for is the length of the opening pair of episodes. I don’t know if this will be compensated for later in the season with shorter ones – and I hope not – but there’s no denying that Starfleet Academy got a meaty premiere. The two episodes together clocked in at almost two hours and ten minutes (sans credits), with the first part well over an hour long. That’s a decent length for a premiere, especially amongst today’s streaming TV shows with cut-down seasons and shortened episodes. There was enough time for the series to set up its main characters, introduce us to the cadets, instructors, and the season’s overarching antagonist, as well as set up two pretty different adventures for Caleb, Captain Ake, and the rest.

One thing I criticised Discovery for, after the show jumped forwards to this 32nd Century time period, was how it never really spent a lot of time considering the Burn – the massive, galaxy-changing event that led to the Federation’s ruin and the overall “post-apocalyptic” state of the galaxy. In just two episodes, I felt Starfleet Academy did at least as much as Discovery had done in three seasons with that premise, and the theme of rebuilding after a traumatic event was front-and-centre in a way it never was in that earlier show. Given the impact of the pandemic, wars, and other major events out here in the real world, there’s the potential for Starfleet Academy to do what Star Trek has always sought to do: examine real-world issues through the lens of science-fiction. The premiere made a start on that; time will tell if the rest of the season will continue those themes.

Still frame from Star Trek: Starfleet Academy Season 1 showing the Chancellor giving a speech to the cadets.
The re-opening of Starfleet Academy after the Burn.

The first two episodes of the season weren’t *as* heavily-serialised as I expected them to be, which is also a trend I’d very much like to see continue. We jumped from a story about Caleb, Captain Ake, and the villainous Nus Braka to one which focused on the Betazoids and their possible re-entry into the Federation. That change took us from an action-packed story to one that was much more focused on the subtleties of diplomacy. Both episodes kept plenty of “teen drama,” but they had different kinds of storylines at their core for those dramatic character moments to play out in front of. In that sense, I was quite pleased to see at least some effort to give the series a chance to explore different kinds of stories, different alien factions, and different characters.

That’s not to say that the show is as episodic as I’d have wanted it to be. Starfleet Academy has a pair of co-protagonists, really, in Captain Ake and Caleb, and the second episode of the season, in part, advanced their stories and the search for Caleb’s missing mother. In that sense, it’s not a “one-and-done” story that you could just pick up and watch without the context of the preceding episode – and I can only assume this trend will continue across much of the season.

Still frame from Star Trek: Starfleet Academy Season 1 showing Caleb and Captain Ake at the window.
Caleb and Captain Ake.

Star Trek, as a franchise with a focus on exploration, works better – in my opinion – when it has the freedom to explore new aliens, new locales, and new themes basically every week, and when a rotating cast of main characters each get turns in the spotlight. But I fully accept that that format *also* worked best when TV shows had the freedom to run to twenty-plus episodes per season instead of eight or ten. However, Strange New Worlds has managed to strike a pretty good balance, even if the show’s writers have a preference for certain characters over others, sometimes. A mix of episodic storytelling with ongoing themes and character arcs works so well in that show, and I’d have ideally liked Starfleet Academy to adopt a similar approach.

A show like Starfleet Academy would’ve been perfect for this episodic-plus-character-arcs style, too. Think about what the Academy is: it’s a school. The cadets are going to be attending a variety of classes with totally different focuses, and there can be field trips, missions, and more. And, in addition, to make the show accessible to newbies, an episodic style is the perfect introduction to Star Trek: an episodic show could give new viewers and younger folks an overview of Starfleet and Star Trek without delving too deeply into any one faction, alien race, or character. And from the 32nd Century, it would even be possible to look backwards at basically everything Star Trek has ever done – the perfect thing for this big anniversary year, too.

Still frame from Star Trek: Starfleet Academy Season 1 showing the 60th Anniversary logo.
2026 is Star Trek’s 60th anniversary year.

Speaking of Star Trek’s 60th anniversary, I liked the new introduction/logo that we got to see at the start of both episodes. Seeing the various hero ships from elsewhere in the franchise was cute, and it was a nice, subtle way to acknowledge this milestone year. It didn’t add a lot to Starfleet Academy in and of itself, but it didn’t go unnoticed or unappreciated by this old Trekkie.

The title sequence and theme music reminded me a lot of Picard, and perhaps Discovery to a lesser extent. I never thought I’d hear myself say this, but if *any* Star Trek show might’ve been able to get away with an Enterprise-style modern pop song for its opening credits… it would probably be Starfleet Academy! I’m not familiar enough with a lot of big-budget shows aimed at this demographic, but I wonder how the opening titles compare to something like Wednesday or Stranger Things. For my money, as a Trekkie, the opening theme felt fine. Perhaps a bit understated, but I didn’t dislike it. I’m also not sure if the title sequence is going to change every time, or whether the two different sequences we saw are just a result of one episode being the show’s overall premiere. In any case, I didn’t mind the change.

Still frame from Star Trek: Starfleet Academy Season 1 showing the opening title card.
The opening title card from Kids These Days.

Alright, let’s get into the weeds with both of the opening episodes.

A story about someone making a mistake, or being caught up in an institution that makes a mistake, and later seeking to atone for it can work pretty well. So as the setup for Captain Ake and Caleb’s stories, the whole “crime and punishment” thing that we got in the beginning had potential. But the way it was executed left a lot to be desired. First of all: “show, don’t tell.” Let us, as the audience, see Nus Braka and Caleb’s mother doing *something* together, even if it was just scavenging supplies from the crashed Federation ship. It would’ve been so much more impactful if we’d seen what these characters did first-hand instead of having it read out to us, dryly, in a pretty poor courtroom scene.

Then we have the length of this sequence. Putting Nus Braka and Caleb’s mother “on trial” together, when one is the instigator and one an unwilling accomplice, felt… rushed. As if the episode didn’t have time to give us two separate moments with these characters facing their punishments. I like the idea of this decrepit rump Federation resorting to excessively harsh punishments; it feels like a good way to indicate how far it had fallen and how tough the post-Burn era was. But the way we arrived at that moment wasn’t great, and it was utterly *dominated* by Paul Giamatti’s incredibly hammy over-the-top performance.

Still frame from Star Trek: Starfleet Academy Season 1 showing Nus Braka on trial.
Nus Braka at his trial.

Paul Giamatti’s casting was one of the main reasons why I felt there was even a scintilla of a chance for Starfleet Academy to be a decent series. I adored his performance in the John Adams miniseries a few years ago, and he’s been in a ton of wonderful films, including Saving Private Ryan and 12 Years A Slave, as well as TV shows like Billions. He’s an incredible actor, which is reflected in his many awards and nominations.

So it takes a perverse kind of “skill” on the part of writers, producers, and directors to get someone so great to turn in such a shockingly poor performance.

Nus Braka is everything I feared he’d be when I saw him in pre-release promos and marketing material. He’s a one-dimensional villain stereotype; a direct-to-video kids’ movie antagonist who wants to bulldoze the neighbourhood playground to build a car park. He’s so comically over-the-top that it ceases to be entertaining in its own right and just becomes ridiculous. And I absolutely despise that the modern Star Trek franchise can attract a performer of such genuine talent and calibre and reduce them to this… puddle of cold vomit.

Photo of Alex Kurtzman and Noga Landau at the Star Trek: Starfleet Academy premiere.
Co-showrunners and executive producers Alex Kurtzman and Noga Landau at the show’s premiere. Kurtzman also directed the opening two episodes.

While we’re on the subject of Nus Braka, Starfleet Academy broke a cardinal rule of storytelling that I fear will come back to haunt the series: don’t let your young, untrained heroes – before even *starting* their character arcs – defeat the villain in the first act. Sure, Nus Braka lives to fight another day… but only because Captain Ake inexplicably didn’t immediately recover (or just destroy) his escape pod. But when he inevitably returns to taunt Caleb and his friends again… we’ve already seen how easily he goes down. Caleb went toe-to-toe with him in a fight, and the cadets – who hadn’t even attended a single class, got to know each other’s strengths and weaknesses, or anything – were able to outsmart and outmanoeuvre his entire band of pirates.

Where are the stakes meant to come from when this season-long overarching antagonist comes back?

A couple of minor changes in the premiere episode could’ve seen Nus Braka departing the Athena, having dealt a blow to Caleb’s pride and the cadets’ morale – setting him up as a much more significant foe when he makes a return. Instead of having Caleb go toe-to-toe with him in a fight, we’d see Nus Braka get the upper hand, only to be forced into a retreat when Starfleet security is on the way. Instead of having the cadets work together to outsmart him, defeat his technology, and destroy his ship, keep the cadets working on smaller, but no less impactful problems, like the injury to Lura Thok. Have Braka and Captain Ake effectively come to a stalemate, with only the arrival of Starfleet reinforcements causing Braka and his pirates to withdraw. Starfleet reinforcements were discussed in the episode – why not make better use of them? It was far more important in this story, at this moment, to establish Nus Braka as a competent villain than to show Starfleet as weak.

Still frame from Star Trek: Starfleet Academy Season 1 showing Nus Braka's defeat.
“Nooooo!”

That kind of setup still gives Braka a pathway to feeling aggrieved by Caleb and the others, but it leaves him intact as a potentially intelligent, powerful, and dangerous foe. We’ve already seen his neck – how easy he is to beat, how he runs away when cornered, how he can be duped by something as basic as a fake alarm, and how he can be outsmarted by a group of untrained kids. How are we to take him seriously next time? A point made worse by the hammy, scenery-chewing performance.

I get that Starfleet Academy wanted to throw the kids into a difficult situation, but still give them a win – showing how they can come together and put their skills to good use when it matters. But again… this is our *first* introduction to these characters. They haven’t gone through anything, they barely know each other’s names… a victory like this needs to feel earned, and this one didn’t. Not to mention that all of the cadets were supposed to be in lockdown in their cabins, and that the Athena is a starship with its own crew. Where was the Doctor when Lura was injured? Where were… any crew members at all, come to that?

Still frame from Star Trek: Starfleet Academy Season 1 showing Lura Thok and Sam.
Lura’s injury gave the cadets an opportunity to work together on a smaller-scale problem.

The kind of story we got in the premiere shouldn’t have come until at least halfway into the season. And if the producers and writers wanted an explosive beginning to the season, which tied into Caleb and Captain Ake’s stories, there were ways to set that up without giving the kids a win that felt… scripted. If everyone comes across as being too perfect on day one, able to solve the most complex of problems and defeat who we assume is still going to be the season’s main villain… where does the show go from there? How do you give characters an arc when they start from such a high point? It’s a challenge that the rest of the season will now have to overcome – and it didn’t need to be.

This highlights a trend that a lot of media made for kids can fall victim to: in order for the young’ins to be able to save the day, the adults around them – who are, in this case, in loco parentis – have to be shockingly incompetent. The bridge crew did basically nothing, save for triggering a pre-made training programme. It fell to Caleb and the other cadets to stop Braka and save the ship. And, in the next episode, it fell to Caleb again to provide all of the answers to solving the diplomatic crisis between Betazed and the Federation. The adults at Starfleet Academy just… aren’t up to the task, apparently.

Still frame from Star Trek: Starfleet Academy Season 1 showing the bridge.
Captain Ake arrives on the bridge.

There are a plethora of ways to show that a younger character is competent and able without having them save the day over and over again. We’re only two episodes in, and thanks to Captain Ake telling us over and over again how special and wonderful and magical Caleb is, and the demonstrable proof of that through Caleb’s technical skills, his engineering skills, his combat skills, and even his diplomatic skills… well, I’m getting “Wesley Crusher” vibes. Which, unfortunately, I can’t say I intend to be a compliment.

I would’ve liked to see a more nuanced take on Caleb. Instead of being able to hack computers with ease, fight off the season’s main villain, and save the day at the drop of a hat, I’d like to see the *potential* for him to one day be able to do those things – but to see that raw talent as rough and unguided. This would give the likes of Captain Ake a way in – a way to assume the role of mentor or teacher. Why does Caleb need a teacher? What can the Academy teach him that he doesn’t already know how to do? He’s willing to stay – for now – because Starfleet seems useful to him, and he can hack their computers from the comfort of his dorm room. But when a character starts the story at the level of an expert, it doesn’t leave a lot of room for growth.

Still frame from Star Trek: Starfleet Academy Season 1 showing Caleb.
There’s a risk in making a protagonist too perfect from the very start.

One area where we could potentially see more from Caleb – to give him more of a genuine arc beyond “find my mother” – is in making friends. Realising that he can work as part of a team, and then later, that he can work *better* as part of a team, is basically the only growth potential a character like Caleb can have, at this point. And I hope that the remainder of the season can show him working with the other cadets, as well as Tarima, Captain Ake, and others at the Academy, to undergo some kind of arc beyond the main narrative.

To return to Captain Ake, I have to repeat something I said a moment ago: “show, don’t tell.” Captain Ake repeatedly tells Caleb that she hasn’t stopped looking for him for fifteen years, but we saw absolutely none of that on screen. In fact, when we saw Captain Ake for ourselves, she seemed pretty settled on Bajor, playing with kids and enjoying an ice cream. Not exactly the desperate search that she swore up and down she’d never stopped nor given up on. It wasn’t the worst scene in the world, and I did like how it harkened back to Archer recruiting Hoshi in Enterprise, Janeway seeking Tom Paris’ help in Voyager, and other, similar moments.

Still frame from Star Trek: Starfleet Academy Season 1 showing Captain Ake at the end of the episode.
Captain Ake.

But at the same time, we’re following *this* story – the search for Caleb, Caleb’s mother, and Nus Braka. And Captain Ake tells Caleb – and by extension, us as the audience – repeatedly that she’s been searching for him ever since he ran away. But… the only scene we get of her in between Caleb’s escape and her accepting the role of Chancellor shows her with a bunch of children licking an ice cream cone. It’s just tonally jarring in a way that it didn’t need to be.

Let’s reimagine this moment.

One of the key themes that Starfleet Academy seems to be going for is that we’re all “better off together;” that one of the biggest strengths Starfleet and the Federation can offer is teamwork. So, instead of Admiral Vance finding Captain Ake chilling out with an ice cream, how about he finds her in some seedy bar on a dangerous Orion Syndicate planet, desperately chasing a long-dead lead. Vance could tell her that *Starfleet* found and rescued Caleb, demonstrating the show’s point about working as part of a diverse team, and a well-managed organisation having strengths and abilities that a “lone wolf” doesn’t. We get to the same place, but without the weird jump in tone and the kind-of-a-lie Captain Ake would later tell.

Still frame from Star Trek: Starfleet Academy Season 1 showing Admiral Vance and Captain Ake having ice cream.
Does this look like a woman consumed by her search for a missing kid?

See how we get to basically the same destination, but via a route more in keeping with the story?

Let’s stick with Captain Ake for now. I like the idea of using her run-in with Caleb and his mother to highlight the state of the galaxy after the Burn – and how the Federation in that era could do the wrong thing. There were pretty obvious parallels to the issue of family separation in the United States, where migrant parents and children have been separated, and where parents have been deported, leaving children who were citizens behind.

As I said above, using a sci-fi lens to examine this complex issue is a great idea, and that’s something Star Trek has always done – from the anti-nuclear message of The Doomsday Machine to the criticism of the way homelessness and mental health issues are handled in Past Tense. Captain Ake was put into an impossible position by Starfleet – though I wish we’d gotten to see a little more of that. She stated that she was the senior officer in charge of prosecuting Nus Braka, yet when she spoke to Caleb’s mother, she implied that her hands were tied when it came to enforcing the law and dishing out punishments. But… who tied her hands? Did she get orders from someone else in Starfleet? Seeing that moment for ourselves, and perhaps seeing her at least trying to argue back, recognising how wrong that decision felt to her, would have done a lot to inform her characterisation at this crucial moment.

Still frame from Star Trek: Starfleet Academy Season 1 showing Captain Ake in a flashback.
Why did Captain Ake feel she had no choice but to separate Caleb from his mother?

So far, I don’t think the show has made much of Captain Ake’s age or the fact that she’s a Lanthanite. We’ve met one other Lanthanite in Star Trek recently: Pelia, from Strange New Worlds. There’s plenty of time for the rest of the season to do more with the idea of Captain Ake being several hundred years old, and I hope it’ll come into play a bit more and have more of an impact on both the story and her characterisation. So far, I don’t really feel a lot of “ancient and wise” from her – though I would note that there are more than a few similarities with Pelia, which I did appreciate.

Whether Starfleet Academy does or doesn’t make more of Captain Ake’s age, though, it does call one thing into question for me: why have both an ancient Lanthanite captain *and* an ancient holographic Doctor in the same show? Don’t these two characters kind of occupy similar narrative spaces? Do we need two “Yoda” type characters in Starfleet Academy for the kids to turn to? I guess I’m just a little worried about one overwhelming the other, or how they’ll really distinguish themselves if they’re both gunning for that “wise mentor” space.

Still frame from Star Trek: Starfleet Academy Season 1 showing Captain Ake and the Doctor.
These two characters are both ancient and long-lived.

In my preview of Starfleet Academy, which I wrote based on the teaser trailers and clips that had been shown off last year, I said that Gina Yashere’s performance was of particular concern; I just wasn’t at all convinced by her acting from what I’d seen. Yashere had her moments as Lura Thok – the half-Jem’Hadar, half-Klingon XO and cadet master – in the two-part premiere, but she was far from perfect much of the time. Ironically, I felt her best performances came in what was probably one of the tougher acting challenges she had: when Thok was injured and being attended by the cadets, I felt the character was far more believable than at basically any other moment in the double-header.

I hope that Lura Thok will grow on me, and that my familiarity with the performer (and perhaps the accent, too) are part of what’s been throwing me off. I find the idea of a half-Jem’Hadar interesting, and there’s potential, perhaps, to catch up with the Dominion and see what came of Odo’s peace initiative. At the very least, I hope that Lura Thok isn’t just going to be a sidelined character, whose history and traits are played up for dramatic effect. Starfleet can have this kind of “drill sergeant” without them needing to be from such a background – and really, as Trekkies, don’t we want to know more about how a half-Klingon, half-Jem’Hadar came to be? Jem’Hadar were all artificially created in Deep Space Nine; I’d love to know more about them and what kind of culture they may have developed independently from their Founders. And how did someone who’s half-Jem’Hadar make their way to Starfleet? I have more questions than answers… and despite a shaky and inconsistent performance, I’m still keen to learn more about this character. As a DS9 fan, I really want to like Lura Thok!

Still frame from Star Trek: Starfleet Academy Season 1 showing Lura Thok.
Lura Thok.

From one Klingon to another! Jay-Den Kraag is a genuinely interesting character, and I really enjoyed what he brought to the first episode in particular. There’s always going to be something interesting about a character who is – for want of a better term – “rebelling” against social expectations, so a Klingon doctor (or med student, technically) is a really fun idea. He reminds me a little of Dr Reyga – the Ferengi scientist from The Next Generation Season 6 episode Suspicions; a character who was defined by his desire to show that his people could be more than money-obsessed merchants.

As above with Lura Thok, I’m hopeful that Jay-Den can be a gateway to us learning more about his people in this era – something Discovery failed to show us. Some have speculated that the Klingons may have joined the Federation by this time; Jay-Den’s interactions with his fellow cadets and Lura Thok seem to suggest that there’s still a strong warrior culture amongst many Klingons. Those two things aren’t necessarily mutually-exclusive, of course, but if the Klingons aren’t Federation members, it raises the question of why (and how) Jay-Den is attending Starfleet Academy. I hope that’s something we’ll get to learn more about. His introduction was surprisingly cute; I liked his reluctant admission that he enjoys birdwatching, and again, the idea of a “softer” Klingon character has a ton of potential.

Still frame from Star Trek: Starfleet Academy Season 1 showing Jay-Den in uniform.
Jay-Den, the Klingon med student.

Darem is a potentially interesting character, as he introduces us to a brand-new alien race. But his introduction as an antagonist… it left a lot to be desired, quite honestly, and the whole “stuck-up rich kid who’s also a bully” character is a pretty tired cliché, even for a show set at a school. The upside to Darem’s poor introduction is that it does leave him with genuine space to grow – something I talked a lot about earlier. And we perhaps saw a few baby steps in that direction, with Darem risking his life for his shipmates.

There’s also potential in the “two kids who hate each other have to be roommates” trope, though we didn’t get much of that in the first couple of episodes. I’d like to think we’ll get some more one-on-one time with Darem and Caleb, though the introduction of a third roommate for them could complicate that a bit. Darem was the character I was least sure about going into the premiere; he seemed like he could be totally superfluous, seeming to share some aspects of his character bio with other cadets. But he emerged as a unique character in the series – even if his “rich kid bully” archetype is pretty tired when considering other “teen drama” type shows. I like the idea of a shape-shifting alien, and I wonder if we’ll learn more about these abilities in the future.

Still frame from Star Trek: Starfleet Academy Season 1 showing Caleb and Darem squaring up.
Squaring up for a fight.

We’ll pick up with the remaining cadets and crew in a moment, but I want to take a diversion to talk about CGI and animation.

In modern Star Trek, CGI has generally been pretty solid. There have been a few notable misfires, like the copy-and-paste fleets in Picard’s first season finale, and a digital sword in the third season of Discovery that looked weightless and fake, but I couldn’t call to mind many other examples of genuinely poor-looking CGI.

Until now.

Still frame from Star Trek: Starfleet Academy Season 1 showing Caleb, Tarima, and the whale.
Yikes.

The whale in the aquarium in Beta Test looked just *atrocious*. It looked like it was from a 2005-era video game, totally unrealistic, and genuinely detracted from that entire sequence. Other CGI in Starfleet Academy’s opening two episodes looked fine – establishing shots of the Academy, the USS Athena, the battle with Nus Braka’s ship, holograms and programmable matter interfaces… they all looked good enough. But that whale… Jesus Christ. I thought Paramount’s artists had begun to get better at using the AR wall, but I don’t think the wall itself was the issue. The model used for the whale was just too low resolution or low-poly to be at all realistic.

And I genuinely don’t understand how that could’ve happened. Not only was this a callback to The Voyage Home, but it was a pivotal moment in the episode, with Caleb showing Tarima something meaningful, reaching out to her, and showing us as the audience how the pair are potentially developing feelings for one another. The whale was a vital part of the scene, so for it to look so cheap, so outdated, so far behind the times, so low-res… it was utterly awful, and by far the worst-looking moment in the entire pair of episodes – and one of the worst-looking moments in Star Trek as a whole since Enterprise.

Still frame from Star Trek: Starfleet Academy Season 1 showing the whale.
Are those pixellated blobs meant to be… *bubbles*?

While other CGI in Starfleet Academy was pretty good, the 32nd Century’s overabundance of holographic displays can be a tad offputting, sometimes. And it probably isn’t easy for a performer to have to act on a blank stage, only for all of the holographic stuff to be added in post-production. Sometimes, parts of the Academy could just feel a little… cluttered, thanks to there being so many holographic signs and floating displays.

The design of the USS Athena… it’s something that I hope will grow on me as the show continues its run. It’s interesting that the ship’s basic layout is reflected in the kids’ combadges, and that feels like a cute little addition. And in principle, the idea of a ship that can be both a ground-based campus *and* take off and go to space is really neat. The opening two episodes showed us one space mission and one on Earth, and I hope we continue to get a good mix of both kinds of stories going forward.

Still frame from Star Trek: Starfleet Academy Season 1 showing the USS Athena.
The USS Athena.

The Athena continues a trend from Discovery of starships having a lot more diversity in their designs when compared to earlier iterations of Star Trek. I don’t hate that in principle, but we have to remember that one of the tasks Starfleet Academy has is to bring new, younger eyes to Star Trek for the first time. Establishing a firm visual identity for the franchise – ensuring that viewers can *immediately* tell that they’re watching Star Trek – is important, so I think I’d have picked a design for the Athena that was a little more… traditional.

The Athena’s introduction was – unlike the aforementioned whale – a very competently-constructed CGI sequence. But I’m afraid it was spoiled, at least for me, by being too cluttered. The Athena was shown off while surrounded by other starships and space stations, and it wasn’t easy to tell at a glance – or if you’re new to the franchise, perhaps – which parts were the Athena and which were something else. Compare the introduction of the Athena, or the Athena preparing to go to warp, with similar moments in The Motion Picture, The Next Generation, or Voyager to see what I mean. Those sequences did a much better job of highlighting the “hero” ship, and while modern CGI might’ve allowed artists to construct spacedocks that they felt looked larger and more believable… that realism actually detracted from the entire point of the sequence. Scenes like these need to highlight and show off the main starship, and all of the background clutter made that harder, not easier. It was a bit of an unnecessary own goal.

Still frame from Star Trek: Starfleet Academy Season 1 showing the USS Athena.
The Athena’s introduction was somewhat drowned out by background clutter.

Tarima could make for an interesting character, and I’ll be curious to see how she progresses. The idea of a Betazoid with some kind of medical condition that means their empathic abilities have to be dampened is potentially interesting, as long as the resolution to that mini-mystery is solid. Though I suspect it’ll turn out that she has some kind of “superpower” that the cadets will be able to use further along in the story to defeat a baddie or solve a problem. I’m also interested to learn more about this War College, and its seeming rivalry with the Academy – Tarima, as a War College enrollee, could be our point-of-view character for some of that.

The Betazoids made for a welcome addition to Starfleet Academy, though, and I did enjoy the presentation of the Betazoid leader, who communicated through sign language and telepathy, converted to speech via a translator. I think this is something we’ve seen hinted at before – that Betazoids, among themselves, prefer communicating telepathically. It makes sense to me at least that, after a century-plus of isolation, some Betazoids may have almost never spoken aloud, and may not possess the ability to do so. Plus, it’s always nice to see a bit of disability representation in Star Trek, with the franchise again showing it through a sci-fi lens. The same is true of the Betazoids and their “wall;” the theme of bringing down the wall and opening up to integration was another way Starfleet Academy passed comment on real-world events.

Still frame from Star Trek: Starfleet Academy Season 1 showing the president of Betazed.
The President of Betazed.

So far, I’m not feeling a ton of personality from Genesis. She seemed to have moments of politeness and friendliness – like her interactions with Sam and Jay-Den in the premiere – and moments where she might be either a bit more calculated or perhaps a bit jovial – as we saw when she caught Caleb sending his message. The daughter of an Admiral, who’s been training her whole life for the moment she could join Starfleet, could give her a bit more to say, and I hope we’ll get an episode where she’s more in focus. As it is, the opening pair of episodes have left her quite open, and there are many possible directions for her character across the season.

The same is true of Sam (or SAM? I’m going to write it in lowercase for now). The one thing I’d really like to learn from Sam is why her photonic civilisation felt the need to create a child and send her to school. And if they wanted to create a holographic child, why not start from a newborn age, or a toddler? Why create a 17-year-old and send her to school? Sam also opens up a pathway for us as the audience to connect with the Doctor in a new way, something we kind of glimpsed in the premiere, and she brings a bit of light-heartedness to various conversations and character groups with her wide-eyed “everything is so new and I’m fascinated by it” energy.

Still frame from Star Trek: Starfleet Academy Season 1 showing Sam.
Sam.

I’m glad that the Doctor didn’t overwhelm Starfleet Academy, as I’ve come to feel that an overreliance on legacy characters hasn’t been great for the franchise overall. Fans like you and I might be approaching this show as a sequel – the eleventh show in a line stretching back six decades. But for newcomers – the younger audience Starfleet Academy is meant to be reaching out to – a focus on returning characters and a massive dump of lore just… would be too much, I suspect. For me, the Doctor’s role in the show so far stuck more or less the right balance – more than a cameo, but not so much as to be overwhelming.

I was interested by the Doctor’s reaction to Sam, and particularly how he seemed reluctant to discuss the crews of Voyager and the Protostar (the latter being from Prodigy, which I still need to finish watching!) Perhaps the Doctor just didn’t want to talk about something like that with someone he’s just met, though I suspect there’s more to it. Could we learn that living such a long life, and seeing so many generations of organic friends live and die, takes a toll on an artificial life-form? That could be an interesting angle, and a way for the Doctor to get a more personal storyline.

Still frame from Star Trek: Starfleet Academy Season 1 showing the Doctor.
The Doctor.

This review is already running long, so let’s start to wrap things up.

Starfleet Academy is a show that I almost certainly wouldn’t have sat down to watch were it not for the “Star Trek” label. This style of show just isn’t my thing, and I knew that before a single frame had aired. But, for Trekkies, I think there are some green shoots and some reasons to be optimistic. I like how the series has taken Discovery’s post-Burn setting and done a lot more with it, I like at least some of the main characters, or at least I can see their potential. And I’m still hopeful that a show deliberately targeting a younger audience will help the fan community grow.

I will continue to watch the series, but I won’t be doing weekly episode reviews this year. Instead, I’ll write up my thoughts on the season as a whole when it’s over – which will be in mid-March. I may talk about the show in between now and then, for example if I have a theory to craft or if I have something to say about a character or plotline that just can’t wait! Such things have been known to happen around here!

Still frame from Star Trek: Starfleet Academy Season 1 showing Caleb with an apple.
Caleb at the end of the two-parter.

I stand by what I’ve been saying over the past year or so: Starfleet Academy feels like it’s going to be the final Star Trek show to premiere for the foreseeable future. And unless it really does blow up and do exceptional numbers for Paramount+, I doubt it’ll continue beyond its already-produced second season. I really want the show to be enjoyable on a personal level, of course, but I think what’s even more important is that it reaches its intended audience – younger folks in the under-20 bracket, people who’ve enjoyed the likes of Wednesday and Stranger Things on Netflix, and fans of these kinds of high school/university dramas in general.

So that was Starfleet Academy’s premiere. I haven’t read any other reviews yet, so I don’t know if my thoughts on the show are the same as other fans and critics. But I hope that Trekkies and new viewers alike are finding their way to Starfleet Academy and giving it a fair shake.

Be sure to check back after the season finale in March to get my review of Season 1 as a whole. And in this big 60th anniversary year, I’m sure I’ll have more to say about this wonderful franchise! Live Long and Prosper, friends.


Star Trek: Starfleet Academy is available to stream now on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy and everything else discussed above – remains the copyright of Paramount/Skydance. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.

Anthem Sucked (But You Should Still Be Allowed To Play It)

Bad news, guys: Anthem is gone. After today, you can never play it again.

What do you mean “WTF is Anthem?” You know: that BioWare game from 2019? With the flying “Iron Man” suits? BioWare’s genre-busting epic? The “ten-year experience” that defined a generation? The “Bob Dylan of video games?” Anthem!

Okay, all jokes aside, today – the 12th of January 2026 – is the final day that Anthem’s servers are going to be online. The game has already been removed from digital shops on all platforms in anticipation of this, and when the plug is pulled on those servers later today, that’s it. No more Anthem… ever.

Photograph of Bob Dylan performing in Toronto.
Anthem was supposed to be the video game equivalent of Bob Dylan…
Photo: Jean-Luc, CC BY-SA 2.0 , via Wikimedia Commons

Let’s not beat around the bush: Anthem was dog shit. It was a decade too late, developed by a studio that had no experience with online multiplayer titles, it suffered from weak world-building, and the entire game was rebuilt from scratch in the eighteen months before it launched because the version(s) shown to the higher-ups at EA were even worse. It relied on a totally fake CGI trailer to generate hype, players felt swindled and let down when they finally got to try the game, and it even seemed, for a hot minute, that Anthem’s failure would condemn BioWare to the ever-growing Electronic Arts graveyard.

So… why should we care that Anthem is finally being put out of its misery?

There are some pretty bad or poorly-received games that I think we *all* have enjoyed over the years. And there are plenty of so-bad-it’s-good titles that can be fun to boot up for a challenge… or just to have a laugh. The weird Home Improvement tie-in game for the SNES, Carmageddon 64, Blue Stinger on the Dreamcast… I’m sure you have your own examples. But the point is this: we can still play those games if we want to.

Screenshot from Home Improvement: Power Tool Pursuit on the SNES.
There are plenty of less-than-great games that are still around and playable.

Anthem may have sucked, but it shouldn’t be up to EA and BioWare to tell us we can’t play it. That’s the bottom line here, and loathe as we may be to defend a monotonous, boring slog of a game like Anthem… it should still be accessible. Converting the game to be playable offline isn’t beyond EA and BioWare’s capabilities, and while I absolutely concede that keeping dedicated server space online for a dead game is a waste of resources… that doesn’t excuse killing the game entirely and rendering it unplayable.

A lot of players (okay, not *a lot*, because it’s Anthem, but you know what I mean) played Anthem solo. Despite being intended to be a multiplayer experience, it was possible to go through the game on your own, if you wanted to. And games like this have bots all the time – how hard would it have been to tone down some of the more difficult moments, add bots to replace human teammates, and keep the game playable for solo players? Or how hard would it be to turn off the dedicated servers but keep the game playable for local multiplayer, or even for peer-to-peer multiplayer? These things *are* achievable.

Promo screenshot for 2019's Anthem showing a character in a mech suit.
Bad news for Anthem’s remaining fan.

Another notorious flop in the live service space is Suicide Squad: Kill the Justice League. That game is also dead, and cost its parent company well over $100 million. But last year, Suicide Squad was updated to give the game an offline mode for solo players. Even when its servers are inevitably shut down, the game will remain playable for the folks who enjoyed it. See how easy that was? Yes, Kill the Justice League isn’t a fun game, and you can see why people who tried it bounced off it. But some people did gel with it and did enjoy it for its gameplay, its story, and so on. The same is true of Anthem. Don’t both sets of players deserve to be able to continue to play the games they enjoy? Games that, lest we forget, *they paid for*.

Anthem was never free-to-play. If you picked it up on launch day, you paid £50/$60 for the privilege. That’s less than seven years ago, and now that money – and any additional money spent at the in-game shop – is just… gone. The product that folks bought is now useless; Anthem discs might as well be coasters or frisbees. That… well, it just isn’t right. Is it?

A promotional screenshot.

This is a much more fundamental, philosophical point, but I believe all works of art and media should be preserved. This is human creativity, free expression… Anthem is the culmination of the work of hundreds of people over several years. And like any other work of art, it should be preserved for posterity. If we allow games like Anthem to be deleted, we not only deprive players today of a game they might’ve actually enjoyed or at least wanted to try out, but we also deprive people in the future the chance to see what gaming looked like at that moment in time.

Anthem wasn’t the only big-budget live service title to fail hard in the late 2010s or early 2020s. But in a way, it’s become emblematic of a period in the games industry where corporate publishers went all-in on the live service model. And being able to see what that looked like is important. We shouldn’t allow Electronic Arts and BioWare to get away with scrubbing the internet of Anthem; their shameful failure *should* be on display for all to see. It needs to be seen to be understood, and it needs to be understood because it says a lot about the state of the games industry in the late 2010s. Future media historians are being deprived of the opportunity to study Anthem… and learn what went wrong.

EA's old logo.
Electronic Arts (EA) is responsible for shutting down Anthem.

I made a similar argument in relation to the original Star Wars film from 1977. Most folks have never seen Star Wars. Sure, they’ve seen A New Hope – the modified version of the film with crappy CGI additions that George Lucas forced into it in the late ’90s. But the original version of Star Wars – the film that started it all – was deliberately being erased and overwritten by Lucasfilm and the Walt Disney Company. That is, until fans took the task of digitally preserving it into their own hands, and created something called “Project 4K77.” You can read more about that by clicking or tapping here.

The point is this: all works of art and pieces of media are important and worth preserving. No film, TV series, painting, novel, or video game deserves to be erased. They simply should not be made inaccessible to folks who want to engage with them, either for entertainment and enjoyment or for academic purposes. And we shouldn’t permit corporations to just arbitrarily decide which works of art and media us plebs are permitted to view. Once something has been created and released, it should remain accessible to everyone. There’s no justification for killing Anthem.

The "roadmap" of content that was never added to Anthem.
Anthem’s “roadmap” of content – most of which was never added.

Even if Anthem’s online servers needed to be shut down, there were still a plethora of options for preserving the game itself. And that’s what’s so disappointing about this move: Anthem could have been preserved as a single-player, offline experience, or even with local or peer-to-peer multiplayer. There simply are no technical limitations to prevent this from being possible, which means it was a conscious choice on the part of Electronic Arts to kill the game. It was EA cheaping out, refusing to spend the minuscule amount of money that would’ve been required to preserve the game.

So that task? Now it falls to fans, players, and game preservation groups.

Video games have always been a bit of an odd case when it comes to preservation for one simple reason: hardware. If you don’t own a functional SNES, playing games from Alien 3 to Zero the Kamikaze Squirrel becomes impossible. But that’s where players stepped in: emulation keeps those older games playable long after their original hardware is out of stock, and far beyond the moment where they went out of print. The same could happen for Anthem, though it’ll be a tougher task.

Stock photo of a Super NES (SNES) on a red background.
Games that originally released on older hardware, like the SNES, have been preserved thanks to emulation.

Anthem will need to be modified to be playable offline. I’m not even going to *pretend* that I understand what will need to be done to make that happen; “cracking” the game and modifying parts of its code are just way above my pay grade as a mere critic! But, if past experience has taught us anything, it’s that there are folks out there who are dedicated to video game preservation, and plenty of clever people who know just how to modify even the most complex of code. A playable offline version of Anthem is possible – and it may already be underway.

But it’s unfortunate that a version of this game that folks will be able to play offline wasn’t created officially by EA. And it’s a timely reminder of the importance of the “Stop Killing Games” initiative, which has launched petitions in various countries and territories. A change in the law would be needed, but it isn’t impossible to think that, one day, the kind of thing EA has just done to Anthem will be illegal; that future developers and publishers will be required to preserve their titles and keep a version of them playable indefinitely. For all of the reasons we’ve discussed, I think that’s vitally important.

Promo screenshot/art for 2019's Anthem showing a villain.
It’s the end of the line for Anthem… at least, officially.

While I personally don’t give a shit about the utterly dire Anthem, I think its erasure by Electronic Arts is not something to celebrate – nor something to tolerate. And I encourage you to check out “Stop Killing Games” and see how the movement is progressing, whether there are active petitions in your region, and encourage local lawmakers and politicians to get on board. Anthem may not seem like it’s worth preserving, but who are any of us to decide what’s “good enough” for future players and academics to have access to? Even the very worst games you can think of – E.T., Superman 64, Sonic ’06, or Ride to Hell: Retribution – don’t deserve the ignominious fate of being *erased* entirely.

It’s important to preserve as many works of art and media as possible. And at a fundamental level, it’s important not to allow corporations to dictate to us which games we can play, which films we can watch, and so on. That choice should be ours.

Even if that choice is to play a truly awful game like Anthem.


Anthem was released by BioWare and Electronic Arts in 2019 for PC, PlayStation 4, and Xbox One consoles. The game is no longer available for purchase. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Star Trek “Hot Takes” (For The 60th Anniversary!)

A Star Trek-themed spoiler warning.

Spoiler Warning: Beware of spoilers for the following Star Trek productions: The Original Series, The Motion Picture, The Next Generation, Voyager, First Contact, Discovery, Picard, Prodigy, Strange New Worlds, and Starfleet Academy.

2026 will mark the 60th anniversary of the Star Trek franchise. And what better way to celebrate the beginning of this milestone year than by stirring the pot in the Trekkie community? So today, I thought we could all enjoy six more of my patented Star Trek “Hot Takes!”

Before we go any further, I’d like to give a couple of caveats. Firstly, these are all opinions that I genuinely hold, and I’m not making things up for the sake of clickbait or to deliberately upset people. But, with that being said, I’m also a huge Star Trek fan, and I share these “hot takes” with tongue firmly embedded in cheek! This is meant to be a bit of light-hearted fun in the 60th anniversary year – not something to get too worked up or annoyed about.

Promo screenshot for Star Trek Online showing a D'Kora Class ship.
A Ferengi marauder.

These are *hot* takes, not “super obvious takes that everyone will agree with,” so you can expect some degree of controversy! And, as always, everything we’re talking about is just one person’s *subjective, not objective* opinion. Feel free to disagree vehemently; I’m well aware that my position will be the minority one in most cases. However, if you aren’t in the right frame of mind for some potentially controversial Star Trek opinions… consider this your final content warning!

With all of that out of the way, let’s celebrate the beginning of Star Trek’s big sixtieth anniversary year with six “hot takes”!

“Hot Take” #1:
Star Trek got way better after Gene Roddenberry was out of the picture.

Promotional photo of Star Trek: The Next Generation creator Gene Roddenberry on set.
Gene Roddenberry.

Gene Roddenberry was Star Trek’s creator. He established the world, the lore, the look and feel of Star Trek… he quite literally built the franchise from nothing, and his philosophy and ideas are *still* a core part of Star Trek today. But after Roddenberry lost control of the cinematic franchise in the early ’80s, and especially after he stepped away from day-to-day work on The Next Generation, well… that’s where Star Trek got a heck of a lot better.

Gene Roddenberry cut his teeth on the TV serials of the mid ’50s, and his writing style… it never really evolved beyond that, even as the entertainment landscape around him was utterly transformed. Look at his final work with the original Star Trek crew: The Motion Picture, which he was heavily involved with, had a troubled production, with script re-writes happening during filming, and the finished story feels like an extended cut of a TOS episode. This came two years after Star Wars, a year after Superman, and the same year as Alien and Apocalypse Now. And although The Motion Picture made more than its money back, it’s not exactly the definitive Star Trek story for either Trekkies or a more general audience.

Behind-the-scenes photo from Star Trek: The Motion Picture showing director Robert Wise, creator Gene Roddenberry, William Shatner, DeForest Kelley, and Leonard Nimoy.
Roddenberry with Leonard Nimoy, director Robert Wise, DeForest Kelley, and William Shatner on the set of The Motion Picture.

The simple truth is that Roddenberry was lapped by a new generation of sci-fi storytellers and filmmakers in the years after Star Trek. And ironically, many of those projects would never have been greenlit were it not for the huge success of Star Trek! But by the end of the ’70s at the very latest, what Gene Roddenberry was capable of, particularly as a scriptwriter, had fallen way behind audience expectations. He tried to reclaim his place at the head of the Star Trek franchise with The Next Generation in 1987, but again… most of that show’s best episodes and stories came *after* he was no longer involved.

In The Original Series, Roddenberry penned the critically-panned episode The Omega Glory, his original treatment of The Cage almost got Star Trek cancelled before it could get off the ground, and of the other writing credits he has in the franchise… could you name a single one? Return of the Archons, Bread and Circuses, The Savage Curtain… none of these leap out at me as being “must-watch classics.”

Behind-the-scenes photo from the Star Trek TNG S3 episode Menage a Troi showing Gene Roddenberry and actor Peter Slutsker (in Ferengi makeup).
Gene Roddenberry with actor Peter Slutsker on the set of The Next Generation.

Roddenberry had a very rigid, almost dogmatic vision of what the future should look like. And, admirable as that may have been, it didn’t really lend itself to interesting, engaging, or realistic storytelling. If Starfleet characters and humans in this era are all heroic paragons of virtue, free of prejudices, conflicts, and negative feelings of any kind… how do you build tension and drama in a story? How can characters have arcs when they begin at “already perfect”? And the less we say about Roddenberry’s self-insert character of Wesley Crusher (named after his own middle name) the better!

Okay, okay. I’m exaggerating just a little. But I don’t think it’s a coincidence that The Original Series films were better-recieved after Roddenberry was kicked off them. Nor that The Next Generation began to improve after he was no longer directly involved. I personally *adore* The Motion Picture, but there’s no denying it’s not one of the best films in the franchise in most people’s opinions. Gene Roddenberry was simply a man of his time… and his time came and went. When The Next Generation was underway, and spin-offs were being worked on, Roddenberry’s time was over. And Star Trek improved as a result. Characters could be flawed, humanity and Starfleet could better reflect the world of today by being imperfect, and Star Trek began to feel less like an impossible utopia or a morality fable and more… real.

“Hot Take” #2:
The overuse of legacy characters did more harm than good in modern Star Trek.

Promo photo for Star Trek: Picard Season 3 showing the main characters.
(Most of) the main characters from The Next Generation returned in Picard Season 3.

In 2018, I was… concerned. For the second time in a decade, we were going to see Captain Pike and Spock re-cast for a new project: Discovery’s second season. And, around the same time, we also learned that Jean-Luc Picard was being brought back for his own series. Star Trek’s return to its small-screen home had already been complicated by including Michael Burnham as Spock’s long-lost adopted sibling, but these announcements seemed to signal a disturbing trend: Star Trek was doubling-down on legacy characters and storylines at the expense of trying something new.

And that trend would continue. Prodigy, despite being billed as a show for kids, functions more as a sequel to Voyager than an independent production. Picard quite literally dumped almost all of its new characters – without bothering to resolve most of their arcs and storylines – in order to bring back the crew of The Next Generation for one final adventure. And Strange New Worlds, despite introducing us to some interesting new characters, focuses excessively on Spock, Kirk, Uhura, Scotty, and other TOS characters that have been introduced. We even got an entire episode in Season 3 where it was *only* those legacy characters who were in focus.

Still frame from Star Trek SNW Season 3 showing Kirk and Scotty.
Kirk and Scotty in Strange New Worlds.

If I’m right, and Star Trek will be disappearing from the small screen for the foreseeable future in the next few years, I really think we’ll come to regret this overabundance of legacy characters. Why? Well, to put it simply: it’s left Star Trek with nothing to build on and nowhere to go in the future. You and I may love Janeway, Seven, Picard, Riker, Spock, Uhura, and more… but these stories have either been sequels, showing these characters firmly in retirement or at the ends of their careers, or prequels, bringing the characters from their younger selves closer to the people we remember. By the time these shows are all over… where’s the foundation Star Trek needs to build something new?

There are ways to include legacy characters without totally overwhelming or swamping a production. But it requires discipline on the production side of things. It needs someone to step in and say “no, we’ve seen enough of the Doctor or Uhura or Picard already, let’s tell a story that focuses on someone new.” It’s my hope that – however late in the day it may be – Starfleet Academy will strike a better balance in this regard that any of its predecessors have. It’ll be fun to catch up with the Doctor after all this time… but he doesn’t need to be a main character. He should be, as Robert Picardo has said, “the Yoda of Star Trek,” offering advice and help to this new cadre of cadets, but without getting in their way or making things all about himself.

Kate Mulgrew and Robert Picardo at the Starfleet Academy premiere in 2026.
Kate Mulgrew and Robert Picardo in January 2026.

Look at the absolutely awful mess that Star Wars has gotten itself into thanks to an inability to move on from legacy characters (and the only story that the franchise has ever told). Is that what we want for Star Trek? If Star Trek had gone down this kind of route in the ’80s and ’90s, sticking doggedly with Kirk and his crew, think of all the incredible characters we’d never have met, and all of the stories that would’ve never been told. Modern Star Trek, by focusing so heavily on legacy characters at the expense of new creations (and, arguably, because some of the few new creations haven’t been particularly well-written or well-received), has deprived the franchise of innovation for current audiences, failed to open the doorway to new audiences, and most importantly, stagnated the franchise and left it with fewer narrative directions in the future.

I can’t help but feel, as this current streaming era seems to be winding down, that modern Star Trek will come to be seen as a catastrophically mishandled period, and a massive missed opportunity to build a new, solid foundation for the future. In another twenty or thirty years, there won’t be able to be a revival of any of the modern shows, except perhaps for Lower Decks, because of how heavily they’ve all leaned on either returning actors or re-cast characters. There’s nowhere left for most of them to go now, and they’ve left Star Trek as a whole feeling kinda… tired.

“Hot Take” #3:
The Borg Queen ruins the Borg, and her inclusion fundamentally misunderstands the Collective and what made them such an intimidating villain.

(Cropped) still frame from Star Trek: First Contact showing the introduction of the Borg Queen.
The Borg Queen’s first appearance.

This is a subject I’ve touched on before – and it really ought to be a longer essay on its own, one day! For now, here’s the short version: the Borg Queen has always felt, to me, like the worst and most egregious kind of studio interference. “Films need to have villains!” decreed someone at Paramount Pictures in the mid ’90s, and because the Borg had already been decided upon for First Contact, the writers had to go out of their way to create a unique individual Borg character for Picard, Data, and the others to face off against. Even though the idea of a “unique individual Borg” is a complete oxymoron.

Think back to what Q told Picard when the Borg first appeared in Q Who: “They’re not interested in political conquest, wealth, or power as you know it. They’re simply interested in your ship, its technology. They’ve identified it as something they can consume.” That description presents the Borg as an adversary for the Federation unlike anything we’ve ever seen in the franchise before or since. And it’s *terrifying.*

Still frame from Star Trek: TNG showing Picard, Q, Geordi, and Worf in engineering.
Q Who introduced the Borg.

A common trope in Star Trek is “they were only trying to communicate!!1!” where we learn, belatedly, that a supposed enemy or alien monster wasn’t interested in harming our heroes, but that their form of life was so different that we interpreted their actions as aggression. Another trope of the franchise is our heroes using diplomacy and negotiation to defuse dangerous situations; talking down the Cardassians, Romulans, or Sheliak before a conflict can even break out. The Borg – prior to First Contact – completely ruled out all of that. They don’t talk, they don’t negotiate, they don’t want to be pals. They want to consume; to exploit technological and biological resources to add to their Collective. And you don’t get a say in that.

The Borg Queen opens up a channel to conversation and negotiation with the Borg, and was also a scenery-chewing bad guy in the mould of so many other villains of stage and screen, both in the Star Trek franchise and beyond. I’ll concede the point that the Borg Queen is one of Star Trek’s most memorable and iconic villains. But that’s not the issue. There didn’t need to be an individual Borg leader in order for the Collective to be so dangerous and threatening. Worse, the Queen actively detracts from the previously unique nature of the Borg, transforming them into just another enemy faction with an over-the-top leader.

Still frame from Star Trek: Picard Season 3 showing the defeat of the Borg Queen.
“Noooo!”

This got worse in Voyager, where the Queen developed a weird relationship with Janeway and, in particular, Seven of Nine. The Borg Queen is supposedly a manifestation of the Borg Collective itself, in control of literally trillions of drones, tens of thousands of starships, and the biggest interstellar empire in the galaxy. Yet, for some reason, she obsesses over Picard, Janeway, and Seven of Nine in a way that never felt plausible or realistic. It continued the trend of making villains in Star Trek simultaneously more bland and more over-the-top. And, of course, it all came to a head in Picard’s third season, where the finally-defeated Borg Queen even yells out “noooo!” as she’s beaten, as if she were a second-rate supervillain from a cheap comic book.

The Borg Collective worked because it held up a dark mirror to a society just beginning to get started with computers, showing us how an over-dependence on technology could go awry. It played on similar tropes to zombies, fears of Cold War-era “brainwashing,” and more. The idea that every hero lost turns into another enemy to fight is a powerful one, and the thought of losing one’s mind and being turned against one’s friends is truly a fate worse than death for a lot of folks. But what made the Borg work was that they were incomprehensible, unstoppable, and far beyond Starfleet in terms of size and technology. Adding a scenery-chewing bad guy at the behest of a studio executive? It took away all of those unique qualities, set the stage for a noticeable decline in the quality of Borg stories, and just… ruined the Borg.

“Hot Take” #4:
The transporter is more magic than sci-fi… which is why arguments about whether it “kills and copies” characters are kinda silly.

Concept art for Star Trek: Phase II/Star Trek: The Motion Picture showing a transporter room and two characters.
Concept art for Phase II showing the transporter.

Of *all* the fictional technologies in the Star Trek franchise, none have become quite as controversial as the transporter. There’s a raging debate about how the transporter works, what happens to people who get transported, and whether they’re the same person, clones, or something else entirely. Some folks are adamant that the transporter basically murders and then clones anyone who steps into it, arguing that, if the transporter were ever to be invented in the real world, our current understanding of physics and atomic particles means that the person who steps out the other side of a transporter beam is basically a clone.

But here’s the thing: the transporter is probably the least-realistic of any of the major technologies we know of in Star Trek. There are proposals for faster-than-light communication via quantum entanglement. There are concepts for actual warp drive and other faster-than-light engines. There are realistic artificial gravity ideas that seem feasible. But a transporter? It’s basically magic wrapped in technobabble. That technobabble makes it *feel* technological rather than magical, but it’s the least-plausible of all Star Trek technologies. And for me, it’s one of those “you just gotta suspend your disbelief” things.

Still frame from Star Trek TOS Season 2 showing characters mid-transport.
Transporting in The Original Series.

We don’t apply the same rigorous real-world quantum physics analyses to things like warp drive, do we? Not at the same rate, anyway, based on my engagement with the fan community. Yet, if you approach faster-than-light travel the same way as some pseudo-scientists and armchair physicists do the transporter, you pretty quickly find that it’s impossible, too. My point is this: Star Trek is science-*fiction*, and, as in all works of fiction, there comes a moment where you can either… go with a story and suspend your disbelief, or you can’t. Lots of things in Star Trek are totally fictional. Klingons. Phasers. Dilithium Crystals. And while I get the argument that we want the world of Star Trek to make sense, it’s more important to me that it remains consistent with itself, not that it has to conform to our current understanding of real-world science in every instance.

If Star Trek was constrained by real-world science all the time, that wouldn’t just affect the transporter! Starships at warp would have to deal with time dilation as they travelled faster than the speed of light. Energy weapons would be basically invisible. Starship battles would look a heck of a lot different, too. Can you imagine, in the Battle of the Mutara Nebula, if we had to sit in the cinema for eight weeks while the Enterprise’s torpedo slowly made its way, at sub-light speeds, towards the Reliant? That wouldn’t be a lot of fun, right?

Still frame from Star Trek: TNG showing Barclay being transported.
Lt. Barclay mid-transport.

There is a sub-genre of “hard” sci-fi, where real science matters a lot more than it does in Star Trek. And I daresay it’s true that you’d either never get a technology like the transporter there, or if you did, it’d be treated as some kind of existential horror. But Star Trek isn’t that kind of franchise, despite what some Trekkies like to think, and if we want to enjoy Star Trek episodes and stories on their own merit, we kinda have to accept some scientific inaccuracies and some of the franchise’s more magical and fantastical elements. The transporter is one such example.

I will say, though, that I totally get this argument, and when it’s made in a less-than-serious way, I don’t *object* to it, nor to having a discussion around it. But if someone’s gonna try to claim that it “ruins” Star Trek, or that the franchise needs to explain, in-universe, how the transporter works in detail, then that’s something I’m just flat-out not interested in. Most of Star Trek’s technologies benefit from a degree of vagueness, and the transporter is one of them. It can adapt to fit the needs of all manner of stories, and while there may be implications to the technology based on our current understanding of sub-atomic particles and physics… well, who’s to say that those implications won’t be overcome or proven wrong in the next few centuries? All it takes is a little bit of creative thinking to accept that the transporter works in exactly the way we see it work in episode after episode!

“Hot Take” #5:
Most pitches for new Star Trek shows from ex-actors (and a lot of fantasy proposals from fans, too) would be just *awful*.

Still frame from Star Trek: Enterprise Season 4 showing Archer and T'Pol.
President Archer, anyone?

Scott Bakula has been doing the rounds recently with his proposal for a “Star Trek: President Archer” series; a kind of sequel to Enterprise focusing on the early years of the Federation with Archer as its leader. Robert Duncan McNeill unironically pitched a Captain Proton show a few years ago. Michael Dorn spent years trying to convince CBS and Paramount to go for his “Captain Worf” idea. And those are just a handful of ideas for new shows, sequels, or spin-offs that I just… I really think wouldn’t be much fun.

Picard demonstrated that there can be a place for sequels in Star Trek – though it did so *very* imperfectly a lot of the time. But as we were just saying, modern Star Trek already relies excessively on legacy characters, so doing *more* Picard-type shows, focusing on characters like Seven, Janeway, Worf, or Archer… I think it’s just too much, especially right now. And without a hook nor a compelling reason for *why* any of these characters need to return, I think they’d struggle to tell engaging and interesting stories that would really justify bringing them back.

Still frame from Star Trek: Voyager Season 5 showing Captain Proton (Tom Paris), the Doctor, and Harry Kim in a black-and-white holo programme.
A Captain Proton series? Really?

On the one hand, I get it. If you’re… well, to be honest, *most* ex-Star Trek actors, returning to the franchise is the best work you’re gonna get this decade – if not ever. And when the former ViacomCBS and Paramount corporations seemed to have been greenlighting Trek projects all across the board, you’ve basically got nothing to lose by putting a pitch together. But I think what Star Trek needs right now is to move on, to genuinely leave the past in the past. If there’s even a remote chance of a new series anytime soon, it should be set further along the timeline, in a new era, with new characters. Modern Trek has already overdone it with the legacy characters, in my opinion.

But that’s somewhat incidental. The blunt reality is that I don’t think I’ve seen a single one of these pitches that I actually liked, or that I felt had even the remotest justification for being created. Take Kate Mulgrew’s Janeway idea as an example. Between Voyager, Prodigy, and references to her in Picard, we’ve seen her entire arc… and then some. What could a hypothetical “Star Trek: Janeway” do for the character that we haven’t already seen? It would be a sequel for the sake of making a sequel… worse, it would be a sequel for the sake of cutting Kate Mulgrew a cheque.

Still frame from Star Trek: Prodigy's premiere showing holo-Janeway.
A holographic version of Captain Janeway from Prodigy.

I’m loathe to give studio executives *any* credit whatsoever – especially the brain-dead hacks who used to run the old ViacomCBS and Paramount corporations. But if there’s one thing I could say in defence of some of these folks, it’s that they recognised the obvious lack of quality (and lack of broader audience appeal) in these kinds of actor-led pitches and proposals. There’s an alternate timeline, perhaps, where the Star Trek franchise is swamped by a succession of disappointing sequel shows centred around one or two returning characters… and I just don’t see how any of that would be an improvement.

I’d also extend this to a whole lot of fan-made proposals and “fantasy” Star Trek shows, too – probably including some of my own! I’d have loved to see, for example, a series set aboard a hospital ship; ER in space. But let’s be honest, hardly anyone would be interested in that! There’s no shortage of ideas and proposals from fans for new Star Trek shows, sequels, and spin-offs, and while I will occasionally come across one that sounds genuinely interesting… most of them are absolute trash, and would be truly awful if they ever made it to the screen. This isn’t to say that the Star Trek franchise has got everything right in recent years – far from it. Look at the repetitiveness of Discovery’s storytelling as the show wore on, the bizarre decision to commission a Section 31 show, then re-work it into a TV movie, or making a half-kids show, half-sequel to a series from a quarter of a century earlier. But just because the folks in charge of Star Trek have made mistakes, that doesn’t magically make some of these truly awful-sounding pitches any better!

“Hot Take” #6:
Star Trek is, at a fundamental level, not the right fit for a serialised streaming TV show.

Behind-the-scenes photo from Star Trek: Picard showing Patrick Stewart and a camera.
Behind-the-scenes on Picard Season 2.

Since Lost premiered in the mid 2000s, and especially after Game of Thrones took the world by storm, most big-budget TV shows have gone down a serialised route, mandated by broadcasters and streaming platforms. And there have been some wonderful success stories with the serialised format… in other franchises. But when you think about what Star Trek is at its core – a franchise about exploring strange new worlds – that just doesn’t gel with the kind of serialised storytelling that has become the norm on streaming. And I think that’s a big part of why modern Star Trek has struggled.

A typical Star Trek series needs the freedom that only episodic storytelling can provide. It needs to be able to warp to a new planet every week, encounter new aliens, new villains, and new temporary allies. There can be character arcs and growth within that format – I’m not suggesting we go back to the days where something huge or traumatic would happen, only for it to be ignored in every subsequent story. But in terms of what Starfleet is and what almost all of our main characters do for a living… the only way to tell these kinds of stories, really, is to use that older, episodic style.

Still frame from Star Trek: The Next Generation showing the Enterprise-D at DS9.
The Enterprise-D at DS9.

The only series where serialised storytelling had a chance of working was Deep Space Nine. A static setting with a large cast of secondary characters gave the franchise that opportunity. And I’m not averse to the idea of doing something like that again – DS9 is, on balance, probably my favourite series, and I’d like to see another Star Trek show set on a space station or even a colony. Both of those settings offer more potential for serialised storytelling.

But a show like Discovery, set on a vessel of exploration, needed the freedom of an episodic format to really shine. There were a few semi-standalone episodes across Discovery’s run, and I think most of them would probably rank as my personal favourites that the show produced. But for me, Discovery’s format – which was later recycled in Picard and even Prodigy – felt more like a constraint than an advantage. Blindly chasing the latest trend did not benefit any of the Star Trek shows that tried it, and it’s no coincidence that Strange New Worlds – which employs much more of an episodic style – is, in my view, far and away the best part of modern Star Trek.

Still frame from Star Trek: Strange New Worlds 3x09 showing the USS Enterprise.
The Enterprise in Strange New Worlds.

Unfortunately, Starfleet Academy seems poised to repeat the mistakes made by Discovery, Picard, and Prodigy – telling a season-long, fully-serialised story with a “huge galactic threat,” a villain with a mysterious connection to a main character, and so on. It’s my sincere hope that, if and when Star Trek is revived on the small screen one day, we’ll get something closer to Strange New Worlds in terms of the kind of storytelling employed. Most Star Trek shows just aren’t a good fit for these kinds of serialised stories. And that’s before we get into how repetitive it is to have existential threats, scenery-chewing villains, and the like every single time.

Star Trek has *always* taken inspiration from the entertainment landscape around it, and that’s not inherently a bad thing. But in this case, the way streaming TV has gone over the past fifteen years or so has taken it in a direction that doesn’t suit the Star Trek franchise, and I wish the higher-ups had recognised that sooner. There’s scope to tell *some* serialised stories in Star Trek – I’m not saying it should never be attempted. But doing so at the expense of episodic storytelling in almost every case is why, for a lot of folks, the modern franchise hasn’t “felt like Star Trek.”

So that’s it… for now!

Still frame from Star Trek IV showing Kirk and Spock on a bus.
Kirk and Spock in 1986…

We’ve talked about six of my “hot takes” to mark the beginning of the 60th anniversary year – but there’s more to come! Starfleet Academy will premiere later this week (for some reason, Paramount-Skydance didn’t invite me to the premiere nor give me the episodes to watch early; wonder why?) My current plan for Starfleet Academy is to write a review of the two-episode premiere, then write a review of Season 1 as a whole after it concludes in early March. I don’t think I have enough in the tank for weekly episode reviews right now, I’m afraid, but I hope you’ll join me as I check out the premiere, at least.

And as we get closer to the anniversary, I’ve got a couple of ideas for episode re-watches and other pieces to celebrate this impressive milestone. I’m not 100% sure if Strange New Worlds Season 4 will be out this year, but if it is, I daresay I’ll be reviewing those episodes, too. And I’m always on the hunt for more Star Trek topics to write about, especially in an important year like this. So definitely check back!

Until then, I hope this has been a bit of fun – and not something to get too worked up or upset about! I enjoyed writing up these “hot takes,” and I hope you’ll take them in the spirit of good-natured fun as we come together to celebrate what makes Star Trek such a great franchise. See you… out there!


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

The (Fake) Shenmue 4 Trailer and the Series’ Future

A Shenmue-themed spoiler warning.

Spoiler Warning: Beware minor spoilers for Shenmue and Shenmue II.

I started to write this piece in December, when the (pretty obviously fake) “Shenmue IV” trailer started doing the rounds online, but everything I wanted to say back then pretty quickly became irrelevant after just a few days, when both YSNet and the trailer’s creator confirmed that it was a hoax. But the fake trailer for a potential sequel to 2019’s Shenmue III did, for a brief moment, raise some hopes in the fan community, so I wanted to talk a little about the series’ future today.

First of all, I have absolutely no problem with fans creating mock-ups of games, movies, or TV shows that they’d like to see. And I don’t really mind the use of generative A.I. by fans for such projects, either. A.I. is a contentious subject, but fans making things they’re passionate about in a totally unpaid, non-commercial way is, in my view, a far better use of generative A.I. than a massive corporation using it to cheap out and even lay off staff.

Still frame from a hoax trailer for "Shenmue IV" showing two main characters.
A still from the hoax trailer.

But – and you knew a “but” had to be coming after all of that – I have absolutely no time for hoaxes, fake “leaks,” and lies, which is what this fake trailer was. There’s no excusing that, in my opinion, and lying to fans of a dormant (or dead) series that a sequel is coming is just… cruel. The hoaxer claims to have done it out of passion for the Shenmue series, but I really struggle to see it that way. Although the fake trailer didn’t convince me it was real (we’ll talk more about that in a moment), it clearly did trip up a lot of fans. When the community has had so little by way of good news in such a long time, there’s absolutely no excuse for this kind of thing. This was a prank that, whatever the intention may have been, caused hurt and disappointment – and any human with a brain cell and basic empathy would have known that before releasing something like this.

The trailer itself raised a ton of red flags for me, but it was pretty competently-made. It’s pretty neat, in some ways, to see what generative A.I. can do already, and I can’t help but wonder if, one day, the same kinds of tools used to create this hoax may have a role to play in telling the final chapters of the Shenmue saga.

Screenshot of the Sora (OpenAI) website, showing examples of AI-generated videos.
Generative A.I. has some impressive capabilities.

So… why didn’t the hoax convince me, then? The answer has less to do with the content of the trailer itself and more to do with what we know of YSNet, Sega, Shenmue III, and the state of the series at this point in time. In a word, Shenmue III was a flop. It barely broke even, despite raising a ton of money via Kickstarter, and YSNet has since worked on a couple of smaller games: Air Twister and Steel Paws. Steel Paws only launched in 2025, and YSNet is not a big studio. So… when were they supposed to have worked on Shenmue IV? Neither game blew up, either, making Yu Suzuki and his team the kind of money they’d need to fund development on a bigger title like Shenmue IV.

That knowledge alone convinced me that the trailer couldn’t be real before I’d even seen a single frame. I watched the trailer a couple of times, though, more out of curiosity than anything else, and while nothing in the trailer itself leapt out at me and screamed “hoax,” I was still confident that it would be revealed to be fake before too long. As it happened, I think YSNet put out a statement within just three or four days, pretty much as soon as they were made aware of the situation. The hoaxer confessed and explained their reasoning shortly thereafter.

Logo for video game developer YSNet.
YSNet quickly disavowed the hoax.

I was a huge Shenmue fan back in the Dreamcast days, and I was left pretty disappointed when the series was abandoned and couldn’t be concluded. But, as you may know if you’re a regular around here, I didn’t pick up Shenmue III when that game eventually launched back in 2019. Why? Well, it’s simple – in my view, the game had *one* job: finish the story and bring the saga to an end. When it became clear that Shenmue III wasn’t going to do that, I genuinely couldn’t believe it. The idea that the game would either be a massive hit or that YSNet – which, by that point, had burned bridges with the fan community through things like a deal with the Epic Games Store on PC – would be able to launch another multi-million-dollar crowdfunding campaign just seemed impossible. If Shenmue III wasn’t gonna finish the story in 2019, then the story would never be finished. That was my belief at the time, and that’s why I didn’t buy Shenmue III.

And… am I wrong about that?

Shenmue III’s low sales were predictable. The port of the first two games didn’t sell well on PC or PlayStation 4 in 2018, and we’re talking about the sequel to a barely-remembered game on a platform hardly anyone bought. Did anyone expect Shenmue III to be “Game of the Year” in 2019? Really? On a crowdfunding budget?

Promo screenshot for Shenmue III showing Ryo practicing martial arts outside of a temple at night.
It always seemed beyond unlikely that Shenmue III would get a sequel.

Look, it’s a miracle that the latent Shenmue fan community was able to raise so much money to fund the development of a third game in the 2010s. And I know I don’t speak for anyone but myself, but surely there was an expectation that Shenmue III would bring the story to an end. That would have been a request so blindingly obvious that I wouldn’t have even stated it when the crowdfunding campaign was underway. But, for reasons that I still cannot fathom a decade later, Yu Suzuki was unwilling to make cuts to the game’s story, and genuinely believed Shenmue III would be a big enough hit that he’d be able to go on and make a fourth, fifth, or even sixth title. Would kids these days call that “delulu”?

The lack of any real news about Shenmue since the third game and the single season of the animated series really just proves that I was right, in 2019, to take the stance that I did. And although this hoax may have stirred the pot… I don’t think it’s really helped Shenmue IV’s cause as much as some folks seem to think.

Let me explain what I mean.

Promo screenshot of Shenmue III showing Ryo in the Tomato Mart store.
Can you hear the Tomato Mart jingle?

On YouTube, the fake trailer got just over 32,000 views in December. And it’s by far the most-viewed video on the subject of Shenmue in a while. But those really aren’t high numbers if you’re talking about launching a game that’s gonna take several years to develop.

Why was Shenmue never picked up in the 2000s? Why was Sega so keen to part with the rights to the series in the 2010s? Why did Shenmue III barely break even? And why was the anime cancelled after just one season? The answer is the same: there just isn’t enough of an audience for this story.

That’s why I was beyond disappointed when Shenmue III didn’t conclude the saga. Because I knew, even then, that getting another shot would be nigh-on impossible. Because I knew that, as loud and enthusiastic as some Shenmue fans can be, we’re a tiny – and, to be blunt about it, a shrinking – number. Because I knew that, when the game inevitably didn’t take off and didn’t attract a huge new audience, the chances of a sequel were basically nil.

Photograph of Shenmue series creator Yu Suzuki.
Yu Suzuki, the man behind the Shenmue saga.

And that’s why the hoax was especially cruel. The Shenmue fan community does what it can to keep the games in the public consciousness. Stunts like renting a billboard in New York or getting a hashtag trending on Twitter are all designed to provoke a reaction from the likes of Sega, YSNet, and anyone who might potentially have money to invest in a new game. And it’s great to see, more than a quarter of a century later, that these fantastic titles can still elicit such strong emotions. But I can’t shake the feeling that fans are just… shouting into the void.

Gaming the system to force a hashtag to trend, or encouraging the fandom to vote, en masse, for Shenmue in online polls can only go so far. And even these successes are muted – the hashtag may trend on Twitter, if everyone posts it at the exact same moment, but that’s just a quirk of how Twitter works. A few thousand tweets is all the community can muster, even under the best circumstances. And even then, it has to be a carefully-coordinated campaign; it isn’t an organic movement of people discussing this series and its future unprompted. And YSNet, Sega, ININ Games, and everyone else involved? They realise that.

Screenshot of Twitter/X showing the hashtag "Lets Get Shenmue 4" trending.
#LetsGetShenmue4 trends on X/Twitter once a month.
Image Credit: Shenmue Dojo on YouTube.

But all of that is for the birds. The trailer was a hoax, sure, and a fourth Shenmue game still feels out of reach right now. However, if the stars were to align and Shenmue IV ever did get off the ground, I have a few thoughts on what the game should look like.

First of all, the most important red line I have for Shenmue IV is the one that went unsaid in the 2010s with Shenmue III: this *needs* to bring the saga to an end. If there’s too much story left, too many chapters, and too much gameplay… well, figure out a way to cut it down. Have tighter levels instead of wide, open environments. Scrap mini-games and collectibles. Keep the game as tightly-focused on the core story as possible.

Cutting out content doesn’t mean losing *entire* chapters or one massive chunk of the story, either.

Concept art of Ryo from the video game Shenmue.
Concept art of Ryo.

Let’s say, hypothetically, that there are five “chapters” of Shenmue left, according to Yu Suzuki’s original plans. Instead of having to totally scrap three or four of them, we could cherry-pick the most narratively-important parts from all or most of them, and build the game around those. Some settings might have to change – instead of chasing Lan Di to a new city, Ryo might have to face him in the smaller village where he already is, for instance. But this kind of shortened story *is* achievable.

The very generative A.I. that the hoaxer used to create the fake trailer could be really useful, too. If we’re cutting down gameplay, some story moments can be told via cut-scenes, instead, and the possibilities presented by generative A.I. are truly impressive. Given that YSNet is an independent studio that would have to work to a tight budget, I think the use of A.I. tools is an acceptable sacrifice. It’d be controversial in some quarters, as anything to do with generative A.I. is at the moment, but it wouldn’t be insurmountable.

Still frame from Shenmue: The Anime showing Ryo and Fangmei.
Ryo and Fangmei from Shenmue: The Animation.

To continue my hypothetical, instead of having to totally scrap Chapters 7 and 8 in order to get to the end of the story, maybe our condensed version of Shenmue IV would combine the mystery of 7 with the boss fight from 8, fill in some of the gaps in between 8 and 10 with cut-scenes and a small explorable environment, and then bring us to Chapter 10, which would be cut in half and take place across a smaller map. Chapter 11 – the final one – could be more or less complete, depending on how big it’s supposed to be, and might be able to re-use some of the environments from either Shenmue III or from earlier parts of Shenmue IV.

That’s how you cut down this kind of game. It isn’t about one massive removal, but a succession of smaller decisions, keeping levels tighter, content more concise, and the narrative on the rails.

Screenshot of Shenmue III showing Ryo at a capsule machine.
Cutting out content (like collectible toys) is one way to ensure a fourth game could finish the saga.

It wouldn’t be totally true to the Shenmue style, and I get that. Some fans wouldn’t want to make that kind of sacrifice. But we’re more than six years on from Shenmue III, more than a quarter of a century on from the first game… and time’s a-ticking. How long are folks really willing to wait for a “perfect” version of Shenmue IV and V? As I wrote a couple of years ago: we mustn’t let “perfect” be the enemy of “good enough.”

Despite the hoax putting a cat amongst the pigeons in the fan community, and attracting a modicum of attention in the wider gaming press, I still don’t see a fourth Shenmue game happening, unfortunately. The interest just isn’t there with a wider audience, and without it, there’s no real prospect of an expensive single-player title making its investors much money. Even if the fan community could recreate the $7 million raised in the 2010s (which I *highly* doubt), that still wouldn’t be enough. And for YSNet, going to any investors seeking money for a game series that has failed three times and also produced an unsuccessful anime adaptation that was also cancelled? Yeah… you can see why they haven’t been successful, I guess.

Promo screenshot for Sonic and Sega All-Stars Racing showing Ryo.
Ryo on his bike in Sonic and Sega All-Stars Racing.

If I can see anything positive to come from this hoax situation, it’s actually that generative A.I. might, in the future, be able to be used by fans to create an ending to this tragically-unfinished masterpiece. If Yu Suzuki can’t manage to make a new game, maybe one day we’ll at least get an outline of where the story was supposed to have ended up – and fans, perhaps using A.I. tools, will be able to convert that story outline into some kind of animated movie or even a game. The fact that the trailer was good enough to fool a lot of people – including some journalists – says more about how far generative A.I. has come in just a short couple of years than it does about the grassroots support for a new Shenmue game.

I’d be thrilled if YSNet were to announce Shenmue IV, don’t get me wrong. And I’m sure that Yu Suzuki still hopes, one day, to be able to finish his magnum opus. But despite the attention the trailer picked up last month, I don’t think it’s really done much to help that cause, and – as with any hoax, really – it’s done more harm than good to the fans. People got their hopes up for the first time in years, only to crash back down to earth hard when it turned out to be based on a lie.

Promo screenshot of Ryo in Bailu in Shenmue III.
Ryo in Shenmue III.

Hopefully there won’t be any copycats, and hopefully folks will think a bit more critically if another supposed “leak” hits the internet. Because of how easy it is to use these generative A.I. tools, we all really ought to be careful and think critically about these kinds of things. A sign of the times, I guess.

I have a dedicated Shenmue page here on the website now. You can find it by using the menu above, or by clicking or tapping here. Now that we’re into Shenmue II’s big twenty-fifth anniversary year, I daresay I’ll be writing up my thoughts on that title before too long. And if I ever decide to play Shenmue III, I expect I’ll talk about that game here on the website, too. Though I personally doubt a fourth game is coming, I’m still crossing my fingers and hoping for the best. This hoax has been a big disappointment for a lot of people, and I don’t mean to add to that or stir the pot, but I wanted to air my thoughts on the future of Shenmue, since the fake trailer dragged it all up for me again. I hope this has been interesting – and not too depressing.


Shenmue I & II and Shenmue III are out now for PC, PlayStation 4, and PlayStation 5. Shenmue III Enhanced is due out sometime in 2026. The Shenmue series is the copyright of Sega, YSNet, and/or ININ Games. Some concept art courtesy of Shenmue Dojo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Will I Buy A Switch 2 In 2026?

A friend of mine picked up a Nintendo Switch 2 console just before Christmas. We don’t live close enough for me to pop over and have a go on the machine, but so far, they seem happy with their purchase and pretty enamoured with Mario Kart World in particular. Despite the console’s high price point putting me off (and other folks, too, if sales figures for the final quarter of 2025 are to be believed), someone who *can* afford to blow that amount of money seems to be having a wonderful time with their purchase.

And that got me thinking!

My friend is the first person I know personally who’s bought a Switch 2 since the console launched last Spring. But I’m sure, over time, there will be others: my brother-in-law is a pretty big gamer, for example, and usually has money to spare, so I wouldn’t be stunned to learn he’s planning to pick one up, too. But… am I ever going to get a Nintendo Switch 2? And do I even want one anymore? That’s the subject we’re going to tackle today.

4 promo images for Nintendo's Switch 2 console.
Promo images for the Switch 2.

As always, my usual caveat applies: everything we’re discussing is *subjective, not objective*, so if I make a point about the Switch 2, its lineup of games, or Nintendo as a corporation that you disagree with… that’s okay. There ought to be enough room in the gaming and Nintendo communities for civil discussion and respectful disagreements that don’t descend into toxicity and name-calling. We can agree to disagree, and my thoughts on a corporation or games console aren’t a personal attack on fans or players.

I think I should start by laying out a very brief history of my personal relationship with Nintendo. I played a couple of games on a family member’s NES when I was very young. I think the one I remember most vividly from that era is Slalom, a funny little skiing game developed by Rare – who would go on to create Donkey Kong Country, and many other titles! I was already really interested in video games, even as a young kid, and after pestering my parents and saving up as much pocket money as I could, I finally got my hands on my very first home console in 1992: a Super Nintendo.

Photo of the Nintendo Super Scope.
Does anyone else remember playing with this epic light gun?

Since then, I’ve owned every home console that Nintendo has put out, with the exception of the GameCube. I’ve owned an N64, a Wii, a Wii U, a Switch, and I dabbled in handhelds with a Game Boy Advance, DS, and 3DS. Nintendo’s consoles have given me a lot of fun over the years, and while I don’t consider myself a super-fan, or anything like that, I’ve always felt that Nintendo’s big, generation-defining titles were well worth the price of admission.

But I looked back, recently, on my Switch play history, and I came to a bit of a surprising realisation: across the eight-plus years that I’ve owned the console, I’ve only really played seven games on it. Those titles are: Mario Kart 8 Deluxe (and the Booster Course Pass expansion), Animal Crossing: New Horizons, Luigi’s Mansion 3, Super Mario Odyssey, Super Mario 3D All-Stars, Super Mario 3D World + Bowser’s Fury, and SpongeBob SquarePants: Battle for Bikini Bottom Rehydrated. I tried out a couple of others that I didn’t get on with, like Mario Tennis Aces, but that’s really it.

Promo image for Super Mario Odyssey showing Cappy, a Bullet Bill, and a tank.
I only played a handful of games on my Switch 1.

My primary gaming platform has been PC for about a decade now, and while I was more than content to pick up a Switch to play a handful of Nintendo exclusives, it was never going to be my *main* device for playing games. So in that sense, I shouldn’t be surprised at the relative lack of titles. As I’ve said before, both my ability to play games for long sessions due to my health, and my general interest in playing a large number of games, have waned over time. Plus, there are always financial constraints! So, again, not a huge surprise that I have so few Switch 1 games. But it does kind of put the Switch 2 into context for me.

Despite my criticisms of the price point of the Switch 2 and its games, and Nintendo’s greedy and anti-consumer corporate attitude, I’ve been working under the assumption that I would, eventually, pick up the new console. Maybe Mario Kart World didn’t do enough to tempt me at launch, and despite being a big Donkey Kong 64 fan back in the day, Bananza didn’t really stand out to me, either. But surely a new Animal Crossing or 3D Mario adventure would. Right?

Promo/concept art of Wario for the Nintendo game Wario Ware.
Actual photo from the Nintendo boardroom.

I think this comes back to the core problem that the Switch 2 has: its price point, and specifically, its price point in the current economic climate. In 2017, I was content to pay £300 for a Switch. Playing the likes of Mario Kart 8 Deluxe and New Horizons felt worthwhile at the time, and I wouldn’t have wanted to miss out on those experiences – even if there are flaws and drawbacks, both games gave me some enjoyable experiences. But thinking about it, playing seven games across eight years is less than one new title per year, and it kind of puts the cost of the system into context. I had fun with my Switch. But was it worth the money?

With the Switch 2 being £100 more just to get started, and with its exclusive games also having risen in price, I’m no longer so confident in my original plan to pick up the console. The simple truth is that the Switch 2 feels pretty derivative and similar to its predecessor, and of the biggest games to launch on the system since it debuted – Mario Kart World, Donkey Kong Bananza, and Metroid Prime 4 – all feel pretty samey, too. I can get the kart-racing experience I want from Sonic Racing: CrossWorlds. Adventure games and 3D platformers are ten a penny, with excellent releases in the past few years like Kena: Bridge of Spirits. And there are some fun upcoming single-player FPS titles on the horizon, too: Mouse, P.I. For Hire being just one example. And all of those games are playable on the PC I already have.

Promo screenshot of Donkey Kong Banaza.
With no new Nintendo games feeling special or innovative, I can find comparable experiences elsewhere.

When Nintendo stepped back from the “power and graphics” race to focus on innovative ways to play, it was a huge success. They reached out to a casual audience of non-gamers and brought them on board in droves. The Wii, with its motion controls, the DS and 3DS with titles like Brain Training, and the Switch as a hybrid console all achieved huge successes. But as I said last year, the Switch 2 feels like Nintendo’s least-innovative console in decades, doubling-down on what worked with the Switch at the expense of that innovation.

Without it, what does Nintendo have? A handful of franchises that players have history with, sure. But as the broader games industry moves on and continues to find new things to do with those genres, while also pushing the boat out graphically, where has that left Nintendo? Sonic Racing: CrossWorlds has tight, focused races across a variety of tracks, while its signature mechanic ensures each race feels different. Mario Kart World has an open world… which doesn’t seem to really suit the format. Slapping an open world onto a title for the sake of it isn’t innovative. CrossWorlds’ mid-race portals to a new racetrack? That does feel new and different.

Promo image of Mario Kart World advertising the Free Roam mode.
Mario Kart World has an open world with a free roam mode.

If I want to play an adventure-platformer, I have so many options. And many of them are graphically superior to anything Nintendo has made. Look at the aforementioned Kena: Bridge of Spirits, which was my pick for “game of the year” back in 2021. Could Nintendo make a Switch 2 game look that good? Why do I need Donkey Kong Banaza when there are literal indie titles that look better and offer the same kind of gameplay experience? The only reason would be that I feel a connection to the character and the series.

And this isn’t to disparage Bananza or Mario Kart World. If I played them, I think they both look like titles I’d enjoy. But my point is… why do I *need* to play them, or buy an expensive console to play them on, when other games can do pretty much the same thing on hardware I already own? By sacrificing innovation with the Switch 2, Nintendo has given me a reason to leave it on the shelf. The reality is that other games can do pretty much everything that Nintendo’s titles can, and because the Switch 2 is still less-powerful than its competitors despite charging similar money, many of those alternatives can look a lot better while doing it, too.

Still frame from the Nintendo Switch 2 Direct broadcast showing three of Nintendo's executives.
The Switch 2 still feels pricey for what it offers.

We are less than one year into the Switch 2’s run, though, and it’s gotta be possible that new games will come along that genuinely recapture that sense of innovation, that idea that “there’s nothing else like this on the market,” and that will persuade me that I need to check out this console. I’m not writing off the Switch 2. And despite seeming to be struggling outside of Japan, Nintendo is still shifting Switch 2 units and games, so I’m not trying to claim that the console itself will be a flop. I think it’s already close to (or may have already eclipsed) the total lifetime sales of the Wii U, which would pretty much be the bar for that kind of discussion!

“Not every game is right for every player,” and I guess that’s true of consoles, too. It may simply be the case that this Nintendo generation is the first since the GameCube that I end up skipping, if none of the games really call out to me and make me feel like I’m seriously missing out. As someone who’s the wrong side of forty, I am admittedly not part of Nintendo’s true target audience! So perhaps it makes sense that this console with more family-friendly titles is something I’d walk away from. Heck, maybe I’m stepping back from Nintendo, like, twenty years too late!

Promo screenshot for Metroid Prime 4.
Metroid Prime 4.

It is an admittedly rather odd feeling, though, to be looking in from the outside at a brand-new Nintendo console, a brand-new 3D Donkey Kong game, and a brand-new Mario Kart title and… not really feel like I’m missing out in a huge way. I remember being on a months-long waiting list when the Wii launched, and answering the phone at 8am, in my pants, when my local Game branch rang me to tell me they’d finally got one in stock for me. I practically *sprinted* to the bus stop to get there in time and promptly took two days off work while I got acquainted with my new baby! And I bought a Wii U, for heaven’s sake. *A Wii U.* But now, here I am, feeling really uninspired by and just plain uninterested in the Switch 2.

With Bananza being last year’s big 3D platformer, I don’t see a 3D Mario title being launched in 2026. With Pokémon Pokopia doing the “cozy life-sim” thing, and New Horizons getting a big update, it also seems pretty clear that a new Animal Crossing title isn’t on the cards this year, either. Those are the only two Nintendo exclusive titles that I could imagine piquing my interest and potentially convincing me that I need a Switch 2… so I doubt I’ll be buying one this year. I will keep my ear to the ground to see what else might be coming our way with the Switch 2, though.

This was a bit of a stream-of-consciousness waffle, so thanks for sticking with me to the end! I wanted to get my thoughts in order about the Switch 2, its games, and why I don’t really feel all that interested in it right now. Price is a big part of the equation, but it isn’t the only thing keeping Nintendo’s newest console out of my hands. If, however, that should change in the future, be sure to check back. And I daresay I’ll have more to say about Nintendo and the wide world of video games before too long.


The Nintendo Switch 2 is out now. All titles discussed above (Mario Kart World, Donkey Kong Banaza, Metroid Prime 4, et al) are the copyright of Nintendo. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Grand Theft Auto VI: Three (Potential) Problems In Store

I wanted to expand a little on something I said yesterday, when I made some predictions for the year ahead. If you haven’t read it yet, don’t miss my predictions, by the way! I had a bit of fun talking about some likely (and some not-so-likely) things that we might see in 2026. You can find that piece by clicking or tapping here.

In the “not-so-likely” category, one of my predictions involved Grand Theft Auto VI, the upcoming open-world crime game from Take-Two and Rockstar. I said that there’s a possibility – however remote it may seem right now – that GTA 6 fails to meet its sales targets, which are surely pretty high given the amount of money that’s been dumped into its development, and will end the year being considered an expensive failure. I only dedicated a couple of paragraphs to the idea last time, but I thought it was interesting enough to warrant a longer article.

So let’s talk about that!

Still frame from the second GTA VI trailer showing Jason.
Is everything sunny for Grand Theft Auto VI?

To get the most obvious point out of the way, no video game – nor film, TV show, novel, etc. – is a *guaranteed* hit. It doesn’t matter if it’s a sequel to one of the best, most universally-praised titles of all-time. It doesn’t matter if it’s part of a decades-long franchise with a huge fanbase. It doesn’t matter if it’s the most-hyped, most-highly-anticipated title of the year, the decade, or the century! There are *no* sure things in the entertainment industry, and anyone who’s convinced that “it’ll be a success because it’s Grand Theft Auto VI” is working from a faulty assumption.

Want proof? Look at the Star Wars franchise, beginning really with The Last Jedi, and especially with Solo: A Star Wars Story. Look at how viewership for Star Wars has gradually fallen away on streaming. Or take a look at Marvel, and how audience numbers, critic scores, and box office receipts have shrunk since Avengers: Endgame. Neither of these massive franchises has been able to successfully reach the heights they once did. And because of the way the industry (and capitalism in general) operates, it’s not good enough to make “a profit.” You have to make a bigger profit more quickly every time.

Posters for Ant-Man and the Wasp: Quantumania, The Marvels, and Thunderbolts/The New Avengers.
Three recent Marvel films, which all underperformed.

In the games industry, too, there are countless examples. The long-running Halo series has been floundering since, to be realistic, Halo: Reach’s release fifteen years ago, back in the Xbox 360 era. Suicide Squad: Kill the Justice League was not only a superhero game set in the DC Comics universe, but it was also developed by the established Rocksteady Studios, tapped into the live-service trend, and had a ton of money poured into it by Warner Bros. Games. And it lost $200 million. Star Wars Outlaws failed to break even for Disney and Ubisoft. The once-lauded BioWare has endured a decade-plus of failure, with Mass Effect: Andromeda, Anthem, and Dragon Age: The Veilguard. And dare we mention Sony’s Concord?

Have I made my point?

It doesn’t matter that the series or franchise is beloved and has been a hit in the past. It doesn’t matter who the developers are, or if their earlier works have been popular and well-received. It doesn’t matter if you’re a literal games industry institution. Gaming shifts and changes over time, with players’ expectations evolving, too. Name recognition and hype can only take you so far, and *especially* for a title that makes most of its money from an online mode which relies on long-term play and recurring spending, they aren’t enough to get you over the line.

Shark Cards for sale in Grand Theft Auto V.
Shark Cards for sale in Grand Theft Auto V.

The video games industry is not a static, stagnant thing. It’s been almost *thirteen years* since the launch of Grand Theft Auto V, and the way the gaming landscape looks today is pretty different from how it was back then. There’s been a pandemic, which saw loads of people stuck at home with little to do, there’s been the massive growth of a handful of online live-service titles, and there have been some pretty serious price hikes, too. Gaming has grown, but it’s also become more expensive, struggled to retain some of its new audience since the end of lockdown, and many younger players today stick with a handful of games – or literally just *one* – for years at a time.

Grand Theft Auto V has been at the forefront of some of the biggest trends in the industry in recent years. But being an industry leader is not a guarantee of success. Just ask Atari, Sega, or any of the developers of the games I just mentioned. Rockstar and Take-Two have been riding high thanks to Grand Theft Auto V’s online mode. But in 2013, I don’t think it’s unfair to say that Grand Theft Auto V was a single-player title with an online mode tacked on. Because of the way the industry has shifted – and because of how successful that online mode became – Grand Theft Auto VI is a fundamentally different kind of title. It’s an online game first, with a single-player campaign being tacked on. A total 180° shift.

Still frame from the first GTA VI trailer showing Lucia holding some cash.
Rockstar and Take-Two are hoping to cash in on GTA VI’s online mode.

GTA 6 is, according to reliable reporting, going to be the most expensive video game… ever. With a budget, when accounting for its extensive marketing campaign, that could come close to, or even top, $2 billion… that’s a *lot* of Shark Cards that Rockstar will have to sell for the game to merely break even, let alone begin to turn a profit.

To be clear: that money has been invested with the expectation that there’ll be a huge profit to be made. But the higher the budget, and the longer the game takes to develop, the more sales and the more microtransactions are needed in order for the game to simply make its money back. This is a trap that has tripped up *many* titles over the years; plenty of games could have been profitable if they’d just… toned it down. Star Citizen – one of the few games to have burned through almost as much money as Grand Theft Auto VI – is a case in point: so much money has been spent on development that actually turning a profit when (or if) the game actually launches feels basically impossible at this point.

Headshots of the Take-Two Interactive board of directors circa Dec 2025/Jan 2026.
The Take-Two Interactive board of directors circa January 2026.

There are really three main problems that I can see which could potentially cause Grand Theft Auto VI to stumble, beyond what we’ve already discussed.

The first is that a game with a bigger budget needs to sell more units, and convince more players to pay for microtransactions. But… Grand Theft Auto VI already hits a problem here. There’s a smaller potential audience for the game than there is for its predecessor – or even than there was in 2013 when GTA 5 launched.

At time of writing, there are approximately 120 million PlayStation 5 and Xbox Series consoles out in the wild. Most of those are PS5s, but if you add the combined sales totals together, that’s what you get. That’s compared with close to 190 million PlayStation 4 and Xbox One consoles that have been sold. And on top of that, recent data from the second half of 2025 shows a serious slowdown in the home console market.

Stock/promo photo of a PlayStation 5 console and DualSense control pad.
There are fewer PS5s out there than PS4s.

In 2013, when Grand Theft Auto V launched for Xbox 360 and PlayStation 3, there were around 155-160 million of those consoles in homes. And across the lifetime of GTA 5, it’s had access to the 190 million last-gen systems, as well as at least tens of millions of PCs, too. And that massive audience, across three home console generations and PC, is what’s led to it becoming the second-best-selling game of all-time.

With a smaller potential audience at launch than GTA 5 had in 2013, by an order of some forty-ish million, and without the simultaneous PC release that Take-Two and Rockstar decided to cheap out on, will Grand Theft Auto VI have a comparable launch to its predecessor? GTA 5 earned a billion dollars in just three days… will GTA 6 do the same? Or will it take longer to reach that number? If it does take longer, will Take-Two and Rockstar *already* begin to panic?

Still frame from the second GTA VI trailer showing a character driving past the police.
Grand Theft Auto VI will have a smaller built-in audience at launch than its predecessor.

This leads into my next point: home consoles are expensive right now, and in a difficult economy in which ordinary people are struggling, that’s being reflected in a serious decline in sales. It now seems beyond unlikely that the PlayStation 5 will *ever* reach, let alone eclipse, the total lifetime sales of the PS4, and even the Nintendo Switch 2, which only launched a few months ago, has just endured a very rocky holiday season everywhere except for Japan. In October and November 2025, home console sales were the lowest they’d been for thirty years. *Thirty years.*

Not since the days of the Super Nintendo, Sega Saturn, and first PlayStation have home console sales been this low. Think of all the consoles to have been and gone since then: the N64, the Dreamcast, every single Xbox ever… that’s how rough things are in the home console market right now. Even the newly-launched Switch 2 hasn’t been able to drive sales to any great extent.

Front artwork on a Sega Saturn box.
Not since the days of the Sega Saturn have so few home consoles been sold.

There’s not even a question as to why, either. The tail end of the Xbox One/PS4 generation, as well as the middle of the Switch’s life, saw the Covid pandemic, lockdowns, and a lot of folks stuck at home with little to do… and furlough money or a stimulus cheque to spend. Console sales went up, naturally, as people needed to find ways to stay connected with friends, and things to do that didn’t require going outdoors!

But that’s not even the half of it. The real reason why consoles are struggling right now is simple: price hikes. Xbox consoles have gone up in price. PlayStation consoles have gone up in price. And the Switch 2 is significantly more expensive than its predecessor. Even if the economy was working properly for everyday folks, these price hikes would be hard to stomach. But when people are *already* struggling to make ends meet? Luxuries like home consoles, especially overpriced ones, are the first things to be cut from budgets and Christmas wishlists.

Stock image of a Nintendo Switch 2 console.
The Switch 2, in its launch year, hasn’t sold especially well outside of Japan.

This is directly connected to my next point.

I don’t know whether the reports are true, and whether Rockstar and Take-Two genuinely plan to launch Grand Theft Auto VI at a ridiculously inflated price. But $100 is out there, being widely discussed, and it’s not a hot take to say that that could be the target right now. But we’ve already seen the backlash to that kind of pricing.

Mario Kart World, the first game to launch for $80, would probably have been subject to less criticism were it not for the inflated price. And Xbox had to walk back plans to raise some of their prices to $80 after very low pre-order numbers and a massive wave of criticism. So GTA 6 retailing for $100 or even “just” $80 would unquestionably generate a similar backlash, in my view.

Combine an unprecedented and unpopular price for the game with the already sky-high price of home consoles – and the fact that a lot of folks would need to pick up a new machine if they want to play the game – and you’ve got the perfect storm. In this economy, can players really afford to pay $750 to pick up a new PlayStation 5 or Xbox Series X and Grand Theft Auto VI? And if they can… is it worth it for just one new title? How many players, who’ve already made it this far into the current generation without picking up a new console, are going to be convinced to shell out that much money to play one new game? Because that’s what Rockstar and Take-Two will be asking: it’s not just the price of the game, but also the inflated console prices that players have to take into account.

Finally, Grand Theft Auto VI will potentially run into the same problem that has knocked down many live-service titles: will players feel the need to switch?

Suppose I’m a big GTA fan, and I’ve been playing Grand Theft Auto V for years. I have a group of buddies that I play with regularly, I have my in-game money, a base I’ve spent ages perfecting, and a character I’ve levelled up. I know the map, I know the heists, I know the vehicles and the weapons. I’m settled and happy in my GTA 5 server with my friends and my way of playing the game. Why do I need a new game? Why do *I* need to spend potentially hundreds of dollars or pounds on new hardware and a new title when I’m perfectly content with what I already have?

Promo image for Grand Theft Auto V Online.
The way people play games is changing; sticking with one title for years at a time is now commonplace.

This is “the Concord problem.”

Why did no one buy Concord in 2024? It was a well-made hero shooter. Sure, it was a bit generic… but so are a lot of those games, let’s be honest! But what did Concord do to convince fans of Overwatch or Apex Legends that they needed to switch? Fans of those titles, and others, are already settled. And many players nowadays only play one game – they find an online experience they enjoy, be it Roblox, Fortnite, Helldivers II, or the venerable Grand Theft Auto V, and they stick with it.

Even sequels, like Overwatch 2, have struggled. And in the more competitive scene, some recent titles – like Call of Duty: Black Ops 7 – have struggled to convince fans of the series or last year’s entry that they need the upgrade. We’re in a new era of gaming, where players often feel a strong sense of loyalty to a single title, and stick with it. And games companies have recognised that, adding new maps, new challenges, new weapons, and new content to existing games instead of making new ones. Why has Grand Theft Auto VI taken thirteen-plus years to be ready for release? Because Rockstar and Take-Two did exactly that with GTA 5 and its online mode.

Promo image for the KPop Demon Hunters characters in Fortnite.
Many players of online games like Fortnite (and Grand Theft Auto V) only play that one game.

Will Grand Theft Auto V turn out to be VI’s biggest competitor? That’s one of my big unanswerable questions right now. Fans of GTA 5, many of whom have been playing for literally more than a decade, may not be as inclined to buy a new game as Rockstar and Take-Two are hoping. And unless Rockstar instantly drops support for Grand Theft Auto V the same day VI launches… there’ll still be a reason to stick with the game they know and love.

Suppose Epic Games announced “Fortnite II” tomorrow. Would Fortnite’s players all switch over to the new game? Would Roblox players migrate en masse to a sequel, if one were ever created? Grand Theft Auto V’s player base – especially in the online mode – behaves more like players of other massively-multiplayer live-service games. Folks like myself, who grew up on single-player titles, happily hop from one game to another. But that’s not the way the industry at large is trending in the 2020s. Many gamers stick with the same game for years, and convincing players of a beloved, well-known, and perfectly functional game that they need to buy a new, expensive title – and perhaps new hardware, too – is going to be more of a task than a lot of people appreciate.

Still frame from the first GTA VI trailer showing cars on a busy street.
However good the game ultimately is, will it be enough to convince players of GTA 5 that they need the upgrade?

You see this phenomenon in basically every genre, and establishing a new title – even in a long-running series – is more difficult in 2026 than it’s ever been before. When Civilization VII launched last year, many players opted to stick with Civ VI instead of jump ship to the new game – and some of those who tried it out drifted back. This happens in strategy games, in shooters, in party and puzzle games… and a title like Grand Theft Auto V, which has been at the top of the charts for over a decade? It could happen here, too.

So those are, as I see it, GTA 6′s three biggest potential issues.

To recap, they are: the smaller install base of current-gen systems, with fewer consoles (and no PC release) meaning the potential audience for Grand Theft Auto VI is smaller even than GTA 5 had in 2013. Then there’s the price of the game itself, combined with the price of buying a brand-new console in 2026 after all of the price hikes, with the general state of the economy being reflected in declining home console sales. And finally, there’s the difficult launch many live-service titles have when the live-service market is already saturated. Convincing GTA 5 players that they need to invest hundreds of dollars in a new system and a new title, when the one they have is still perfectly fun… that’s not an easy task, and it’s one that has tripped up many comparable games in recent years.

Still frame from the second Grand Theft Auto VI trailer showing the main characters sitting on a dock.
Problems may lie ahead for Grand Theft Auto VI

To be clear, I don’t necessarily believe that Grand Theft Auto VI will be “a flop.” I think there’s a lot of hype, a lot of excitement, and even just a lot of interest and curiosity surrounding the game. But there are valid questions about the game’s price in the current economy, and whether players who are convinced to check it out will stick with it if their friends remain on last-gen hardware playing GTA 5.

In 2019, Rockstar and Take-Two hoped that Red Dead Redemption II’s online mode would rival that of Grand Theft Auto V, and they poured a lot of money into it… at first. But when RDR2 didn’t take off in the same way as GTA 5, they pretty quickly abandoned it. Red Dead Redemption II is still playable online, but it hasn’t received major new updates or content since 2021. Could Grand Theft Auto VI end up in the same boat if players don’t jump into the online mode with the enthusiasm Rockstar and Take-Two are hoping for? Even if the game breaks even and begins to turn a profit… how long do the content updates and new missions keep coming for if most players are sticking with GTA 5?

Logo for Grand Theft Auto VI on a black background.
Grand Theft Auto VI will (supposedly) launch in November.

As we look ahead to 2026, which is supposedly the year Grand Theft Auto VI will launch, there may be causes for concern in the Take-Two boardroom. I don’t think it’s a five-alarm fire or anything, but there are a lot of eggs in this particular basket, and a lot of money has been invested in a title which, despite its name, hype, and status, cannot be seen as a sure thing. Though I still consider this an outside possibility, less “likely” than “plausible,” we shouldn’t write off the idea that Grand Theft Auto VI won’t meet its sales targets this year, and might even end up being considered a disappointment.

So I hope this has been interesting, at least! Grand Theft Auto VI was one of the first subjects I ever wrote about here on the website, all the way back in December 2019, and if you’d told me then that we’d be into 2026 with the game still not out… I don’t think I’d have believed it! But here we are, and at time of writing, a November 2026 launch is still on the cards for those of you lucky enough to have bought a PS5 or Xbox Series console before prices got silly. As for me… well, I play on PC. So if Rockstar and Take-Two can ever be bothered to release a port, that’s when I’d consider picking up Grand Theft Auto VI. But not for $100, though!

If and when we get more news on GTA 6, its price, a new trailer… or anything like that, I hope you’ll check in. I daresay I’ll have more to say on this game at some point soon.


Grand Theft Auto VI is scheduled to be released in November 2026 for Xbox Series S/X and PlayStation 5. A PC release has not been confirmed. The Grand Theft Auto series – including GTA 6 and other titles discussed above – is the copyright of Rockstar and Take-Two Interactive. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

2026 Predictions…

A Star Trek-themed spoiler warning

Spoiler Warning: Beware of minor spoilers for some of the franchises discussed below.

I thought it could be a bit of fun to mark the start of the year by making a few predictions! This isn’t something that I usually do here on the website, but if it proves to be enjoyable, maybe I’ll make it an annual thing… who knows? For now, though, I wanted to look ahead to 2026 and share some of my predictions for what may happen in the wide world of geeky entertainment.

I’ll give a couple of important caveats, and then I’ll explain the format I’m going to use.

Firstly, I have no “insider information,” and I’m not trying to claim that anything discussed below can, will, or must happen in 2026. These are my own predictions based on… I dunno. Vibes, I guess? And, as always, all of this is the *subjective, not objective* opinion of just one person. If I miss something that you think is obvious, or I predict something you think sounds utterly ridiculous… that’s okay! This is just for fun, and I share my predictions with you in that spirit.

Still frame from a 1995 National Lottery broadcast showing Mystic Meg.
Do you remember Mystic Meg?

Okay, let’s talk format! I’ve got four categories into which my predictions will fall: Films, Games, Television, and the Star Trek Franchise. And within each category, I’m going to make three predictions using the 90/50/10 format: that’s one thing I’m 90% sure will happen, one that I’m 50/50 on, and an outlier that I think has a remote 10% chance of happening – but probably won’t!

So… have we got all that? Four categories, three predictions in each! I’ll briefly explain my prediction, discuss why I think it may or may not happen, and just generally share my thoughts on why I think it’s likely or plausible.

With all of that out of the way, let’s get started and try to predict what 2026 will look like!

Film – 90% Prediction:
A KPop Demon Hunters sequel will be announced.

Still frame from KPop Demon Hunters showing Zoey, Rumi, and Mira at the climax of the film.
Huntr/x.

KPop Demon Hunters was one of the most successful films of 2025 – and I don’t just say that because it won the highly-coveted End-of-Year Award here at Trekking with Dennis! The film topped the charts for weeks on end, becoming Netflix’s most popular original animated film ever, earned itself a sell-out theatrical release, and even saw its soundtrack reach the top of the charts, dethroning the likes of Taylor Swift in the process.

So it’s a shoo-in, then, surely, that Netflix and Sony Pictures Animation will announce a sequel within the next twelve months.

I’m not someone who believes that every successful film should – or even *can* – be turned into an ongoing franchise, and I think there’s merit in the idea of one-off, complete stories that don’t need to be revisited. But I also recognise that, in the modern entertainment landscape, big corporations don’t behave like that! Any successful film is bound to see a sequel; to Netflix and Sony, it would be like leaving guaranteed money on the table. Rumours of a KPop Demon Hunters sequel are already beginning to swirl, and I’d expect the companies involved to want to get a formal announcement out while the film is still popular to capitalise on that momentum to the highest possible degree.

Film – 50% Prediction:
The Mandalorian and Grogu will be a box office bomb.

Promo image (cropped) for The Mandalorian and Grogu showing the title characters on a sand dune.
The title characters.

Star Wars is in a weird place right now. The brand is oversaturated, with Disney having produced so much content just since 2019 that it’s hard for even big fans of the franchise to keep up. The Mandalorian and Grogu is supposed to be the final chapter of the Disney+ series The Mandalorian, but the show’s third season received mixed reviews, as did The Book of Boba Fett spin-off. I’m not sure that the fanbase is there for The Mandalorian in 2026 in the way it was in 2019, and given how Star Wars as a whole has been mishandled, I could easily see this one flopping hard at the box office.

However, this is Star Wars’ first trip to the cinema since 2019, and it’s possible that a more casual audience – folks who haven’t been trying to keep up with everything Star Wars on Disney+ – will show up for that. I don’t think it’s a guaranteed failure, hence its position on this list. But if I were an executive at Disney, I’d be concerned.

Film – 10% Prediction:
The first film with a digitally-recreated dead actor in a leading role will be announced.

Still frame from Rogue One: A Star Wars Story showing Tarkin (a digital model based on actor Peter Cushing).
A digital recreation of Peter Cushing in Rogue One: A Star Wars Story.

I’ve believed for a long time now – even since before “generative A.I.” was a big deal – that we weren’t far off a snooty director deciding that the leading role in their magnum opus could *only* be played by someone like James Dean or Marilyn Monroe. And with today’s technology – motion capture, voice cloning, facial animations, etc. – it’s technologically feasible to bring back long-dead actors in films. As far back as 2016, we saw this, when the Star Wars franchise digitally recreated both Peter Cushing and a young Carrie Fisher in Rogue One. And the technology has only improved over the last decade.

What we still haven’t seen, though, is a film where the *lead* role is “played” by a long-dead performer. That’s different from using a lookalike or recreating an actor for just a couple of scenes, and I think it would be incredibly controversial. There’d be arguments over who owns the rights to the performer’s likeness and image… but that’s something a project could clear. Whether a film like this would be any good, and whether a digital performance (perhaps assisted by A.I.) would actually be worth watching… the jury’s out, I guess. But as I’ve said before: people care more about the finished product than the process that went into it, so if a film that was created using this method was good, and the result was basically indistinguishable… it could start a whole new trend!

Video Games – 90% Prediction:
Prices will rise even further.

Promo/concept art of Wario for the Nintendo game Wario Ware.
Gaming is already too expensive…

Sorry, everyone. I’m not happy about it, but after several years of price hikes across the games industry, I don’t see this unfortunate trend stopping. Grand Theft Auto VI could legitimately launch with a base price of $100, which would almost certainly see other publishers raise their prices to match. And with component shortages thanks to A.I. datacentres buying up large volumes of stock – as well as major manufacturers “pivoting” to an A.I.-first strategy – hardware prices may very well rise, too.

2025 saw the Switch 2 launch at an inflated price, as well as the first $80 game. It also saw price hikes from Sony and Microsoft, as well as a rise in the price of the Game Pass subscription service. Much of this isn’t actually a reaction to events – it’s plain and simple greed. These things are a cause of, not a consequence of, inflation. But, regrettably, I don’t see it stopping anytime soon, especially if sales remain weak. Games companies will try to wring more money out of existing players to compensate for a lack of new ones.

Video Games – 50% Prediction:
Microsoft and Xbox will announce a new Fallout game… which is not being developed by Bethesda.

Promo screenshot for Fallout 76 featuring a playable ghoul character wearing headphones.
Is a new Fallout game close to being announced?

With The Elder Scrolls VI still years away, and the Fallout TV series riding high on Amazon Prime Video, it’s not exactly a secret that Microsoft and Xbox want a new Fallout game for fans to sink their teeth into. But because of Bethesda’s absolutely idiotic and outdated approach to making video games, their hypothetical version of Fallout 5 may not even *begin* development until 2029, and likely won’t see the light of day until, say, 2034 or beyond.

So could Microsoft hit the nuclear button (pun very much intended) and take Fallout away from Bethesda? If it were to happen, there’d surely be a ton of PR-speak about how this new game is a spin-off, the license is still Bethesda’s, Microsoft still has full confidence in Bethesda… blah, blah, blah. But it would also speak volumes about how far Bethesda has fallen since their 2000s heyday, and how their approach to creating games needs to change if they still want to tell stories in multiple franchises.

Video Games – 10% Prediction:
Grand Theft Auto VI fails to meet its sales targets and is considered an expensive failure.

Still frame from the second GTA 6 trailer showing the protagonists riding on a jet ski.
Protagonists Jason and Lucia on a jet ski.

No video game is a “guaranteed” hit. Not even the sequel to the most successful video game of all-time. So I consider it an outside possibility that, for any one of a number of reasons, Grand Theft Auto VI fails to convince fans of GTA 5 that they need to switch to the new game, with its online mode in particular struggling to gain traction. Players who do buy the game and try out the online mode could even drift back to GTA 5 if it isn’t what they’re hoping for. The result? GTA 6 could go down in history as one of the most expensive video game flops.

To be clear, while I can conceive of a world in which something like this happens, it feels very unlikely – hence its place on this list! But there are reasons to be concerned if you’re a Take-Two executive. Slow hardware sales for the PS5 and Xbox Series, combined with GTA 6 not getting a PC release, mean there’s a smaller potential audience for the game. Price rises for the game itself and the hardware it plays on in a difficult economy could price people out. And if GTA 5 is still fun and enjoyable for its online players, convincing them to switch to a new game – especially if it means an investment of £650-700 to buy the game and a new console to play it on – won’t be a walk in the park.

Television – 90% Prediction:
Either 3 Body Problem or Strange New Worlds will be my “TV Series of the Year” in December.

Cropped promo posters for 3 Body Problem S1 (left) and Star Trek: Strange New Worlds S1 (right).
3 Body Problem (left) and Strange New Worlds.

I dish out my annual “End-of-Year Awards” every December – in fact, I just did the awards for 2025 a couple of days ago; click or tap here to check them out! But when I look ahead to 2026, there are really only a couple of shows that I think (at this early stage) could be in contention for the top award. Those are 3 Body Problem and Star Trek: Strange New Worlds. I’d be very surprised if something else comes along this year and eclipses *both* of these productions; the only one I could see even possibly doing so would be Silo.

Strange New Worlds is far and away the best modern Star Trek series, and even one of the best parts of the franchise as a whole. I was very disappointed to learn it would be cancelled after a cut-down fifth season. And 3 Body Problem’s first season was one of the best, most grown-up sci-fi shows I’ve seen in a long time. I’m genuinely looking forward to both shows’ continuations – and unless, for some reason, neither debuts in 2026, I’m almost positive they’ll be competing for my “TV Series of the Year” award in eleven-and-a-bit months from now!

Television – 50% Prediction:
A big, long-running series will finally be cancelled.

Still frame from The Simpsons depicting a "ratings graph" showing a steep decline.
It might be some kind of visual metaphor…

There are quite a few shows floating around that have been running for fifteen years or more. Grey’s Anatomy, Family Guy, Law and Order, Doctor Who, SpongeBob SquarePants, Criminal Minds, The Simpsons… the list goes on. But some of these shows are almost unrecognisable from their original incarnations, or worse, feel like they’re just going through the motions and coasting on past success. I tried for years to keep up with The Simpsons, for example, even though I could feel the quality declining. But I haven’t watched any new episodes for several seasons at this point, and it just feels like the show has well and truly run its course.

The Simpsons has been renewed for several more seasons and – inexplicably – another movie. But could we learn in 2026 that the show will eventually end? Or could another long-running programme, like Doctor Who’s revival, SpongeBob SquarePants, or Grey’s Anatomy, finally find themselves on the chopping block? I’d always rather a show end too soon, leaving me wanting more and lamenting that we didn’t get “just one more episode,” instead of running too long and becoming a joke. Maybe 2026 will finally be the year that one or more of these long-running television institutions kicks the bucket.

Television – 10% Prediction:
The Lord of the Rings: The Rings of Power will be cancelled after Season 3.

Promo still for The Lord of the Rings: The Rings of Power showing Elrond on horseback.
It’s Elrond!

The Rings of Power hasn’t been everyone’s favourite show, to put it mildly. And with long breaks in between seasons – Season 3 is not guaranteed to land in 2026, despite Season 2 wrapping up in the autumn of 2024 – even the folks who did tune in have begun to find other things to watch. Although Amazon and the Tolkien Estate had an agreement to make five seasons of The Rings of Power… are we sure the series will hit that mark?

According to some reports, The Rings of Power shed boatloads of viewers across its first season, with barely one-third of the people who watched the premiere making it to the finale. And Season 2 didn’t bring them back. No TV show is going to be worth making if no one’s turning up to watch it, let alone the most expensive TV series ever made. And with middling reviews from audiences, and a baked-in hate campaign from some folks online… The Rings of Power could, hypothetically, be more vulnerable than we thought. Amazon has done this before with another high fantasy show: The Wheel of Time was cancelled before its story could be wrapped up.

Star Trek – 90% Prediction:
Starfleet Academy will be confirmed to run for just two seasons.

Cropped promo poster for Star Trek: Starfleet Academy showing the main characters.
Will there be more Starfleet Academy after Season 2?

Unless Starfleet Academy can do something extraordinary that no other Star Trek show of the current streaming era has done, I think we’ll learn that there won’t be a third season. The series would, in my view, need to go viral and become a phenomenon – particularly with its younger target audience. If Starfleet Academy can genuinely compete with the likes of Stranger Things and Wednesday in terms of review scores and audience numbers, and also drive a massive, unprecedented number of new subscribers to Paramount+, then – and only then – would Skydance consider renewing the show.

But… do we really think that’s gonna happen?

I’ve said a few times now that I’m not particularly hyped for Starfleet Academy. The show, with its serialised story and teen focus, just doesn’t seem like it’ll be my thing. But that’s not why it’s part of this discussion. I’d love nothing more than to see Starfleet Academy succeed at bringing in legions of new fans to the franchise. I just struggle to see how it’ll manage to do so. And given Skydance’s obvious preference for films over TV, and the cancellations of all other Star Trek shows, I just get the sense that the two seasons which have already entered production will be all the series will get.

Star Trek – 50% Prediction:
Paramount-Skydance will do very little to celebrate the franchise’s 60th anniversary.

The "Star Trek 60" logo on a Starfleet Academy set photo.
Star Trek turns 60 years old in 2026.

With the exception of soap operas, how many TV shows reach their 60th anniversary with new episodes still being created and aired? Star Trek is practically unique amongst big sci-fi properties – heck, amongst entertainment franchises in general. Yet I don’t think that this new incarnation of Paramount really intends to do anything major to acknowledge the milestone. We’ve heard talk of a float at some parade in the United States. And Star Trek’s god-awful online shop will probably release some crappy A.I.-generated merch, like tote bags and beanies, featuring the new “Star Trek 60” logo. But will there be a crossover episode? Some kind of unannounced project that really leans into what Star Trek means and goes all-in?

I would *love* to see Paramount/Skydance do something big. A live broadcast, maybe, reuiniting the stars of past shows to talk all things Trek. Or a documentary about the creation of those early episodes. I’d really love to see a crossover – like we got in 1996 for the 30th anniversary. Maybe we could see Starfleet Academy characters visiting Pike’s Enterprise, or even using the Strange New World sets and bringing back some of the performers to re-tell a classic TOS story. Because Star Trek had gone off the air, we couldn’t get anything like that for the 40th or the 50th. But there’s a window of opportunity right now, in 2026, that may not come again, to really celebrate Star Trek with some kind of big on-screen event. I really hope Skydance has already given it the green light.

Star Trek – 10% Prediction:
A brand-new series will be announced.

Concept art of the USS Enterprise created for Phase II/The Motion Picture.
Will there be more Star Trek to come?

This one… I mean, it’s not gonna happen, is it? Don’t get me wrong: I’d love nothing more than for Skydance to make the genuinely shocking announcement that they’re commissioning a brand-new, episodic, exploration-focused Star Trek series! But I think it’s a remote possibility right now, given the new corporation’s clear choice to prioritise the cinema over television and streaming. A new Star Trek film has been announced and is potentially targeting a 2028 release, so will we see a new show announced before then?

My view remains that Star Trek as a whole – save for the occasional film project – will be shutting down for the foreseeable future after 2027 or 2028, whenever the final episodes of Starfleet Academy and Strange New Worlds air. But there’s still so much potential in this franchise, and it’s downright depressing to go into the big sixtieth anniversary year predicting cancellation and failure. So I’m crossing my fingers that we’ll get just one new series being announced.

So that’s it.

A render of the number 2026 in green.
2026 is just beginning.

I’ve made a few predictions for 2026, so let’s revisit this piece together in late December to see how much I got wrong! This is my first year making predictions like these, but I really like the 90/50/10 format, so I might try to make it an annual thing… if I remember. And if, next year, I actually have more predictions to make!

In any case, I hope this has been interesting, or just a bit of fun. I’m hopeful for some enjoyable entertainment experiences this year, and I’ll be doing my best to keep up with some of the films, games, and TV shows that I’ve been looking forward to – so stay tuned for some reviews and commentary here on the website!


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

Looking Ahead To 2026

A Simpsons-themed spoiler warning.

Spoiler Warning: Beware of minor spoilers for some of the productions below.

Happy New Year!

I hope you had a wonderful time celebrating the end of 2025 and the beginning of 2026. Although we might still be recovering from a night of partying, fireworks, and maybe a little too much champagne (alright, prosecco), I think the beginning of the year is a great moment to look ahead. There are bound to be some fun entertainment experiences lying in wait between now and Christmas, after all!

By the way, is that the first time you’ve heard someone mention Christmas 2026?

As I do every year at this time, I’m going to preview a few films, video games, and television programmes that I’m personally looking forward to over the next twelve months.

Hooray! It’s 2026!

My usual caveats apply! Everything we’re going to look at today is the subjective, not objective, opinion of just one person. If I highlight something you think sounds awful, or miss out one of your favourites… *that’s okay*! There’s plenty of room for polite discussion and differences of opinion, and I’m in no way trying to claim that these are somehow “the only” things to look forward to as the year gets underway.

Secondly, it’s possible that some or all of these will miss their intended release or broadcast dates, and they could even be cancelled entirely. Such things have been known to happen in the world of entertainment, unfortunately. But at time of writing, all of these are either on the schedule for 2026 or at least heavily rumoured to be out this year.

I’ve chosen eight films, eight television programmes, and eight video games that I’m looking forward to as this new year begins! So without any further ado… let’s take a look at my selections.

Film #1:
Coyote vs. Acme

Wile E. Coyote in court…

After years of using Acme Corporation’s products without much success, Wile E. Coyote sues them! That’s the premise of this “cartoon characters in the real world” film, and it’s giving me Who Framed Roger Rabbit vibes. I think the premise alone sounds like a ton of fun, and I’m genuinely excited to see what the finished product will be like.

There are reasons to be sceptical, though, unfortunately. Coyote vs. Acme was originally filmed all the way back in 2022, but Warner Bros. Discovery cancelled it in 2023, and it seemed for a time as if the completed film wouldn’t see a release. The likes of Netflix, Amazon, and Paramount+ all submitted bids, but none were willing to pay the reported $70 million that Warner Bros. Discovery was asking. That’s enough to give me pause, but a distributor was belatedly found and a release this summer is now on the cards. I’m crossing my fingers and hoping for some wacky, cartoony fun.

Film #2:
The Mandalorian and Grogu

The title characters.

I’m not the world’s biggest fan of The Mandalorian, to be honest with you. And if, as has been reported, this film represents a cut-down version of one of The Mandalorian’s already very short seasons… that doesn’t sound great. As someone who hasn’t seen all of the various Star Wars spin-off shows on Disney+, I’m also a bit concerned about this film being the culmination of multiple story arcs that I’m not caught up with or invested in.

However! With all that being said, a brand-new Star Wars film is always going to pique my curiosity, and although I wasn’t *wild* about The Mandalorian, the show has had its moments, and I’m at least interested in seeing where the characters will end up as their adventures apparently come to an end. Some Star Wars projects that I didn’t have high expectations for – The Last Jedi and The Book of Boba Fett, for example – ended up being surprisingly good fun, so there’s potential in The Mandalorian and Grogu. This is also Star Wars’ first trip to the cinema since 2019.

Check out my review of Season 2 of The Mandalorian by clicking or tapping here.

Film #3:
The Magic Faraway Tree

The film’s title card.

I was a huge Enid Blyton fan as a kid. Several of her books have been brought to the big and small screens over the years, and I’m especially interested to see what this adaptation of The Magic Faraway Tree will look like. The film boasts an all-star cast, featuring Andrew Garfield, Michael Palin, Rebecca Ferguson, Claire Foy, and Lenny Henry, and from what I glimpsed in the trailer, it looks like it’s captured the whimsy of the original book.

The Magic Faraway Tree is definitely a kids’ film, so set your expectations appropriately! And I can absolutely see this not being to everyone’s taste. But as someone who remembers the original books with great fondness, I shall be tuning in to see Dame Washalot, the Saucepan Man, Moonface, and the others when The Magic Faraway Tree premieres.

Film #4:
Disclosure Day

Promo still for Disclosure Day (2026)
Emily Blunt in a promo still for Disclosure Day.

This is a last-minute addition to my list based on nothing but the “vibe” I got from the trailer! Disclosure Day’s plot is still under wraps, but it’s Steven Spielberg’s first film in four years, and his first sci-fi film since 2018’s Ready Player One. The picture will star Emily Blunt and Colin Firth, among others, and has something to do with a UFO conspiracy.

I’ve enjoyed a number of Spielberg’s films over the years – which shouldn’t be a surprise; he’s still one of the best filmmakers around. And Disclosure Day is reminding me more than a little of Spielberg’s own E.T., which is a film I fondly remember from my childhood. Disclosure Day might be taking a less whimsical and more, for want of a better term, “grown-up” approach to the genre, but that’s okay. The trailer was genuinely gripping, and Disclosure Day has definitely launched its way onto this list!

Film #5:
The Super Mario Galaxy Movie

It’s Princess Rosalina!

I’ll be honest: I barely played the first Super Mario Galaxy, and I couldn’t get on with its “spherical levels” idea, so when Nintendo announced that the follow-up to the absolutely excellent Super Mario Bros. Movie would be based on those games… I was underwhelmed. However, the first film was so darn good that I’m willing to push any scepticism aside and see what Nintendo and Illumination have been cooking! Who knows, it’s possible that the film format will suit the Mario Galaxy story better than either of the games did!

The trailer for the film looked great, and going on another adventure with Mario, Luigi, Peach, Toad, and Bowser just seems like it’s gonna be a lot of fun. So despite my ambivalence to its source material, I’m genuinely looking forward to this one.

Check out my review of The Super Mario Bros. Movie by clicking or tapping here.

Film #6:
Project Hail Mary

Ryan Gosling stars as Dr Grace in Project Hail Mary.

I like what I’ve seen of Project Hail Mary so far. I’m getting a bit of an Armageddon-meets-Interstellar-meets-2001: A Space Odyssey vibe. If that even makes sense! The film looks interesting and potentially quite funny, or at least with some moments of light-heartedness to balance out heavier themes of Earth and humanity being close to extinction. I’m curious to see where Project Hail Mary will go, and which side – comedy or serious messaging – the film will come down on.

I’m always going to be interested in new sci-fi properties, especially in an entertainment landscape drowning in sequels, spin-offs, and franchises. So I hope Project Hail Mary can be something a bit different, taking a familiar starting point but doing its own thing with it. Directors Phil Lord and Christopher Miller also directed 2014’s The Lego Movie, which I really enjoyed, so that’s another reason for optimism.

Film #7:
The Odyssey

A first glimpse at The Odyssey.

The Odyssey promises to be an epic retelling of the classic Ancient Greek tale, as Odysseus makes his way back home from the Trojan War. Christopher Nolan, the film’s director, has previously directed such hits as The Dark Knight, Dunkirk, and Oppenheimer, winning an Academy Award for the latter. This adaptation of The Odyssey features some big names in its cast, such as Eliot Page, Charlize Theron, Tom Holland, Lupita Nyong’o, and Matt Damon.

I suppose my only real concern with The Odyssey is that there’s quite a lot of story to cram into the runtime of a single film. I’ve been critical in the past of films being unnecessarily lengthened or split into multiple parts, but maybe The Odyssey is one story that could’ve benefitted from a longer runtime. We’ll have to wait and see!

Film #8:
28 Years Later: The Bone Temple

Dr Kelson.

I thought that 28 Years Later was okay in 2025, but it wasn’t a patch on the sheer terror of the original film. Something about the “naked zombies” ended up being almost… comical, rather than threatening. But having seen the first half of this sequel, which ended on a bit of a cliffhanger, I don’t want to miss out on the conclusion.

The trailer seemed to tease a possible breakthrough in dealing with the rage virus, which could be really interesting if handled well. There’s definitely scope to take another look at this world and the decades-long aftermath of its apocalypse. I wouldn’t say I’m incredibly excited for The Bone Temple, but I’m… curious.

Check out my review of 28 Years Later by clicking or tapping here.

Video Game #1:
Squadron 42

Will we see Squadron 42 this year?

At time of writing, Squadron 42 is slated for a 2026 release. But, as with everything related to the mismanaged clusterfuck they call Star Citizen, I’ll believe it when I see it! Squadron 42 is the single-player campaign from the makers of Star Citizen, and I’m always going to be interested in a new sci-fi universe and a large-scale “space game.” Squadron 42 also features an all-star cast, with the likes of Mark Hamill, Gary Oldman, John Rhys-Davies, Gillian Anderson, and Andy Serkis all featuring in some capacity.

Star Citizen gets plenty of criticism for its bloated budget, ridiculous microtransactions, and the pathetically poor way the project has been managed. And I’m not disagreeing with any of that! But… at the end of the day, I want to play a good, enjoyable space game. If Squadron 42 lives up to the hype – assuming it *ever* makes it to release – I’m still gonna be interested in that. Will 2026 be the year? I guess we’ll have to wait and see.

Video Game #2:
Control: Resonant

Promo image of Control: Resonant.
Dylan in Control: Resonant.

A last-minute addition to this list, after Exodus missed out on a 2026 release, is the sequel to 2019’s Control. I absolutely adored my time with Control, and it’s one of the finest third-person action/adventure titles of the past decade. I was really curious to see what would come next after the story came to an end, and to be honest with you… I’m kind of disappointed to see protagonist Jessie being replaced with her brother Dylan for the sequel.

However! This is still the sequel to a fantastic game, and it would be silly to render judgment without even trying it. So I will do my best to go into Control: Resonant with an open mind. The game seems to be more focused on melee combat than the original, which could be interesting, and having a new character to control could mean we get to explore a different set of powers and upgrades. I just hope it won’t feel like a typical video game-y “reset” of the player character just to run through the whole process of gaining and evolving the exact same powers all over again.

Video Game #3:
007: First Light

A classic car…

A James Bond video game… made by the people who created the Hitman series? That sounds almost too good to be true, doesn’t it? Well, 007: First Light is happening, and from what I’ve seen, the game looks pretty darn good. It’s an original story following a young James Bond on one of his first big missions, and it looks like it has, well, everything you might want. Flash cars, gadgets, stealth, gunplay, and a compelling story.

I don’t want to get over-hyped, but I have pretty high hopes for this one. Story aside, the only thing that might spoil it would be a rushed, buggy, or just generally under-baked launch. I’m really keeping my fingers crossed, and while I won’t be pre-ordering, if First Light gets good reviews, I may very well be tempted to pick it up as soon as it’s out.

Video Game #4:
Star Trek: Voyager – Across The Unknown

The USS Voyager!

I’m a bit of a Star Trek fan, as you may know, and Voyager is one of my favourite parts of the franchise. I played the demo version of Across The Unknown back in 2025, and I think if you set the right expectations and don’t go into the game expecting a high-budget, “AAA” type of experience, there’s going to be a lot of fun to be had here. This game won’t appeal to non-Trekkies, really – not even to folks who like these kinds of management/base-building types of titles. But that’s okay. Not every game is gonna be right for everyone!

What I like most about Across The Unknown is how the game gives you the chance to potentially have a very different journey through the Delta Quadrant than the one we saw in the show. There are these inflection points, where decisions need to be taken, and it’s possible to make different choices to the ones made by Janeway and the crew. Depending on how well that’s handled, and how many of these decisions there are… that’s a really fun and interesting idea, and could give the game a ton of replayability.

Check out my thoughts on the demo version by clicking or tapping here.

Video Game #5:
Forza Horizon 6

Promo image for Forza Horizon 6.
The game’s logo… and Mount Fuji.

Before I had to cancel my Game Pass subscription, Forza Horizon 4 and Forza Horizon 5 were both among my most-played games. So I’d be lying if I said I wasn’t looking forward to the next entry in the series. Add in a fun-looking Japanese setting, and I think you’ve got the recipe for another fantastic open-world arcade racing title. The Forza Horizon games have been great fun, and I love just how many different vehicles and race types there are, with practically the entire open world being part of at least a handful of different races.

The only downer on Forza Horizon 6, really, is that this is a game I’d have played on Game Pass, but now I’ll have to buy it outright. I’ll definitely be checking out the reviews first, to make sure it lives up to its predecessors – and maybe waiting for it to go on sale, too. I’m not exactly short of racing games at the moment, and I still haven’t played last year’s Tokyo Xtreme Racer, which is also set in Japan. So this one’s definitely on my wishlist, but it’s also in a strange “wait and see” zone!

Check out my review of Forza Horizon 5 by clicking or tapping here.

Video Game #6:
The Blood of Dawnwalker

The player character taking on some guards or soldiers.

An open-world fantasy game created by some of the folks who worked on The Witcher. That’s the one-line pitch, but there’s more! The Blood of Dawnwalker is set in medieval Europe, and sees the player character take on the role of a half-human, half-vampire, with a range of vampiric powers to take advantage of. The game’s main story seems to involve trying to save your family, but details are still under wraps.

I liked what I saw from The Blood of Dawnwalker’s trailer a few months ago, and I hope that new studio Rebel Wolves have taken their time to really get this game right. I’m always up for trying out a new fantasy world, especially with so many sequels and spin-offs out there. It’s rare for a new studio to put together an ambitious project like this… and I really hope that the finished game will be worth waiting for.

Video Game #7:
Nivalis

Still frame from the end of the Nivalis promo trailer.
Welcome to Nivalis!

Nivalis’ developers describe the game as a “slice-of-life” simulator set in a cyberpunk city. But… would it be unfair to suggest that this could be a “cozy game?” I’m definitely getting that impression from what I’ve seen of Nivalis so far. You can run a business, decorate your apartment, befriend NPCs… everything about that screams “cozy” to me! And I love stories and games set in a small island of calm or safety in a dangerous world. Nivalis could really scratch that itch for me.

So… Cyberpunk 2077 meets Animal Crossing, then? Maybe. The game’s visual style might take some getting used to for me; there’s a combination of blocky, voxel-style environments with characters who look a bit more realistic. But I like the idea of running a business, setting up a home, and just living a life in this kind of totally different world.

Video Game #8:
Cat Isle

Cute cats!

A cute cozy game, with beautiful pixel art… and it’s all about cats? Where do I sign up?! Seriously, this just looks adorable; a cozy game with building and management elements where kitty cats are the stars. I love cats, I love games about cats, and I enjoy a good cozy game, too. So Cat Isle could be just what I’m looking for in 2026!

Domke Games is an indie developer, and I like to try to support indie games where I can. That doesn’t mean Cat Isle will get a free pass, and I’m sure this title won’t be right for everyone. But it looks like the kind of cute game I could see myself playing for a few minutes a day… or really losing myself in for ages, depending on how it shakes out.

Television Show #1:
Star Trek: Starfleet Academy

Promo photo for Star Trek: Starfleet Academy.
The cadets.

To be blunt, even as a big Trekkie, I’m not sure whether Starfleet Academy is gonna be “my thing.” The show seems to be going down a serialised route, with a “big galactic threat,” a villain with a mysterious connection to a main character, and all of the repetition and hammy performances that go with that kind of thing. Additionally, there seems to be quite a focus on what you might call “teen drama,” with that side of things taking precedence over the likes of exploration. Both of those things give me pause.

But… this is still a brand-new Star Trek series. It’s based on a concept that even Gene Roddenberry himself was kicking around back in the ’60s and ’70s. And… it could very well be the *last* new Star Trek series of this current streaming era, now that the Skydance takeover has been finalised. So I will do my best to support Starfleet Academy when it premieres later this month… and I’ll try not to judge it too harshly. Not every show – even Star Trek shows – are right for every viewer, and if Starfleet Academy succeeds at bringing new eyes to the franchise, that can only be a positive thing in my book.

You can see a more detailed look at the upcoming show by clicking or tapping here.

Television Show #2:
Dasher

Cover art for the book Dasher.
Santa meeting Dasher.

Is it too early to be thinking about Christmas? Jokes aside, I’m really interested to see this holiday special from Disney+ later in the year. It’s going to be a single animated production, probably shorter than a feature film would be, and… well, it’s all about Dasher, one of Santa Claus’ reindeer. Dasher is based on a children’s book, and it depicts the titular reindeer running away from a life at the circus and meeting the jolly man in the red suit for the first time.

The Polar Express is a great example of this kind of kids’ book being adapted into a wonderful animated picture, and if Dasher is even in the same ballpark, I’ll have a great time with it. I know it’s early, and Christmas is literally eleven months and twenty-four days away! But I wanted to put this one on my list so I don’t forget about it by the time the holidays roll around again. And you know me… I love Christmas!

Television Show #3:
3 Body Problem
Season 2

Still frame from 3 Body Problem Season 1 showing three suns in the sky.
The titular three bodies.

3 Body Problem was my pick for TV Show of the Year back in 2024, and I was concerned for a while that there wouldn’t be a continuation of this compelling and wonderful story. But thankfully there is – albeit a belated one. 3 Body Problem’s second season probably won’t land until later in the year, but I’m really hoping for great things as the San-Ti get closer and Earth’s defenders are forced to step up to the plate. The series ended with multiple storylines on cliffhangers… so there’s a lot to do to pick up those dangling narrative threads!

3 Body Problem really is the best kind of grown-up sci-fi, with philosophical themes, complex physics and mathematical problems, and a great cast of characters to boot. There was controversy when the show’s first season moved the main story out of China – where the original books were set – and gave it more of a multinational, multicultural flavour. And I get that. But what we got was genuinely fantastic TV that had me riveted and desperate for more. I can’t wait to pick up this story later in the year.

You can read my review of 3 Body Problem’s first season by clicking or tapping here.

Television Show #4:
Spider-Noir

Cropped promo image for Spider-Noir.
Who’s this?

I mistakenly thought we’d see Spider-Noir in 2025, but the show is, instead, coming this year. Starring Nicolas Cage as an older Spider-Man from a different timeline, the show promises a “film noir” inspiration and visual style. There will even be a black-and-white version of Spider-Noir, if you want to go for that real ’30s hard-boiled feel.

To be honest, I just love the idea of Nicolas Cage as Spider-Man, and that this will be a completely different version of the superhero. Spider-Noir will be set in a world inspired by New York City in the ’20s and ’30s, with Spider-Man – or Ben Reilly, to use his real name – working as a private detective. I’m not the world’s biggest superhero or comic book person, as you may know… but in a genre drowning in sequels and sameyness, Spider-Noir looks like it could be something different.

Television Show #5:
Silo
Season 3

Still frame from Silo S2 showing Sims.
Sims.

Silo – like 3 Body Problem above – has been one of the best sci-fi shows of the last few years. And talk about a cliffhanger! Season 2 ended in explosive fashion, and I cannot wait to see what will happen next for Juliette and her friends – in both of the titular silos. It felt like we were getting close to unravelling at least part of the mysteries: who created these silos, why, and why is the air outside deadly to breathe? Some of the characters have the answers already… but we don’t.

Filming for Seasons 3 and 4 of Silo have already wrapped, and I’m hopeful that there won’t be as long of a wait before Season 4 rolls around. In any case, I’m really looking forward to picking up this fun and engaging story again after a long break.

Check out my review of Silo Season 2 by clicking or tapping here.

Television Show #6:
The Lord of the Rings: The Rings of Power
Season 3

Still frame from The Rings of Power S2 showing the Dark Wizard.
The mysterious “Dark Wizard.”

I know The Rings of Power hasn’t been to everyone’s taste, and there have been some issues with the series to say the least. But I haven’t hated what I’ve seen so far, even if some storylines are admittedly stronger than others, and I’m definitely curious to see where the action will go next. Season 2 moved key storylines along, and we’re uncovering mysteries, moving characters around, and clearly building up to something big.

I’m hopeful for more of the “bromance” between Elrond the Elf and Durin the Dwarf this time, as I felt that was something Season 2 didn’t give us enough of. And after one character’s identity felt a bit obvious and telegraphed last time, I hope we might get a few more twists and turns this season, or at least story points that don’t feel like they’re spinning their wheels. I first fell in love with Tolkien’s world as a geeky little kid, reading The Hobbit with my dad. Any adventure that takes me back to Middle-earth is one I’m interested in and hopeful for.

Click or tap here to read my review of the show’s second season.

Television Show #7:
Neuromancer

Crop of the first edition cover of Neuromancer.
The original novel’s cover art.

The 1984 novel Neuromancer is, according to some folks, *the* seminal work of the cyberpunk genre. So this adaptation is a long time in the making, then! The original novel – which, admittedly, I have not read – is hailed as one of the early defining works of what we now call cyberpunk, and is also responsible for popularising the term “hacker.” I’m really curious to see what this adaptation will look like.

As I said above, there aren’t a lot of new sci-fi or fantasy properties to get excited about at the moment, so this adaptation of one of the most important works of its genre could be something fun and different in 2026. At least part of Neuromancer is set in Japan, and filming for the series took place in Tokyo. I’m not sure which streamer this will debut on, though; it was originally slated for Apple TV+, but it’s produced by Skydance Television, which now owns Paramount+. I guess we’ll have to see later in the year.

Television Show #8:
Crystal Lake

Still frame from Friday the 13th showing the Camp Crystal Lake sign.
The original Camp Crystal Lake sign from Friday the 13th.

Based on the film Friday the 13th (and its sequels and spin-offs) comes this prequel. I’m not the world’s biggest Friday the 13th fan, but I thought the first film, at least, was good for what it was. I like the inclusion of Linda Cardellini, formerly of Freaks and Geeks and ER, in a major role, as I’ve always thought she was an underrated performer. And stepping back to before the events of the first film in the series could turn Crystal Lake into an entertaining horror/slasher show.

There are plenty of great horror TV shows, but what we haven’t seen as many of are slasher TV shows; I think there’s an open question as to how well Friday the 13th’s format will work with a longer runtime. Still, I’ll be curious to check out Crystal Lake and see what the series has to offer.

So that’s it!

A render of the number 2026.
What else might lie in store this year?

We’ve talked about eight films, eight games, and eight TV programmes that I’m looking forward to in 2026.

2025 brought us some solid entertainment experiences, and you can click or tap here to check out my annual End-of-Year Awards for some of my personal favourites! I’m cautiously optimistic about 2026’s prospects; there seem to be some interesting new ideas on the horizon, as well as some continuations or expansions of existing franchises to look forward to.

Once again, let me wish you a very Happy New Year! Whatever you’ve got planned for this year, and whatever you might be looking forward to, entertainment-wise, I hope it all goes well for you and yours. Tomorrow, I’ll be making a few predictions for the year’s entertainment landscape, so be sure to join me for that! And later this month, I’ll be checking out the two-part premiere of Starfleet Academy, among other things. See you soon!


All titles discussed above are the copyrights of their respective studio, developer, broadcaster, distributor, publisher, etc. At time of writing, all titles discussed above were scheduled or heavily rumoured to have a 2026 broadcast/release date, but that may change. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

End-of-Year Awards 2025

A Lord of the Rings-themed spoiler warning.

Spoiler Warning: Beware minor spoilers for some of the productions discussed below.

You know what I find silly? When magazines, websites, and media outlets publish their “best of the year” articles and awards in early December or even November! I mean, at that stage there’s still a month or more of the year left! That’s why, here at Trekking with Dennis, I always publish my End-of-Year Awards at… the end of the year! What a novel concept, eh?

In 2025, I reviewed more films here on the website than in any prior year. But, to tell you the truth, I didn’t watch as many TV programmes or play as many games this year as I think I’ve done in years gone by. There are still more than enough to win some made-up trophies, don’t worry, but there are a few that I originally planned to get around to this year that I just… didn’t. Partly that’s because it’s been a pretty busy year for me, on the whole – you can see more on that by clicking or tapping here! And partly that’s just because I’ve been feeling pretty tired, sometimes, or I just haven’t felt up to starting a brand-new story.

Who will win the ultimate honour of a Trekking with Dennis End-of-Year Award?

As always, a few important caveats.

Firstly, and most importantly, all of this is *subjective, not objective.* If I give an award to a film, game, or TV show that you despise, or if I skip over one of your favourites that’s already won all of the other big awards… that’s okay. There will always be a broad spectrum of opinions on works of media and entertainment, and these are mine – and mine alone. We don’t need to get into a shouting match over a made-up statuette!

Secondly, there are a bunch of popular movies, games, and TV programmes that I didn’t get around to in 2025. For reasons that I hope are obvious, they won’t be entered into consideration for an award. Finally, I might include one or two titles from the tail end of 2024 as well, as I may have only got around to them in 2025.

Alright then! With all of that out of the way, let’s hand out some awards.

🥈 Runner-Up🥈 
Mugthief

Still frame and logo combo from Mugthief on YouTube.

I don’t watch a lot of “gaming content” online, but there are a few content creators I still regularly tune in for. One of those is Mugthief, a YouTube-based video game reviewer and video essayist. I occasionally disagree with his takes, but I like the way he presents his coverage, and he always comes across as fair, even-handed, and not like someone seeking out games to “hate on.” I also appreciate the distinct lack of clickbait in videos, titles, and thumbnails!

There isn’t always a lot to be positive about in gaming, and Mugthief isn’t shy about criticising games and gaming companies when they deserve it. But he can also be passionate and positive about titles he enjoys, which is always great to see. I’ve had fun and learned about a few titles from Mugthief in 2025, and I just wanted to celebrate his channel and his content as the year comes to an end.

🏆 Winner 🏆
Quiet Nerd

Still frame and logo combo from Quiet Nerd on YouTube.

I’m not someone who’s very good at engineering, electricals, or really doing anything hands-on! But I like to live vicariously through others, and YouTuber Quiet Nerd has taken me on some wild adventures with his self-made drivable camper, boat, and more. I’ve really come to enjoy videos about people building things like this – camper vans and caravans have always felt cute and cozy to me, and the idea of building one from scratch just seems like it must be a huge amount of fun. Quiet Nerd is one of the best in the business for that kind of content, in my opinion.

Some of the vehicles Quiet Nerd has built are incredible. Using electric batteries, tracks, steel beams, and a whole lot of knowledge that I do not possess, he’s constructed sturdy, drivable, livable camping vehicles that he then takes on adventures in the wilderness. It’s just a lot of fun. And as someone who doesn’t get out a lot due to my health – let alone go camping – it’s been hugely entertaining to be taken on those adventures with him.

🏆 Winner 🏆
Binging With Babish

Still frame and logo combo from Binging With Babish on YouTube.

I’d unsubscribed from Binging with Babish at least a year ago. The show seemed to have descended into – for want of a better term – slop, with videos like “I tried eating 100 different kinds of ramen!!” replacing the recipes that I’d originally tuned in for. By the end of my time as a subscriber, only Babish collaborator Alvin’s videos were of any interest to me at all, and they were so outnumbered by low-quality, low-effort nonsense that I felt sure I was done.

But in 2025, I was pleasantly surprised to see Binging With Babish make somewhat of a comeback. There’s still slop, but there are once again genuine recipes in the mould of Babish’s earlier content, and I’m glad to see the show’s pivot. Many creative folks get burned out doing the same thing over and over again, and I can empathise with the desire to branch out and try different things. But I’m very pleased to see what I consider to be a return to form from what had been a fairly unique and well-produced web series.

🏆 “Winner” 🏆
inZOI

Promo art for the video game inZOI.

After the disappointing cancellation of Life By You about a year ago, I was still hopeful that a genuine competitor or “spiritual successor” to The Sims series might be in the offing. The Sims 4 is catastrophically over-monetised, and Electronic Arts has shown no signs of developing a new entry in the series, either. And all of that was before the EA buyout situation that we discussed earlier in the year. So I had hopes that a game like inZOI might be the challenger that The Sims has needed for a long time – as well as a fantastic game in its own right.

But, as you may know by now, inZOI launched into early access far too early, in a near-unplayable state. Basic game features were missing, and I just got the impression that publisher Krafton was pushing the game’s developers too hard before inZOI was even close to being ready. Early access is hit-and-miss, and you have to understand that when you jump in. And I get that, believe me! But even for an early access title, inZOI felt horribly unready, and needed at least another year-plus of development time. I hope that the game’s difficult early access release hasn’t damaged its reputation too much ahead of its full launch.

🏆 “Winner” 🏆
The Oblivion Remaster’s “Deluxe Edition”

DLC "horse armour" for the deluxe edition of TES IV: Oblivion.

Remember Bethesda’s infamous “horse armour” debacle in 2006? Well, how would you like to pay extra money to Bethesda, again, for *more* horse armour in the remastered version of Oblivion? Because that’s what the shitty “Deluxe” version of the Oblivion remaster gets you. Paid horse armour. In Oblivion. In 2025. As I said back in June: piss off, Bethesda.

If this was meant to be a joke, I didn’t find it funny. If it was a freebie, a little nod-and-wink to longtime fans to say “hey, wasn’t this silly back in the day?” then sure. Add it in as a free DLC and we can all chuckle to ourselves about how Bethesda’s greed led directly to paid skins and other crappy DLC in single-player games. But as a *paid* feature in the Oblivion remaster? I was shocked at how brazenly Todd Howard and Bethesda were just taking the piss.

🏆 Winner 🏆
No Man’s Sky: Voyagers

Promo image for No Man's Sky: Voyagers DLC.

I didn’t play very much No Man’s Sky this year, but I loved what I saw of Voyagers. Hello Games has added almost a decade’s worth of content to No Man’s Sky completely for free – making a mockery of companies like Bethesda who want to charge for every weapon skin, outfit, and even individual quests in games like Starfield. And Voyagers is the biggest and most expansive No Man’s Sky DLC to date, introducing ship-building, among other features.

At this stage, No Man’s Sky is basically what I hoped Starfield could have been back in 2023. The seamless exploration, the ship- and base-building, and the sheer sense of *scale* that Starfield lacked are all present here. Maybe in 2026 I’ll jump back in and really get stuck into it! I know it’s a bit of a “hot take,” but I felt the launch version of No Man’s Sky was decent for what it was. But comparing that version to this one? It’s literally an entirely new game. If you missed it, or you wrote off No Man’s Sky after launch… fire it up again. I really don’t think you’ll regret it.

🏆 “Winner” 🏆
Microsoft and Xbox

Photo of Phil Spencer announcing the Xbox Series consoles.

In 2025, Microsoft and Xbox hiked the prices of their consoles. Twice. But even then, I’d still have said that an Xbox Series S and a Game Pass subscription were a good-value way to get started with current-gen gaming. And then what did Microsoft do? Hiked up the price of Game Pass by a massive amount. On PC, Game Pass went up by 70% in the span of thirteen months. And on console, the price of the top tier of Game Pass – which is now the only way to get same-day releases of big titles – has basically doubled in just over a year.

As I said at the time, the subscription model is *a perfect fit* for gaming. And Microsoft, until now, has had the best service in town. But no one should accept price hikes of 50%, 70%, or more – and that’s why so many people went to cancel their Game Pass subscriptions that the website crashed. I cancelled Game Pass this year, and I doubt I’ll pick it up again. At these prices, it ain’t worth it. And with Microsoft’s consoles failing… Game Pass was all they had.

🏆 “Winner” 🏆
Nintendo

Still frame from the Nintendo Switch 2 Direct broadcast showing three of Nintendo's executives.

For what it is, and considering which games are available for it, Nintendo’s Switch 2 console is overpriced. Nintendo Switch 2 games, at £75 or $80, are also overpriced – and worse, this threatens to normalise the second rise in the standard price of video games in less than five years, with other publishers now starting to follow suit. Nintendo is still embroiled in a frivolous lawsuit against Pokémon competitor Palworld and its developers. And, on top of all of that, Nintendo has tried to patent vaguely-defined in-game systems and mechanics, including the ability to have summonable allies fight alongside you in battles.

Nintendo’s well-trained legion of super-fans may not like to hear it, but Nintendo is an ugly, greedy, predatory corporation that behaves no differently from Ubisoft, Electronic Arts, Microsoft, and others in the industry. In fact, in some ways, Nintendo is *worse* than all of them, suing competitors when it feels a game is doing well, failing to innovate and move with the times, and just behaving in a horribly anti-consumer manner. I had hopes for both the Switch 2 and Mario Kart World… but Nintendo was just awful in 2025, and left me very disappointed.

🏆 Winner 🏆
Dynasty Warriors: Origins

Screenshot of Dynasty Warriors: Origins (photo mode) showing the protagonist fighting a horde of enemies.

I had a blast playing Dynasty Warriors 2 with a friend a long time ago, but that had been my only real exposure to this long-running series. Origins hadn’t been on my radar at the start of the year, but something in the game’s marketing material just… called out to me, I guess. And I felt I needed to give the game a shot. I’m so very glad I did, because I had a blast with this game and its fantastic soundtrack!

I’m someone who usually plays games for their stories, with gameplay being a secondary consideration much of the time. But Dynasty Warriors: Origins was just plain *fun* to get stuck into, with hordes of enemies to slice through and bosses to whittle down. The game’s incredible soundtrack also feels like a throwback, with up-tempo rock and electronic-inspired music that’s obviously totally anachronistic to its ancient China-inspired setting. But I adored it, and I just had a wonderful time playing this game.

🏆 Winner 🏆
Sonic Racing: CrossWorlds

Promo art for Sonic Racing CrossWorlds (inc. logo)

Sonic Racing: CrossWorlds is a fantastic kart-racer. It was ballsy of Sega to release it just a few weeks after Mario Kart World… but I think it’s fair to say that the risk paid off spectacularly, because this is genuinely one of the best arcade racing games I’ve played in the last few years. Its signature “CrossWorlds” mechanic guarantees that every race is going to be different – and gives you a reason to keep pushing to stay in the lead. Obviously I can’t compare it directly to a game I haven’t played, but I believe CrossWorlds would’ve given Mario Kart World a real run for its money if I’d picked up a Switch 2 this year.

There are some fun additions to CrossWorlds, bringing characters and settings from Minecraft and SpongeBob to the racetrack, and there’s more to come from the game in 2026, with new inclusions planned. The racing is fast-paced and fun, items add a lot of chaos to the game, and the CrossWorlds idea shakes up every single race and keeps things from feeling boring. All in all, a fantastic kart racer.

🏆 Winner 🏆
Civilization VII

Screenshot of Civilization VII (Civ 7) showing a Medjay unit near the Grand Canyon wonder.

This is somewhat of a reluctant award, to tell you the truth. Civilization VII is good, and it’s getting better now that we’re almost eleven months post-launch. But Civ VII is not as good as I wanted it to be or hoped it would be, and it takes this award basically by default. I want to see many more improvements to the game in 2026, and I hope I won’t come to regret giving the game this award by this time next year if they don’t come.

That being said, Civilization VII is my most-played game of 2025, and it would feel wrong not to at least acknowledge that achievement with an award. There are things that I enjoy about this game, and I don’t think it’s the total failure or dumpster fire that some reviewers have tried to claim. There are interesting ideas in the mix, some really fantastic graphics, and a good mix of new civilisations and leaders to play with. But the game is in need of a lot more work, and was arguably released too early. Perhaps in six or twelve months, it will truly live up to its potential.

🏆 “Winner” 🏆
Nintendo Switch 2: Welcome Tour

Promo graphic for Nintendo Switch 2: Welcome Tour.

Let’s get something straight: if Welcome Tour had been the *free* pack-in that it was clearly supposed to be, it wouldn’t be anywhere near this award. But by choosing to sell this non-game, this overblown manual, for $10/£8, Nintendo invited it to compete with actual, bona fide *games*. See, I don’t hate Welcome Tour for what it is. As a concept, a basic programme that explains some of the features of a brand-new console is not a bad idea. The Switch 2 – being so derivative and similar to the original Switch – arguably didn’t need this kind of software, but that’s somewhat beside the point. An interactive manual is a fun concept.

But something like that *needs* to be included with the console for free. Welcome Tour isn’t a game. It isn’t even a tech demo – it’s an interactive manual which goes over, in brief, what the console can do and how its controls operate. Nintendo used to be the company that gave away free copies of Tetris with the Game Boy, and that created Wii Sports as a free pack-in title to show off the Wii’s motion controls. And now? They’re the greedy, predatory company that tries to trick their own fans into buying a glorified manual. I don’t hate Welcome Tour – I hate what it stands for and what it says about how far Nintendo has fallen.

🏆 Winner 🏆
Indika

Screenshot of Indika showing the title character walking through a snowy village.

Indika was released in 2024, but I missed it when it was new. It can’t be entered into contention for “game of the year” because it didn’t come out this year, but I was gripped by Indika when I played it. The game has an intense story set in Tsarist Russia, following the story of a nun as she undertakes a harrowing journey. For an indie title made by a small team, the game was absolutely fantastic, and I went on an intense and emotional journey with Indika that really hit close to home.

Mechanically, Indika brought a lot to the table, too. In addition to being a “walking simulator,” there were quick-time events, and several beautiful pixel art sections, including a 2D platformer, a racing mini-game, and even a rhythm game of sorts (that I was terrible at!) Indika also had some beautiful and bleak landscapes that really captured the look and feel of the era and place in which it was set. Just a thoroughly fantastic indie game, well worth playing.

🥈 Runner-Up🥈 
Mafia: The Old Country

Promotional screenshot for Mafia: The Old Country.

Someone online said that Mafia: The Old Country “could’ve been a movie,” intending for that to be a criticism. I agree… only, I mean it in the best way possible! For decades, I’ve sought out games with fantastic stories, great world-building, and engaging characters, and that’s exactly what this prequel to the long-running Mafia series delivers. So yeah, it could have been a movie!

Mafia: The Old Country was recently given a free update which opens up its beautiful and detailed world quite a bit, making it feel less linear and closer to the open-world adventure that I think some folks were hoping for. Gameplay isn’t ground-breaking, but it’s fun, competent, and tightly-managed, keeping Enzo’s story on the rails. I had a good time with the game, and I thoroughly enjoyed stepping back in time to The Old Country’s neat recreation of Sicily.

🏆 Winner 🏆
South of Midnight

Screenshot from South of Midnight showing Hazel with a waypoint.

South of Midnight is a truly wonderful game. An adventure title with some difficult boss fights and fun platforming, South of Midnight also had a truly engaging story as protagonist Hazel sets off on a quest to find her missing mother. The world has a dark “Southern Gothic” style, and draws inspiration from the mythology of the Mississippi Delta region and African American folklore. The story was emotional, and Hazel made for a fun and relatable protagonist.

South of Midnight weaved its gameplay and story together with practised ease, ensuring that Hazel’s growing powers never felt out-of-place, and every level or fight was perfectly attuned to her new skills. Crouton, her sidekick, was adorable, and though the story was dark in places, I had a whale of a time with it. The game’s art style was beautiful, too, with its much-hyped stop-motion effect being especially notable in cut-scenes. A thoroughly fantastic adventure that I’m happy to crown my “game of the year.”

🏆 Winner 🏆
KPop Demon Hunters

Still frame from KPop Demon Hunters (2025) showing Huntr/x (Zoey, Rumi, and Mira) singing.

I cannot stop listening to Golden and This Is What It Sounds Like! Those two songs have been living rent-free in my head for *months,* and I’m not even mad about it. KPop Demon Hunters was a fantastic film, and its soundtrack was exceptional. I’ve never considered myself a fan of K-pop, nor had I listened to any Korean songs since Gangnam Style a few years ago… but these songs absolutely stunned me with how good they were. I’m admittedly not a music critic, but I know what I like when I hear it!

I bought the KPop Demon Hunters soundtrack, and I’m pretty sure I’m single-handedly responsible for Golden topping the charts here in the UK, as I was streaming the track so often! I know the film’s meant for kids, but come on! These songs are outstanding, and I really can’t find a bad one amongst them. The sooner we get a sequel to this fantastic film, the better!

🏆 Winner 🏆
KPop Demon Hunters

Still frame from KPop Demon Hunters (2025) showing Derpy the tiger and a plant pot.

A very rare two-for-two this year, as KPop Demon Hunters also nabs the award for best film! As I was saying, the film and its soundtrack are both absolutely fantastic, with Sony Pictures Animation and Netflix absolutely wiping the floor with Disney’s sequels and live-action adaptations. Who knew that making a good, original film with a fun cast of characters, a unique setting, and a great soundtrack would be… a really good idea? Not Disney, obviously.

KPop Demon Hunters had an easy-to-follow story that was surprisingly deep and emotional. Its central characters kept things grounded, even amidst a story about popstars saving the world from demons, which is no mean feat. I found myself getting thoroughly invested in the story and its great cast of characters, and KPop Demon Hunters is the first film in a long time that I’ve voluntarily watched more than once – and not just to take notes for my review! I returned to the film several times this autumn and winter, and I daresay I’ll watch it again in 2026, too.

🥈 ”Runner-Up”🥈 
Earth Abides

Promo image for Earth Abides showing the main character sitting at a table.

I saw some ads for Earth Abides on social media earlier in the year, and the post-apocalyptic miniseries seemed like it would be worth a look. But I bounced off it hard after about three episodes. Earth Abides just couldn’t decide what kind of show it wanted to be: a post-apocalyptic tale of survival and mystery, or a dense philosophical take on the structure of civilisation. It ended up being neither, overladen with tired tropes of the post-apocalypse, and just… boring.

The protagonist (whose name I’ve already forgotten) wakes up from a coma to find the world has collapsed. He runs to a supermarket – where the lights are still on and cars are still in the parking lot – to stock up on supplies. He goes to Vegas, where he meets a couple of other survivors who are debauching themselves before the last of the power runs out. And… I’ve seen this all before, done way better, in other shows. Earth Abides was based on a novel, and maybe the novel is better than the show turned out to be.

🏆 “Winner” 🏆
King and Conqueror

Still frame from King & Conqueror showing Edward and Lady Emma.

I don’t necessarily think that King & Conqueror was significantly worse than Earth Abides. I mean, I actually made it to the end of this one! But in terms of raw, unbridled disappointment… this is by far the worst I experienced in 2025. I had really high hopes for this big-budget retelling of a story all British kids learn about in school: the Norman Conquest of 1066. But what I got instead was a Game of Thrones-ified, over-dramatised, totally fictitious let-down.

If you don’t care about historical accuracy, maybe King & Conqueror works. But when you have such blatant silliness as William and Harold wrestling half-nude in the mud, and total transformations of major historical figures like Harold’s brother Tostig, Edward the Confessor, and Edward’s wife… I can’t forgive it. King & Conqueror should have kept closer to the real story, because there’s more than enough excitement and drama there. This fictional account may as well have been called something else, and dropped the pretence of “real history” entirely. What a disappointment.

🏆 Winner 🏆
Phineas and Ferb
Season 5

Still frame from the premiere of Phineas and Ferb Season 5 showing most of the main characters.

I was eagerly awaiting Phineas and Ferb’s revival this year, and in true summer vacation style, it arrived in June! I felt that the season – which isn’t totally complete, as there are still three or four episodes remaining – was pretty good, on the whole. Perhaps it was closer in quality, much of the time, to Season 4 of the original run than to Seasons 1-3, but there were a good mix of classic adventures and new stories.

A revival of any long-running show after a long break has to do more than just be “more of the same,” and Phineas and Ferb’s writers found some great justifications for bringing the series back. New character groupings and new storylines went a long way to keeping things feeling fresh, but there were also plenty of classic adventures, inventions, and evil schemes which harkened back to the show’s original run. All in all, a solid revival.

🏆 Winner 🏆
Zero Day

Still frame from Zero Day showing George on the phone.

Zero Day was good fun for what it was. I think it leaned a bit more on the political side of things than I’d been expecting at first, and there was a lot of “post-9/11” security stuff that, arguably, feels a bit outdated in 2025. But Robert De Niro put in a spectacular performance as the conflicted ex-President, and the series shone a light on the vulnerability of society in general to this kind of cyber attack. I think the show’s focus was a bit split, in places: it wanted to be a kind of “dark mirror,” warning America about the dangers of giving unchecked power to agencies and political figures. But parts of it, with a focus on a “good man doing bad things for virtuous reasons,” felt a bit… flag-wavey.

That being said, I binge-watched the show in a couple of days, and I had a good time with it. The main character was complex and believable, the threats it depicts seem totally plausible out here in the real world, and I’m always a sucker for a good political thriller.

🥈 Runner-Up🥈 
Alien: Earth

Still frame from Alien: Earth showing a Xenomorph.

Alien: Earth feels like a great foundation to build on. It took the Alien franchise in a bit of a different direction while remaining true to the original film’s themes of out-of-control corporate greed and the very alien nature of extraterrestrial life. The show’s best episode by far was In Space, No One… which managed to recapture much of the tension and fear factor of 1979’s Alien in a way that practically none of the sequels, with their more action-heavy tone, managed to.

Alien: Earth also did something that the Alien franchise has desperately needed to do for a long time: introduced new and different extraterrestrial creatures. The eyeball alien in particular could be a massive part of the series going forward, and with the Xenomorph kind of being a one-trick pony, there was a sense that Alien as a whole might be beginning to run out of steam before Alien: Earth came along. As I said in my review, I’d rank Alien: Earth only just behind the original film, and well ahead of any of the sequels and spin-offs.

🏆 Winner 🏆
Star Trek: Strange New Worlds
Season 3

Still frame from Star Trek: Strange New Worlds (3x10) showing Pike and the crew on the bridge.

Season 3 is arguably not Strange New Worlds’ best. But there are some fantastic episodes in the mix, some great standalone and semi-standalone stories, and some wonderful moments of characterisation, too. Strange New Worlds has been, for me, the absolute high-water mark of modern Star Trek, and I was so disappointed earlier in 2025 when we learned – prematurely – that the series will end after a truncated fifth season. There should still be so many stories to tell with Captain Pike and the crew… ending it so soon feels positively criminal!

But I had a fantastic time with the season as a whole. Not every episode was perfect, but the good ones outnumbered the bad, and even the “worst” of the season still had a lot to offer. Strange New Worlds remains a largely episodic project, with the Enterprise able to warp away to a new destination – and a new kind of adventure – every week. That format suits Star Trek so perfectly, and it feels like the very best kind of throwback to the franchise’s heyday.

🏆 Winner 🏆
Terrarium

Still frame from Star Trek SNW Terrarium (3x08) showing the control panel of a shuttlecraft.

Terrarium was the “Ortegas episode” that fans had been clamouring for for three seasons! And the Enterprise’s pilot got a genuinely fantastic and emotional outing that really made the wait more than worth it. After taking on a solo mission aboard a shuttlecraft, Ortegas finds herself crash-landing on a desolate world, and is forced to survive alongside someone she couldn’t communicate with – and might’ve considered an enemy. There were echoes of stories like The Enemy from The Next Generation, and the episode isn’t just one of Strange New Worlds’ best – it’s one of Star Trek’s best.

Terrarium also packs an emotional punch! There was a callback to The Original Series that, while potentially interesting, didn’t actually add a lot, and felt a little unnecessary. But all things considered, this was absolutely one of the best things I watched in all of 2025. It’s an episode that I’d show to even the most aggressive haters of “nu-Trek,” to prove the point that modern Star Trek can, and does, still get it right.

Photo from the 3rd Academy Awards (1930) showing presenter Jack Cunningham and Best Adapted Screenplay winner Frances Cunningham.
We’ve handed out some imaginary statuettes!

So there you have it! The End-of-Year Awards have been distributed for another year, and now there are just a few hours left to go until we’ll be ringing in 2026. Whatever you’re up to tonight, I hope you have a great time! And I hope my silly little awards show has been a bit of fun, too. It’s always nice, at this time of year, to take a step back and think about some of the highlights of the year as we prepare to turn over the calendar.

The website isn’t going anywhere in 2026. And in the next couple of days, I’ll be sharing some of my predictions for the new year, as well as looking ahead to some of the TV programmes, video games, and films that I’m most looking forward to. So please join me here on the website for some of that!

So all that’s left to say, really, is this: Happy New Year! Thanks for showing up this year, and I hope to see you again in 2026, where I’ll still be geeking out about gaming, Star Trek, and so much more!


All titles discussed above are the copyrights of their respective developers, studios, broadcasters, distributors, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.


You can find individual reviews, articles, and essays about some of these award-winning titles by following the links below:

Starfleet Academy: Meet the Cadets

A Star Trek-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for Star Trek: Starfleet Academy Season 1. Spoilers are also present for the following Star Trek productions: The Next Generation, Discovery, and Section 31.

I promised you last time that I was sharing my “final” preview of Starfleet Academy ahead of its premiere, which is now just a couple of weeks away. But since then, we’ve learned a little more about some of the cadets thanks to Skydance/Paramount’s marketing campaign. I have to say that, on the whole, Starfleet Academy hasn’t gotten a particularly impressive marketing push so far, but there’s still a little time left for that to change. I certainly hope that, even if the show isn’t “my thing,” it’ll manage to reach its teen/young adult target audience in a big way. Star Trek definitely needs new viewers, and Starfleet Academy could be the last show of the current streaming era.

But that’s enough about that for now! I wanted to look at the main cadet characters in turn, and share my thoughts on how they seem and what could lie in store for them across the show’s first few episodes. I’m basing all of this on the trailers, interviews and comments from the actors and producers, and the show’s general marketing material. I do not have any “insider information,” and anything I say about these characters or where their storylines could go is speculation, and nothing more!

Promo images highlighting the main Star Trek: Starfleet Academy cadet characters; compilation.
Let’s take a look at the cadets.

It also goes without saying that all of this is *subjective, not objective,* so if you think I’ve missed the point, got it all wrong, or you just hate my take… that’s okay! There’s plenty of room in the Star Trek fan community for polite discussion and differences of opinion, and all I’m doing is offering my take on these characters at this very early stage. I could be wide of the mark or completely wrong, but I hope it’ll be interesting and perhaps a bit of fun to talk about Starfleet Academy once more before the series hits our screens.

I’ll be looking at the cadet characters only, not the senior officers, villains, or supporting cast. We know several of those already, and I don’t really have a lot to say about the likes of Captain Ake or Nus Braka that I haven’t already said across my other preview articles.

So with all of that out of the way, let’s get started!

Promo image of the Star Trek: Starfleet Academy bridge.
The bridge of the USS Athena.

First, a general point. This is something I hadn’t considered until I started writing this piece, but I can’t shake the feeling at this preliminary stage that one of these characters is destined to be killed off – perhaps as early as the first or second episode. We saw this in Section 31, where the Deltan character Melle was a big part of the film’s marketing campaign, but only lasted a couple of minutes and got a grand total of one or two lines before being vaporised.

It can be a good ploy for a series that plans to go all-in on action, mystery, and tension. By setting up a group of characters, only to kill off one of them at an early stage, it raises the stakes in a pretty big way. And with these characters all being brand-new, it leaves us as the audience with the impression that *no one* is safe; that Nus Braka and his band of pirates(?) could attack at any moment, and our favourite cadet could be next on the chopping-block.

Paul Giamatti as Nus Braka in a still from the second Star Trek: Starfleet Academy promo clip.
Nus Braka.

Another reason why I feel this could be possible is that there are a couple of cadets who feel kinda… samey. Genesis and Darem are both on the command track, both want to be captain, and both seem to come from a demanding family background. Then Darem and Caleb almost seem interchangeable to such an extent that I forgot who was who when watching the trailers and reading their bios. They are, obviously, distinct characters… but Darem in particular just doesn’t seem to have as much to say as some of the others.

So could an early death be on the agenda? And if so, will it succeed at raising the stakes? For what it’s worth, I think that basic idea wasn’t the worst part of Section 31, and there was shock value in seeing a hyped-up main character killed off within the first few minutes. Whether it would work as well in Starfleet Academy is unclear, and if I’m already potentially expecting something like that… maybe it won’t land as hard. But I’ll be curious, at least, to see if I’m even close to being right!

Still frame from the Star Trek: Starfleet Academy trailer showing the main cadets.
Will everyone survive the opening few episodes?

Caleb, to me, seems like he’s being set up as kind of a deuteragonist, along with Captain Ake. He certainly seems to be the most-developed of the cadets narratively, and the character who seems to have the biggest connection to the show’s overarching story – barring any surprises from the others, that is. Caleb seems to be being positioned as the “main” cadet, perhaps even taking on a role not dissimilar to Michael Burnham in Discovery. Burnham was that show’s principal character, and it was her development, relationships, and story that was in focus a lot of the time. Starfleet Academy could be doing something similar with Caleb.

Of all the cadets, Caleb seems like the one most impacted by the aftermath of the Burn, too, and that’s something I hope Starfleet Academy will be able to make more of than Discovery ever did. I wrote a while ago that Discovery’s “post-apocalyptic” setting didn’t really stick the landing for me, and a big part of why is because of how quickly the Burn, its impact, and its aftermath were ignored after Season 3. Most characters we met and most storylines we saw either made the barest of references to the Burn or sidelined it entirely, and that just wasn’t very satisfying.

Still frame from the Star trek: Starfleet Academy trailer showing Caleb being rescued.
How was Caleb’s life influenced by the Burn and its aftermath?

Caleb, coming from a difficult background outside of the rump Federation, seems to have experienced the worst of the post-Burn galaxy firsthand, presumably prior to the discovery of the dilithium nebula and the restoration of much of Starfleet. That backstory is genuinely interesting, and through Caleb’s eyes we might get to see a bit more of what the galaxy looked like before Burnham and the USS Discovery began to put things right.

This could also tie into Caleb’s “undeclared” speciality at the Academy. I picked up on this a while ago, when all of the other cadets had their specialities (or majors, if you prefer) mentioned when we were introduced to them. “Undeclared” doesn’t necessarily mean that Caleb hasn’t yet chosen a speciality – command, science, medical, engineering, and so on. It *could* mean that he knows what track he’s on, but for some reason he can’t make it public. That could indicate he’s on some kind of security or intelligence course, which could be interesting.

Still frame from a Star Trek: Starfleet Academy promo clip showing Caleb.
Caleb.

If so, would that connect to his backstory as an orphan with a difficult upbringing? Could Caleb have an agenda for enrolling at the Academy – perhaps hoping to use his new Starfleet security and military skills to help the people he left behind? That could be interesting – all of the other cadets are there by choice, but maybe Caleb, who seemed to have his arm twisted into enrolling by Captain Ake, has a hidden agenda. Given modern Star Trek’s love for Section 31, Caleb’s “undeclared” major could also connect with that.

Romantically, Caleb seems to be linked with Tarima, a character we know very little about and who may not be as big a part of the show. A romantic entanglement definitely fits the whole “teen drama” thing that Starfleet Academy is going for, and if anyone was going to get a (presumably) rocky or complex romantic relationship, it makes sense that it would be the main cadet! I expect we’ll see something comparable to Burnham’s relationship with Booker in Discovery, but with more of a young adult/teen flavour.

Still frame from the Star trek: Starfleet Academy trailer showing Tarima and Caleb holding hands.
A romantic entanglement…

Tarima, who isn’t included as one of the “main” cadets in most of the show’s pre-release marketing, is described as being a “daughter of the president of Betazed,” which opens up a few interesting possibilities. There’s a remote chance, perhaps, that we’ll get a link back to Lwaxana and Deanna Troi, or just a reference to those characters. We could learn more about the Betazoids – I never knew, until now, that Betazed was a republic. Lwaxana’s very regal-sounding titles (Daughter of the Fifth House, Holder of the Sacred Chalice of Rixx, Heir to the Holy Rings of Betazed) always felt like they implied, to me, some kind of aristocracy at the very least, if not a theocratic or monarchical system.

Having a Betazoid character also opens up telepathy and empathic storylines, with Tarima perhaps able to “read” people the way Deanna Troi did in The Next Generation. She might be able to sense Nus Braka’s approach, for instance, or help guide Caleb (and others) with their own fears and feelings. Tarima says at one point that she’s “not like other Betazoids,” which is interesting, and I also noted that she isn’t wearing a typical cadet’s uniform in any images or clips we’ve seen of her so far, so she may not be a full cadet. A Betazoid character is also a nice callback to The Next Generation era, and even if Tarima isn’t a major player in the series, her inclusion is one of those threads of continuity that helps keep Star Trek together.

Still frame from a Starfleet Academy promo clip showing Tarima.
Tarima says she’s “not like other Betazoids.”

Sam (or SAM, in all caps?) confuses me. Why go to all the trouble of creating a sentient hologram – an A.I. – only to make them… go to school? I hope we’ll learn what the point of that was; previous holograms, from the Doctor to Professor Moriarty, emerge fully-formed, or at least equipped with the knowledge and skills they need to perform the roles they’re assigned. The Doctor, in Voyager, wasn’t created as a kid and forced to go to medical school; the whole point of making an A.I. (in Star Trek as well as in the real world) is that they can perform tasks humans can’t or supplement human skills. So… why create a holographic teenager and send her to school?

Also from Sam’s backstory we learned something a bit… I dunno. Disappointing, I guess. Sam will be the first-ever hologram to attend Starfleet Academy. But this is coming more than eight centuries after the Doctor first began to establish the idea of holograms having rights, and after Picard and the crew of La Sirena overturned a ban on synthetic life-forms. For so much time to have passed with no holograms being admitted to the Academy feels like it’s something that requires an explanation.

Still frame from a Starfleet Academy promo clip showing Sam.
Sam… or SAM.

One thing that interests me about Sam – and this could also apply to the Doctor, too – is how there’s the possibility to look at the development of artificial intelligence through Star Trek’s sci-fi lens. As far back as The Original Series, with episodes like The Ultimate Computer, the Star Trek franchise tackled the growth of automation, of A.I. “misalignment,” and through characters like Data and the Doctor, the idea of synthetic life as being akin to organic life. Sam’s inclusion in the series could set up similar storylines.

With A.I. being such a big deal at the moment – generating a ton of money, a ton of interest, and a ton of backlash – you could have hardly picked a better time to tell a story about a young, “newborn” A.I. system coming online, and having to learn how to interact with humans and other organic beings. There’s the potential, at least, for some very interesting allegorical storytelling through this character. And, as I said before when we first learned that Sam is a hologram, her interactions with the Doctor will be of particular interest.

Still frame from the Starfleet Academy trailer showing SAM and the Doctor.
Sam with the Doctor.

Jay-Den is an interesting name for a Klingon, isn’t it? Is that meant to be a joke; a silly reference to the name of someone on the production team? Or could there be more to the idea of a Klingon having a human-inspired first name? As far as I know, Jay-Den is a full Klingon – not like Nus Braka or Lura Thok, who are partial Klingons with other ancestry. And he’s also attending Starfleet Academy – a traditionally human-centric school based on the human homeworld. Is his name a clue to some kind of human ancestry or human-supporting Klingon faction, perhaps?

One thing that disappointed me after Discovery shot forwards in time was the lack of attention paid to the state of the galaxy at large. There are several major factions that we met across Star Trek’s history who were never even mentioned, leaving it totally unclear whether they even still existed as independent powers. The Klingon Empire was first amongst them. It seems, thanks to Jay-Den’s role in Starfleet Academy, that there’s the potential to learn a lot more about the Klingons in this era, and that can only be a good thing. It’s also interesting to note, in a time period populated by a lot of hybrid characters who are half-one species, half-another, that Jay-Den appears to be a full Klingon.

Still frame from the Starfleet Academy trailer showing Jay-Den Kraag sitting in a window.
Jay-Den aboard the USS Athena.

My two biggest questions would be whether the Klingon Empire eventually joined or merged into the Federation, or whether it remained an independent power. And secondly, what happened to the Klingons – independent or Federation members – during and after the Burn? One storyline that could have been interesting in Discovery, that the show never even attempted to tackle, would have been the reaction of other interstellar powers to the Federation being the source – and arguably the *cause* – of the Burn. It was a Federation member’s ship, operating under Starfleet orders, that was the epicentre of the Burn, and a Federation citizen who (unknowingly) instigated it. How would the Klingon Empire react to that information?

And more broadly, what happened to the Klingons after the Burn? Given that we didn’t see a single Klingon in Discovery, we could assume that they weren’t full Federation members, right? But then… how is Jay-Den a Starfleet cadet? Would Starfleet really give priority to a non-Federation citizen right as the Academy re-opens, when surely there would be millions of Federation citizens who’d want to apply? Those are interesting ideas that this character could explore. At the very least, the status of the Klingons, their Empire, and their possible Federation membership will all be points that Jay-Den’s storylines could touch on.

Still from a behind-the-scenes promo clip for Star Trek: Starfleet Academy showing Karim Diané's uniform test.
Actor Karim Diané during a costume test.

Genesis is the cadet who left the least significant impression on me. The only thing I put in my notes about her is that she’s the daughter of a Starfleet admiral, and she’s on the command track, which seems to lead her to butt heads with Darem at one point. The only Starfleet admiral we’ve met and who we know has a role in the series is Vance – and we know, from Discovery, that he has a wife and daughter. Those characters looked human when we caught a glimpse of them, so unless there’s a retcon, I doubt Genesis is meant to be connected to Admiral Vance… but it’s not impossible, I guess.

Through Genesis, we could get a story about living in the shadow of an illustrious parent – something a *lot* of Hollywood writers, producers, and performers have experience with! We could get a story about overcoming those connections, perhaps with Genesis trying to make a name for herself on her own terms, or having to combat the idea that she is, for want of another term, a “nepo baby.” Maybe we’ll even learn that her admiral parent pulled some strings to get her into the Academy ahead of other candidates… that could be interesting. A kind of “Operation Varsity Blues,” Star Trek edition.

Still frame from a Starfleet Academy promo clip showing Genesis.
Genesis.

Honestly, though, I don’t really have a lot to add about Genesis. Her species, the Dar-Sha, appear to be new to the franchise, and despite some apparent visual similarities, don’t appear to be connected to the villainous Nus Braka, who’s described as part-Klingon, part-Tellarite. Maybe it’ll be interesting to learn about her people; if one of her parents is a Starfleet admiral, the Dar-Sha could be longstanding Federation members, perhaps.

Darem, as mentioned, seems to be a character who has some traits similar to Genesis and Caleb. He’s the second command track cadet, along with Genesis, and aside from potentially pitting them against each other, I’m not really sure what that will add to the series. If I had to pick one cadet for my “killed off early to raise the stakes” theory, I think it’s gotta be Darem.

Promo photo for Star Trek: Starfleet Academy showing cadets in the cafeteria.
Darem with the other cadets.

At one point, we seemed to hear other cadets chanting his name, which could mean he’s popular among his peers – another point in favour, perhaps, of my “kill him off” theory! And Darem, supposedly from a wealthy background, could have something to say, perhaps, about wealth inequality in the university admissions process. Darem isn’t human, he’s a Khionian, which seems to be another new species created for the show. Though there are two similarly-named species – one extinct and one made of pure energy – that we’ve seen in Star Trek before.

One question I’d have about Darem, or rather his family, is where their wealth comes from. If they’re Federation members, surely they conform to the “no money” idea that’s been present in Star Trek since the beginning. But in the post-Burn galaxy, it seems like the way to get rich probably isn’t by behaving ethically. So there’s that – and there’s the same kind of question I had with Genesis: did wealth have any bearing on the admissions process when Darem wanted to attend the Academy?

Still frame from a Starfleet Academy promo clip showing Darem.
Am I right about Darem?

So I think that’s all I have for today.

Starfleet Academy is only a couple of weeks away from its premiere, and I will certainly be reviewing the two-part start to the season. I still haven’t decided whether I’ll do individual episode reviews after that, or whether I’ll review the entire season in a single piece. I think it’ll depend on whether I feel there’s a lot to say, whether I have theories I want to write, and so on! But at the very least, you can expect a review of the premiere in a couple of weeks’ time, and a review of the season as a whole after it wraps.

I hope this has been interesting. After Skydance-Paramount produced those little vignettes about the cadets, and teased a little more information about them, I wanted to talk about what we learned, speculate, and preview where some of their character arcs might go. I could be totally wrong with all of it… but it’s still a bit of fun to spend a bit more time in the Star Trek galaxy! Be sure to join me for that review of the premiere, and until then… Live Long and Prosper, everyone!


Star Trek: Starfleet Academy will premiere on the 15th of January 2026 on Paramount+ in countries and territories where the service is available. The Star Trek franchise – including Starfleet Academy and all other properties discussed above – is the copyright of Skydance/Paramount. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Holiday Sale Deals for PC Gamers

Spoiler Warning: Beware of minor spoilers for some of the titles below.

It’s that time of year again, everyone: the time of year that makes PC gaming earn its keep! Getting started with a gaming PC is expensive, especially in 2025, when prices for RAM and other components are rising without end. But if you can get a PC – or if, like me, you were lucky enough to build one a couple of years ago – then this is the moment to cash in and make some big savings!

Steam, Epic Games, GOG, and other PC platforms are currently running their big holiday sales, and there are some steep discounts to be had, even on some pretty new releases. Compared to buying games on console, where sales are less frequent and less generous, PC gaming can – if you play your cards right and wait for these big annual sales – work out more cost-effective in the long run. Or at least that’s what I try to convince myself of as I desperately attempt to justify the money I spent on building my PC!

Stock photo of RAM chips attached to a motherboard.
There’s a bit of a RAM shortage these days…

As always, a couple of important caveats. Firstly, all prices listed below were correct at time of publication, and are listed in GBP/pounds sterling. Discounts and prices may vary by currency and region. I’m not affiliated with Steam or any of the other shops; I’m just one person with a small website sharing a few games that I want to recommend while they’re on sale. And finally, if you hate all of my selections, or if I miss a title that you think should’ve been included, please just keep in mind that this entire piece is the *subjective, not objective* opinion of just one person.

This year, I’m mainly focusing on games from the last ten years or so. I’ll talk a little about each title, what I liked, what I didn’t, and why it might be of interest. For obvious reasons, I’m not going to be talking about any free-to-play titles!

I hope this article helps you find a game or two to pick up!

Discount #1:
Alien: Isolation
Epic Games: 75% off, £8.74

Promo screenshot of Alien: Isolation showing the player holding a scanner.

Earlier in the year, I started playing Alien: Isolation. And it’s no exaggeration to say that this is the scariest, most atmospheric game I’ve played in a *long* time! I’ve been taking my time with Alien: Isolation, not because I’m not enjoying myself… but because it’s so intense, I genuinely can’t play it for long sessions. This is a true first-person survival horror experience, with an unstoppable Xenomorph on the loose.

I love 1979’s Alien. And in my opinion, most of its sequels went in too much of an action-heavy direction, sacrificing some or all of the fear factor that Ridley Scott’s original created so masterfully. Alien: Isolation genuinely recaptures that sense of sheer terror – and puts you right in the middle of it. It’s intense, frightening, and well worth playing if you missed it when it was new. And with Alien: Earth gracing our TV screens in 2025, it could be a great next step for anyone who enjoyed that show.

Discount #2:
Clair Obscur: Expedition 33
Steam/Epic: 20% off, £33.59

Promo screenshot of Clair Obscur: Expedition 33 showing a combat encounter.

I had intended to try out Clair Obscur: Expedition 33 this year, but I didn’t get around to it. But maybe that’s a good thing, since now I can pick it up at a discount! For a game which has been winning multiple “game of the year” awards this month, it’s very generous of Sandfall Interactive and Kepler Interactive to put the game on sale *at all*, even more so considering that Clair Obscur is not a full-priced, £70 game to begin with.

I like the look of Clair Obscur, with its turn-based combat system. And from what I’ve heard of its setting and story – inspired by French history and developed by a French team – I’m intrigued. Obviously I can’t officially “recommend” a game I haven’t played… but this one’s been on my wishlist and I’m probably going to pick it up before the sale ends.

Discount #3:
Civilization VII
Steam: 35% off, £38.99

Screenshot of Civilization VII showing a Norman town with walls.

Civilization VII is my most-played game of 2025 (by quite a long way, actually). That probably says more about me and the relative lack of other games I’ve played this year, because compared to its predecessor… well, there’s work to do still to get Civ VII to where it ought to have been on day one! But, despite that, I see the potential in this game – and there’s still fun to be had. Firaxis has been adding new content since launch, and the most recent update added Blackbeard the pirate and a new playable civ, too.

If you liked previous Civilization titles, I think there’s a lot to appreciate in Civ VII – even if the game is still being held back by some of its maps and new mechanics. If Firaxis sticks with it, and implements promised changes and additions, in a year’s time you might be thrilled to have picked up the game at a discount! I recently went back to play a few more rounds, and I had a pretty good time. There’s still work to do, but there’s a good game hiding beneath the surface.

Discount #4:
South of Midnight
Steam: 25% off, £26.24

Screenshot of South of Midnight showing a combat encounter.

Spoiler alert for later in the month, but South of Midnight is a strong contender for my personal “game of the year” award. Check back to see if it wins! The game is fantastic; a beautiful blend of gameplay and narrative, with a dark “Southern Gothic” style. South of Midnight draws on legends of the Deep South and Mississippi Delta regions, as well as African American folklore, to tell a totally unique and compelling story of a young woman trying to reunite with her mother.

South of Midnight was a heck of a ride for me earlier in the year, and I was in love with its world-building, its creature design, its soundtrack, and its gameplay. Hazel made for a wonderfully relatable protagonist, and kept the story grounded – even amidst otherworldly chaos and giant monsters! The game’s stop-motion style was a big selling point, too, and was particularly noticeable in cut-scenes.

Discount #5:
Indika
Steam: 45% off, £11.54/Epic Games: 40% off, £12.59

Screenshot of Indika showing the title character outside the convent.

Indika was released last year, but I only got around to it in 2025. I had a wonderful time with the game, though, despite a relatively short four-hour runtime. Indika is an intense narrative experience – but there are so many different gameplay styles included, thanks to some incredibly creative pixel art sections. The game has a really complex story set in Tsarist Russia, and the titular protagonist is an incredibly well-written character.

If I’d played Indika last year, it would’ve certainly been a “game of the year” contender for me. Not every game has to be a massive, endless open world thing; there’s room for smaller, shorter experiences. And for me, Indika was perfectly-paced. This is an indie game, too, made by a Russian team.

Discount #6:
Shenmue I & II
Steam: 80% off, £4.99

Screenshot of Shenmue showing a QTE chase sequence.

Shenmue recently marked its landmark 25th anniversary – click or tap here for more on that! This legendary game also recently won the BAFTA for “most influential game of all time,” partly thanks to a fan community campaign. This bundle includes both the original Shenmue and its sequel, both of which were originally released on the Dreamcast. Shenmue was an early pioneer of what we’d come to call the open world genre, with a living, breathing world populated by people who all felt real. To this day, many games still can’t build a world as engaging or interactive as Shenmue.

Earlier this month, there was a bit of controversy in the Shenmue fandom, thanks to an ill-judged fan-made fake “trailer” for a fourth game. But that goes to show how passionate Shenmue fans can still be in 2025, I guess! If you missed these two fantastic titles when they were new, and want to see what all the fuss is about… pick up Shenmue I & II. It’s literally the price of a coffee for two incredible, in-depth narrative adventure/martial arts games.

Discount #7:
Sonic Racing: CrossWorlds
Steam: 30% off, £45.49

Screenshot of Sonic Racing: CrossWorlds showing a character approaching a portal.

Didn’t buy an overpriced Switch 2 but still on the hunt for a new “Mario Kart” game? Try Sonic Racing: CrossWorlds and I really don’t think you’ll be disappointed! This is the best kart racer – and racing game of any kind, come to that – that I played in 2025. It’s fast-paced, frantic, and just plain *fun*, with a new mechanic that mixes up every single race to keep things interesting.

I’ve been having a blast playing CrossWorlds – my first ever Sonic Racing title. And at first, I really was just checking it out because I was sulking about not being able to afford Mario Kart World! But writing off Sonic Racing: CrossWorlds as “we’ve got Mario Kart at home” would be totally unfair, and in many ways, I’d argue this game is more fun and certainly different from Mario Kart 8 Deluxe – a game I’ve played over and over again. Mario Kart World went in a new direction with an open world… and I think it’s not unfair to say that opinions vary on how it’s been implemented. Sonic Racing: CrossWorlds, in contrast, sticks to a more familiar game design with a focus on racetracks – but with the titular mechanic shaking things up.

Discount #8:
Kena: Bridge of Spirits
Steam: 70% off, £9.59

Promo screenshot for Kena: Bridge of Spirits showing Kena, the Rot, and three ghosts.

Kena: Bridge of Spirits was my pick for “game of the year” in 2021. It’s a game with a wonderfully old-school feel, harkening back to 3D platformers and adventure games of the late ’90s in a way that just… spoke to me. Kena’s environments are beyond beautiful, too. At one point, I quite literally stopped playing just to take in the incredible view that the game was showing me. Kena: Bridge of Spirits is one of those games that I’ll just never stop recommending to people!

I’m very curious to see what developer Ember Lab is up to. At time of writing, they haven’t posted anything on their website, blog, or social media pages in several years, since Kena was ported to Xbox. But I hope the developers are working on something quietly, because I’ll be there on day one for whatever their next title may be. Kena: Bridge of Spirits was just… *that good*.

Discount #9:
Dynasty Warriors: Origins
Steam: 25% off, £48.74

Screenshot of Dynasty Warriors: Origins showing the player character fighting the Yellow Turbans.

Earlier in 2025, Dynasty Warriors: Origins hadn’t been on my radar at all. In fact, I hadn’t played any game in this long-running series since Dynasty Warriors 2 almost a quarter of a century ago! But something about the game just… called out to me, I suppose, and I decided to give it a shot. And I’m so very glad I did, because this was precisely the kind of old-school hack-and-slash game that I didn’t even know I needed to play!

Dynasty Warriors: Origins has a great soundtrack, a story that’s basic but serviceable, a cast of characters who feel like throwbacks to the turn of the millennium (in the best way possible), and above all, some absolutely *epic* large-scale battles. There’s something about swinging a sword or spear, tearing through legions of enemies, and finally defeating a difficult boss that… well, it’s just a feeling I haven’t felt in any game for a long time. And I loved it.

Discount #10:
No Man’s Sky
Steam: 60% off, £19.99

Promo screenshot for one of the No Man's Sky updates.

It’s official: No Man’s Sky is now everything I wanted Starfield to be… and then some! This is definitely a “hot take,” but in 2016, when it launched, I felt that No Man’s Sky was decent for what it was, and I enjoyed my time with the game. But in the nine-plus years since then, Hello Games has added free update after free update to No Man’s Sky, utterly transforming it into one of the very best space games on the market.

Updates in 2025 added a brand-new ship-building mechanic that goes toe-to-toe with Starfield, as well as the ability to jump out of your ship in space and explore it from all angles – inside and out. There are new quests, new factions, new aliens, and so much more… and I really can’t wait to spend more time with No Man’s Sky next year. Hello Games has begun to pivot to Light No Fire, their upcoming fantasy title, and after almost a decade I can’t really blame them! No Man’s Sky may have been controversial once upon a time, but today? It’s one of the absolute exemplars of the space game genre.

Discount #11:
Star Trek: Voyager – Elite Force
GOG: 25% off, £7.49

Screenshot of Star Trek: Voyager - Elite Force showing a first-person viewpoint.

This year marks Star Trek: Voyager’s landmark thirtieth anniversary! And what better way to celebrate than by checking out Elite Force? It’s one of the very few Star Trek games to ever cross over to a more mainstream audience; Elite Force was pretty popular around the turn of the millennium, just as LAN parties and online matchmaking were becoming popular. But it also has a great single-player story, too.

I had fun playing Elite Force’s campaign back in the day, and I even dabbled in multiplayer, too. Voyager is a fun show, and Elite Force recaptured the look and feel pretty well. Most of the show’s main cast reprised their roles, and there’s a great recreation of the interior of the USS Voyager to play through, too.

Discount #12:
Tainted Grail: The Fall of Avalon
Steam: 30% off, £26.59

Promo screenshot for Tainted Grail: The Fall of Avalon showing a first-person combat encounter.

I bought Tainted Grail earlier this year, and I’ve started a playthrough that I haven’t finished yet. Tainted Grail is a game which has been, in my view, incorrectly compared to games like Bethesda’s Skyrim, and I worry that some players may have gone into it with the wrong expectations. Tainted Grail is fun, if a bit “edgy,” perhaps, with some aspects of its dark fantasy setting. Skulls and pools of blood are tropes of the genre, for sure!

I need to resume my playthrough soon, though! It was a game I planned to review, but I didn’t get around to finishing the game in 2025. That shouldn’t count against it; it says more about me than it does about Tainted Grail. And I genuinely enjoyed the game’s take on the legendary King Arthur – a story I’ve always had a soft spot for. A new update and DLC have recently been released for the game, too, so this could be a great moment to get started with it.

Discount #13:
Tchia
Steam: 75% off, £6.24/Epic: 67% off, £8.24

Promo screenshot for Tchia.

Tchia is an adorable indie title inspired by the island of New Caledonia, created by a New Caledonian team. I played it shortly after it launched, and I had a really fun time with its open world, playful interactivity, and world-building. You can interact with animals in the game’s environment and even play a ukulele! What more could you want?

Tchia’s world is genuinely beautiful, with palm trees, white sand beaches, and blue seas that really feel like a vision of paradise. When the sun sets, the world is lit up in stunning colours, too, and there’s just a lot of fun to be had running around, exploring the world, and seeing what’s out there.

Discount #14:
Ace Combat 7: Skies Unknown
Steam: 92% off, £3.99

Promo screenshot for Ace Combat 7.

Ace Combat 8 was recently announced, and when Ace Combat 7 is available at such a steep discount, it could be a great time to get started with this interesting combat flight game. This isn’t a “flight simulator;” it’s much more arcadey in the way its planes control. It feels more like an old-school video game than a modern flight sim, but I mean that in a good way! There’s a time and place for realistic controls and full-blown simulators, but there’s also room for games like Ace Combat 7 that take a less realistic approach.

The game is set in a fictional world, with different countries, and I’ve always felt it had kind of an “anime-style” presentation to at least some aspects of its story. Despite not being set in the real world, Ace Combat 7 features recreations of some real-world aircraft – though, as noted, it’s not a flight sim title. Still, there’s fun to be had here if you get into it, and there’s a sequel coming in the near future.

Discount #15:
Baldur’s Gate 3
Steam/GOG: 25% off, £37.49

Screenshot of Baldurs Gate 3 with the mod "Withers Big Naturals" showing Withers.

Another of my picks for “game of the year,” this time from 2023, Baldur’s Gate 3 is a masterpiece. It’s one of the best role-playing games that I’ve ever played, with a fantasy setting based on the world of Dungeons and Dragons. I went on a wild adventure with an incredible cast of characters, following a compelling story from a monstrous airship through a cursed, shadowy land to a big city – and beyond. And yes, I save-scummed all the way there and back!

It’s impossible to do Baldur’s Gate 3 justice in just a couple of paragraphs. But there are so many customisation options for your character – including new ones thanks to an active modding scene – and a storyline that feels like it genuinely reacts to your choices, and your mistakes. Developers Larian Studios thought of *everything*, and the game basically lets you do anything you can think of to defeat enemies and achieve your goals. Player choice and freedom is the name of the game – and I absolutely adored the end result.

So that’s it!

Stock photo of a retro Commodore computer.
Does your gaming PC look like this?

We’ve picked fifteen PC games that are worth considering while they’re on sale.

I hope I’ve given you a few ideas for where to look now that the annual holiday/winter sales are underway! As I like to say, if I’ve helped even one person find one new game to play, then I reckon I’ve done a reasonable job!

If you found this interesting or informative, I hope you’ll stick around here on the website, as I discuss gaming and the games industry quite a lot, as well as publish occasional game reviews depending on what titles take my fancy. At the end of the month, I’ll be handing out my annual End-of-Year Awards, including my pick for “game of the year,” so I hope you’ll join me for that. And until then… happy gaming!


All titles discussed above are the copyright of their respective developer and/or publisher. Deals and discounts discussed above were correct at time of publication in December 2025. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.


Check out some of my reviews/retrospectives of the titles on this list:

The Force Awakened… A Decade Ago

A Star Wars-themed spoiler warning.

Spoiler Warning: There are spoilers ahead for the Star Wars sequel trilogy.

Today (the 17th of December 2025) marks the tenth anniversary of the release of Star Wars Episode VII: The Force Awakens here in the UK. With it came a brand-new era for the franchise. I thought the occasion would be a great opportunity to talk about the film, its legacy, what it got right… and where it went wrong. So that’s what we’re gonna do today!

Three years earlier, the Walt Disney Company had purchased Lucasfilm, and with it, the rights to the Star Wars franchise. Ever since that moment in 2012, fans had been wondering what might lie in store – and when it was confirmed that 1983’s Return of the Jedi would be getting a sequel… I think it’s fair to say that the fan community was *beyond* excited! As Star Wars prepared to turn the page on its controversial prequels, and with a new creative team in charge, there was plenty of room for positivity in the months leading up to the release of The Force Awakens.

Still frame of Disney's Bob Iger and Lucasfilm's George Lucas at the offical sale of Lucasfilm in 2012.
Bob Iger and George Lucas signing the documents to confirm the sale of Lucasfilm in 2012.

I think I’ll start by talking briefly about my personal history with the Star Wars franchise, and how I found my way to the fan community – or, at least, to its periphery! In the early ’90s, at the insistence of a schoolfriend, I watched the original trilogy on VHS. By this point, I was already a huge Trekkie, and I remember being a bit underwhelmed on that first viewing. Perhaps I was comparing Star Wars to “my” fandom, and getting a bit tribal with it… I dunno! But I soon came to appreciate the original trilogy and the story it told, and quickly branched out to play the Super Star Wars games on the SNES, TIE Fighter on PC, and later, games like Shadows of the Empire and Rogue Squadron on the N64.

The prequel trilogy was another story, however, and I was left decidedly underwhelmed by both The Phantom Menace and Attack of the Clones. In this era, it was really only Knights of the Old Republic that kept me engaged with my Star Wars fandom. Revenge of the Sith was better, in some ways, but the prequel trilogy as a whole was a disappointment. If you’d asked me about Star Wars in 2012, that’s what I’d have told you. I was sceptical of a new film at first, but I was also encouraged when George Lucas stepped away and passed the torch to a new generation of filmmakers. When Disney promised to expunge the old Expanded Universe – much of which, from what I’ve seen, reads like low-quality fan fiction – I felt that was the right call. Disney was setting up a totally fresh setting for their new trilogy that wasn’t going to be constrained by decades’ worth of other stories, nor by being a prequel that had to tie in with what’s already been established. That was a hugely positive thing for me.

Three promo posters for The Force Awakens (2015)
A trio of posters.

By the time details of the film were being announced, I was cautiously optimistic! I remember feeling a little conflicted about J.J. Abrams’ involvement; he’d done such a great job rebooting the Star Trek franchise at the cinema that seeing him “jump ship” to Star Wars felt like a bit of a blow. Remember, this was before CBS had announced that Star Trek would be returning to the small screen, and with the franchise’s fiftieth anniversary approaching… I wasn’t thrilled to lose a filmmaker of Abrams’ calibre. But Star Trek’s loss seemed to be Star Wars’ gain, with Abrams being able to take the same approach and “reboot,” for want of a better word, the franchise for a new generation.

Above all, I hoped that The Force Awakens could put the disappointment of the prequel trilogy behind us, and tell a more interesting and engaging story than those films ever had.

So… did it do those things?

Still frame from Star Wars VII: The Force Awakens (2015) showing Rey having a vision.
What’s the legacy of The Force Awakens ten years later?

The Force Awakens is a film that we absolutely cannot judge fairly without placing it in context. As a result of that context – i.e. the last ten years’ worth of Star Wars projects since it premiered – The Force Awakens is probably the only film I can think of where my opinion has shifted so dramatically since that first viewing in December 2015.

Because I’ll be honest: I walked out of the cinema ten years ago with a great big smile on my face! After the disappointment of the prequel trilogy, a film that re-played Star Wars’ “greatest hits” felt like just what the doctor ordered, and I remember feeling that, while the film obviously *was* derivative and harkened back to 1977’s Star Wars in a huge way… that didn’t seem like a terrible idea. Re-establishing the core of what Star Wars is, and showing that to a new audience as well as to returning fans, is what a reboot is supposed to do. And The Force Awakens felt like a solid foundation for Disney to build a new era of Star Wars on.

Still frame from Star Wars VII: The Force Awakens (2015) showing Kylo's helmet.
Kylo Ren’s helmet.

There were stormtroopers. There was an “evil empire” ruled by an enigmatic, scarred leader. There was a helmet-wearing Dark Side user who was the scion of a powerful family. The Jedi were nowhere to be found. There was an orphan from a desert planet who got swept up in a rebellion. There was a “trench run” against a planet-killing superweapon. Han Solo and Chewie were back in the Millennium Falcon. And Princess Leia was still leading the rebellion. Everything that Star Wars had been in its original form was here, reimagined and repainted, ready for that new generation of fans to fall in love with.

What’s more, The Force Awakens’ director and producers seemed to be going out of their way to recapture the way Star Wars looked prior to the prequels and George Lucas’ awful “special editions.” Gone was the janky, not-ready-for-prime-time early 2000s CGI. And to replace it, Disney had commissioned physical props, puppets, and even robots. BB-8, the cute little spherical droid, *actually works!* That’s an actual, physical droid, not a video-gamey CGI monstrosity. As a child of the ’80s, who grew up on films like The Neverending Story and Flight of the Navigator, which had excellent puppets, props, and prosthetics… I absolutely *adored* the way The Force Awakens looked, and I still have a huge respect for J.J. Abrams, Kathleen Kennedy, and the rest of the folks at Disney and Lucasfilm for leaning much more heavily on physical creations over CGI.

Still frame from Star Wars VII: The Force Awakens (2015) showing BB-8.
BB-8 was a physical prop.

If The Force Awakens had been a one-and-done film, that’s where this essay would end. The film recaptured the magic of Star Wars in a way that the prequels had failed to do, the new owners of Star Wars had successfully killed off the fan-fiction-y Expanded Universe, and put to bed the idea that *everything* with the Star Wars name attached should be considered canonical, and the original look and feel of the franchise, from its ’70s and ’80s heyday, had been successfully recreated. Add into the mix some fun new characters – a rebelling Stormtrooper, whose humanity wouldn’t let him take part in atrocities, a young, clearly powerful Force-wielder, a phenomenal pilot, and the son of Han Solo and Leia, now fallen to the Dark Side – and you had all of the pieces in place for an entertaining story.

Unfortunately for The Force Awakens and its legacy, though, this isn’t where things end.

J.J. Abrams, who penned and directed the film, is a big believer in the “mystery box” style of storytelling: set up an intriguing mystery, then let it unfold. But while Abrams is great at *starting* these kinds of stories… he doesn’t usually seem to have an ending in mind. And because of the way Disney and Lucasfilm set about making the Star Wars sequel trilogy, Abrams and his “mystery box” were simply the wrong choice for the first part of the story. And even as I stepped out of the cinema wearing that silly grin ten years ago, the cracks in the foundation of this story were already beginning to grow – cracks that would eventually lead to the complete and utter ruination of Disney’s sequel trilogy. The Force Awakens was a fundamentally flawed story – but the damage those flaws would do wouldn’t become obvious for a few more years.

Photograph of filmmaker JJ Abrams at the premiere of Star Wars VII: The Force Awakens (2015).
J.J. Abrams at the film’s premiere.

J.J. Abrams had written questions into his script that he did not have answers for. In fact, not only had he not written a solution to his “mystery box,” but there really wasn’t a way for this story to unfold – when the baton was inevitably passed to Rian Johnson and Colin Trevorrow – that even made sense. Abrams screwed over Johnson and Trevorrow (who would later leave the project that became The Rise of Skywalker) by writing the beginning of a story that had no plan, no middle, no ending, and that was, in a word, inept. It is the “original sin” of the sequel trilogy, and while fans may dislike The Last Jedi or The Rise of Skywalker far more than The Force Awakens, it was here, in 2015, that the sequels’ undoing had already been set in stone.

“Luke Skywalker is missing!” announced the film’s opening crawl. But without establishing *why* Luke had disappeared – nor even really explaining the extent of his legend and legacy in the galaxy at large – The Force Awakens set up a mystery that had no explanation. And by leaving the choice for why Luke had squirrelled himself away on a hidden planet to the next film and the next writer/director, Abrams abdicated the tremendous responsibility that Disney, Lucasfilm, and generations of Star Wars fans had placed on his shoulders.

Concept art for Star Wars VII: The Force Awakens (2015) showing the Millennium Falcon.
Concept art of the Millennium Falcon.

I wrote several years ago that it boggles my mind how an accomplished group of filmmakers – people who created and worked on titles like the Indiana Jones trilogy, Lost, Jurassic Park, E.T., and many more – could have made such a genuinely bone-headed, idiotic, stupid decision when approaching the sequel trilogy. The Force Awakens was never envisioned as a standalone film, it was always meant to be the first instalment of a trilogy. And a trilogy that plans to tell a single story *needs* someone in overall creative control. J.J. Abrams, with his penchant for starting stories he has no intention of finishing and doesn’t know how to finish, was the wrong choice for that role. But Kathleen Kennedy, president of Lucasfilm, and Disney CEO Bob Iger should have known better – and should have taken a more structured, planned approach.

The decision to split up the writing and directing of the three sequel films was taken before work got underway on The Force Awakens – and even at that early stage, the damage was done. Splitting up the trilogy in this way was *always* going to be the wrong decision, and the predictable result is a trio of films that jump around in terms of tone, story, and even characterisation, as each of the subsequent instalments tries to undo something from its predecessor. And I do not exempt The Force Awakens from that criticism – it is the foundation upon which the trilogy should have been built, but because it was so weak and derivative, and because the decision was taken to split up the filmmaking process, it would be firmly tarred with the same brush even if it had been a perfect standalone title.

Which it wasn’t.

Trio of promotional posters for Star Wars VII: The Force Awakens (2015)
Poe, Leia, and Kylo on promo posters for the film.

What I felt had been the film’s biggest strength on that first viewing a decade ago, now, in retrospect, feels like one of its most egregious faults and its most significant weakness. By choosing to replay, almost beat-for-beat, 1977’s Star Wars, the film fails to do what any sequel can and should aim to do. Questions that fans had all the way back in 1983 about what the galaxy would look like after the Empire’s defeat not only didn’t get answered, they were totally ignored; sidelined, as Abrams and co. tried to re-tell the same story as before, just with a different coat of paint.

Think about where Return of the Jedi had ended: the Emperor and Vader were dead, theoretically ending the Sith once and for all. The Death Star had been destroyed, and the Rebellion had won the Battle of Endor… but the Empire still existed in much of the rest of the galaxy, and there was no guarantee that the Emperor’s death would mean there could be a return to democracy. And with the deaths of Obi-Wan and Yoda, only Luke could carry on the legacy of the Jedi Order.

Still frame from Star Wars VII: The Force Awakens (2015) showing Kylo with Snoke.
Kylo Ren with Snoke.

The Force Awakens basically ignored all of that. In the aftermath of the Emperor’s death, the remaining Imperial factions basically gave up, and the New Republic took control of much of the galaxy. But then, in secret, some Imperial survivors founded the First Order – ruled over by Snoke, a mysterious Dark Sider. Snoke’s apprentice was the helmet-wearing Kylo Ren, the grandson of Vader. And Luke’s Jedi were nowhere to be seen, with his first attempt to train students ending in disaster. This set up a remarkably familiar story about a Dark Side power on the march, a rag-tag group of rebels (sorry, “the resistance”) trying to stop them, a planet-killing superweapon, and a youngster from a desert planet who gets swept up in all of it thanks to a droid carrying an important document.

Is that all Star Wars is? And… is that all Star Wars ever can be? J.J. Abrams and Kathleen Kennedy seemed to think so a decade ago.

And their attitude remains in the franchise to this day. The Book of Boba Fett, Obi-Wan Kenobi, Ahsoka, Rogue One, Solo, Andor and The Bad Batch, all of which have been created since 2015, rely on increasingly minor characters and smaller and smaller pieces of the *only* real story that the Star Wars franchise has ever told: the so-called “Skywalker Saga,” which should really be called the “Palpatine Saga,” since he’s the only character who seems to have acted of his own volition and who had any control over events. That’s the legacy of The Force Awakens ten years later: a franchise that has doubled- and tripled-down so hard on nostalgia plays and copying what came before that it’s become narratively exhausted and just plain *boring*.

Concept art for Star Wars VII: The Force Awakens (2015) showing TIE Fighters and a castle with a lava moat.
TIE Fighters and a castle in concept art created for The Force Awakens.

Thanks to the decision to have Kylo kill Han Solo at the climax of the story – a genuinely shocking moment at the cinema – The Force Awakens robbed Star Wars fans of the opportunity to get *any* on-screen interaction between the three heroes of the original trilogy: Luke, Han, and Leia. Han and Leia got some scenes together, and Luke and Leia had a moment in The Last Jedi. But we never got to see Han and Luke together, nor the trio reunited. And that’s really quite sad, if you think about it.

Obviously no one could’ve known, when The Force Awakens entered production, that Carrie Fisher would pass away before the sequel trilogy was complete. But it seems to me that Abrams, Kennedy, and the rest… didn’t really think about how the new trilogy could or should use its legacy characters. There was no Lando Calrissian until The Rise of Skywalker, nor any acknowledgement of his existence. And while The Force Awakens made it clear that Leia and the Resistance believed Luke Skywalker needed to be brought back into the fold… we never really got a good explanation as to *why*.

Still frame from Star Wars VII: The Force Awakens (2015) showing Leia.
General Leia of the Resistance.

So as we mark the film’s tenth anniversary… I don’t think there’s all that much to celebrate, to be blunt about it.

The story that The Force Awakens began was supposed to expunge what Star Wars had got wrong, and lay the foundations for a better future. But if you look at the state of the fan community today, the sequel trilogy is disliked, on the whole, *at least* as much as the prequels had been a decade ago, if not more. By playing it too safe, copying too much of what had come before, and failing to really answer any of the questions that a sequel should have been able to, The Force Awakens ended up being a poor film, a weak start, and a major contributing factor to Star Wars’ undeniable decline in the 2010s and 2020s.

We’re at a point now where practically no new Star Wars projects elicit the kind of excitement as The Force Awakens had done a decade ago. Oversaturation is part of that, sure – I haven’t even watched all of the various Disney+ Star Wars shows, because there’s just too many of them at this point. But a big part of it is also that this franchise feels rudderless. By doubling- and tripling-down on repetition, The Force Awakens set the tone for Star Wars’ current direction, and after the controversy of projects like The Last Jedi and The Acolyte, the temptation must be for Disney and Lucasfilm to do more of the same – which feels wrong for a franchise with such a well-constructed and interesting setting.

Still frame from Star Wars VII: The Force Awakens (2015) showing Finn aboard the Millennium Falcon.
Finn.

“Fundamentally flawed.” That’s my two-word summary of The Force Awakens a decade later. It was, I do not deny, a well-intentioned film, and there was merit in the idea of “resetting” some of Star Wars after the prequel trilogy. But by playing things *so* safe, and by basically copying many of the plot points from the original trilogy and A New Hope in particular, Star Wars was left with nowhere to go.

Most stories… end. And they should be allowed to end. In-universe, obviously there was work to do for Luke, Han, Lando, and Leia after the Battle of Endor. But given everything we’ve seen since – both the fan-fiction mess of the Expanded Universe, depicting a flawless, all-conquering hero in Luke Skywalker, and now the sequel trilogy with its repetition of the original story – I’m increasingly of the opinion that there shouldn’t have been a Star Wars sequel. Return of the Jedi wasn’t a perfect film, but it killed off Palpatine and Vader, gave the Rebellion a huge win, and saw Luke embrace the legacy of the Jedi. That’s where the story needed to end.

Concept Art for Star Wars VII: The Force Awakens showing Rey's arrival at Ahch-To.
Concept art of Rey arriving at Ahch-To at the end of the film.

In the 21st Century, though, it seems as if no story is allowed to come to a dignified end. And that kind of explains why The Force Awakens came to be in the first place. Rather than create something new, Disney wanted to buy something successful – something that, they believed, would print them endless amounts of cash. It worked with Marvel, so why not Star Wars, too? We’re seeing the limitations of that approach now, and The Force Awakens is really just the first chapter in a sad decline – not only for Star Wars, but for Marvel, Disney’s animated films, and more. Disney’s attitude at the moment is one of franchises, sequels, and remakes. Originality has left the building. And that isn’t *all* the fault of The Force Awakens by any stretch. But the film is symbolic of a moment in time, a moment where things began to change – and not for the better.

So, yeah: ten years ago, I had a great time with this film. Rey, Finn, and Poe were all fun characters that I felt we were just beginning to get to know, and I was curious to see where this story would go and how the First Order would be defeated. But the flaws in that story were already on display, and now that we know how badly off the rails the sequels went, and how poorly-planned the entire project was… it adds a lot of context to The Force Awakens. And it makes it pretty hard to go back and watch the film at all, in all honesty.

I continue to hope for better things from the Star Wars franchise. And there have been some projects over the last decade that worked: Rogue One, for example. But as we mark the tenth anniversary of this landmark film… I can’t help but feel there are way more negatives than positives. Star Wars will continue, of course – there are new projects on the horizon in 2026 and beyond. But are you as excited about *any* of them as you were ten years ago for The Force Awakens? I’m not. And that’s part of this film’s legacy.


Star Wars: Episode VII – The Force Awakens is available to stream now on Disney+. The film is also available on DVD and Blu-ray. The Star Wars franchise – including The Force Awakens and all other 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.

Christmas Food Tier List

Let’s have a bit of festive fun!

We all like food, right? Well… *I* certainly like food. And, if you’ve ever seen me and my jolly belly in person, you’ll know that for a fact! I have a soft spot for Christmas food in particular – Christmas has always seemed, to me, like a food-centric holiday. Even some of the presents and gifts that we give and receive can be food; hampers, selection boxes, chocolate… all of these, and more, are what we’re going to discuss.

And I thought it could be fun to “rank” all of these things in a nice, internet-friendly tier list!

A blank tier list.
Let’s fill out this tier list with some festive foodstuffs!

Before we set the table, I have a couple of my usual caveats. Firstly, this is just for fun! Please don’t take any of this *too* seriously; the objective here is just to get a bit festive and think about some yummy Christmas treats – not get into an argument. And secondly, everything we’re talking about today is just one person’s *subjective* opinion. We may not agree on what makes for a nice Christmas dinner or festive snack… and *that’s okay!* The food items discussed are mostly British and European, because that’s what I’m most familiar with, and they’re listed in no particular order. I’ll reveal the final tier list at the very end of the piece.

The format I’m using is the standard “tier list” that you may have seen on a couple of other occasions here on the website. You know the drill: S-tier is right at the top, then we go through A, B, C, and D, before hitting the bottom with F. They basically work like letter grades at school! Still haven’t found out why “S” is the top tier, though.

So… with all of that out of the way, let’s rank some festive foodstuffs and try not to totally ruin Christmas in the process!

Number One:
Roast Turkey

Stock photo of roast turkey in a pan.

Turkey is an easy A-tier for me. It’s the main event on the big day, and if you cook it right and follow all of the instructions, you should end up with some decent meat for your main course! Some people overcook turkey, especially if they aren’t familiar with it, leading to it getting a bit of an unfair reputation as dry and chalky – but when properly cooked, I maintain that roast turkey is very nice.

Here in the UK, where we don’t have Thanksgiving, Christmas Day is usually our big roast turkey dinner. And I can’t speak for everyone, but I know that for me, Christmas Day wouldn’t feel right without roast turkey. It’s just… tradition, I guess! And Christmas is a time for sticking to some traditions.

Tier: A

Number Two:
Mince Pies

Stock photo of a mince pie on a dark slate being dusted with icing sugar.

Mince pies are the perfect sweet treat for this time of year! They’re fruity, spicy, warming, and good served hot or cold. And they’re pretty easy to make at home if you’ve got a good shortcrust pastry recipe and a few dried fruits! I have fond memories of helping my grandmother and mother make mince pies at Christmas time, and of enjoying them at all kinds of festive events, from church services at school to community events and even at neighbours’ houses!

Mince pies have a strange history, really. They used to contain actual minced meat alongside the fruits and spices – that combination of sweet dried fruit with meat seems to have been common in centuries past. I’m kinda glad it isn’t any more, because to be honest… that doesn’t sound all that appetising! I prefer to keep sweet and savory foods separate for the most part. Mince pies are another British tradition, and one I look forward to indulging in every festive season. I usually keep a box of mince pies in the freezer after Christmas ends, too, so I can have them in the summer when the heatwaves strike and I long for the cooler temperatures of winter!

Tier: S

Number Three:
Non-traditional Mince Pies
(Mince Pies with “Unusual” Ingredients)

Stock photo of fruit on a wooden platter.

There’s been a bit of a trend in recent years for “re-inventing” the humble mince pie. And I guess I shouldn’t lump *all* of these experiments together, because some work better than others! But for me, as I said above, you can’t beat a good old-fashioned mince pie, and trying to “glam them up” with exotic fruits, expensive alcohol, different pastry, or other such things… it can be fine, and there can be good reasons for doing so. But other times, they just don’t feel quite right. At worst, some can be pretty unappealing or even seem pretentious!

When I was a kid, my mother used to bake special “dad’s pies” for my father, because he *hated* raisins and currants! So he’d get his own non-traditional mince pies. The recipe seems to have varied year to year, but I remember her making versions with bananas, dates, and other fruits that he would actually eat. And obviously there are folks with allergies, dietary restrictions, and so on, who couldn’t have regular mince pies. So there are great reasons for going non-traditional. It’s nice that everyone can feel included at this time of year and don’t have to miss out on this British tradition!

Tier: B

Number Four:
Brussel Sprouts

Stock photo of Brussels sprouts in a pan.

Ugh. Yuck. No! I haven’t eaten a Brussels sprout in about twenty-five years at this point… when I *forced* myself, as if under duress, to eat them when my then-girlfriend’s parents cooked them as part of a meal. There’s no easy way to say this, but Brussels sprouts taste… faecal. I know they’re a staple on many folks’ Christmas dinner plates, and that’s great! If you like them, or if you can force them down once a year, good for you! But for me… life’s too short to eat food I despise, and especially at Christmas, when there are so many other options, I’d rather just leave them out altogether!

Some people say that you can make sprouts taste better by roasting them in fat instead of boiling them, or even cooking them with something like bacon to give them a different flavour. That doesn’t actually make the Brussels sprouts any better – it just ruins some perfectly innocent bacon!

Tier: F

Number Five:
Panettone

Stock photo of panettone in front of a Christmas tree.

I adore panettone. I probably shouldn’t admit this online, but a couple of years ago, I munched my way through an *entire* panettone – which the box claimed could serve twelve people – while playing a round of Civilization VI. I even named one of my cities “Panettone” in that game after I realised what horrors I’d unleashed upon my intestines! Disgusting pigging out aside, though, this sweet Italian bread is made with an enriched dough, and usually dotted with raisins – or sometimes chocolate chips!

I remember one Christmas I bought my parents a chocolate pannettone from an Italian bakery, and they were over the moon with it. My dad didn’t eat raisins, and at that time, the only panettones they could usually find were the fruity ones. So being able to gift them a chocolate one was nice. That memory is a treasured one.

Tier: A

Number Six:
Mashed Potatoes

Stock photo of a bowl of mashed potatoes.

In the United States, a typical Thanksgiving turkey dinner will often be accompanied by mashed potatoes. And if you go out to a restaurant in the UK, mash is commonly offered as a Christmas dinner option. But… it’s not traditional! At least, not in my family. Roast potatoes are the way to go for a traditional British Christmas dinner, and there really isn’t room on the plate for mash as well.

I’ve seen some *fantastic* mashed potato recipes around Thanksgiving, particularly from American cooking channels like Food Wishes on YouTube. And I don’t deny that many of them look delicious; how could mashed potatoes not be, especially if the final product ends up being, like, 60% butter and 40% potato?! But for me, Christmas dinner should – usually – remain a traditional affair, so I’ll almost always opt for roasties ahead of mashed potatoes on the big day.

Tier: D

Number Seven:
Marinated/Spiced Turkey

Stock photo of a raw turkey being prepared for cooking.

A roast turkey stuffed with sage and onion stuffing and maybe roasted with some bacon on top? That’s what you need on Christmas Day! There are some absolutely phenomenal recipes for roast turkey that involve marinating the bird in some kind of exotic sauce, or making a spice rub to give it a Moroccan, Turkish, or Indian flavour. But, as you may have already guessed from my preference for the traditional… I don’t want any of that on Christmas Day!

I love a good turkey curry as much as the next Brit, but my Christmas turkey on Christmas Day should be relatively plain and not drowning in spices, rubs, sauces, and other flavourings. Meat cooked that way just… doesn’t feel like Christmas to me, not on the big day, anyway. 364 days of the year, I’d probably agree with you if you said that turkey tastes better with a marinade, a rub, or with different combinations of flavourings. But on Christmas Day? I know what I like… and that’s turkey with a bit of sage and onion stuffing.

Tier: D

Number Eight:
Chocolate Coins

Stock photo of a bag of no-brand chocolate coins.

When I was a kid, I used to get a few chocolate coins on Christmas morning. These small chocolates were wrapped in a piece of foil and stamped with a design that resembled a real-world coin – usually a 10 pence piece, if I’m remembering right! The ones my parents would get weren’t branded, they were just the supermarket version. But I remember being overjoyed to get something as delicious and rare as chocolate on Christmas morning. They’d usually be gone by Boxing Day.

I still see chocolate coins on supermarket shelves, but they aren’t something I usually get for myself. I still think they’re very cute and Christmassy, though, even if they are just plain chocolate in a slightly different shape!

Tier: B

Number Nine:
Bread Sauce

Product photo of Tesco's bread sauce on a grey background.

Bread sauce… well, it’s just delicious. I know it doesn’t sound like much, if you’ve never tried it, but trust me! This is one of my favourite parts of a Christmas dinner plate – the sauce just goes so well with roast turkey. And it’s very simple to make, needing only milk, an onion, some stale bread, and cloves. Maybe this is a uniquely British acquired taste… but if that’s the case, I’ve definitely acquired it!

I genuinely prefer bread sauce to gravy on Christmas Day, and it’s probably something I’d have more often if it didn’t feel like such an exclusively Christmassy thing. Having said that… I guess I’m starting to see why British cuisine has acquired a bit of a reputation. But really… if you’ve never had bread sauce, try it. I promise it’s better than it sounds!

Tier: S

Number Ten:
Hot Chocolate
(a.k.a. Hot Cocoa)

A stock photo of a glass mug of hot chocolate/hot cocoa with marshmallows and orange slices.

A hot chocolate hot take incoming: I don’t consider this to be a particularly Christmassy drink! As a kid, I remember having hot chocolate (the instant kind) pretty regularly. My parents didn’t usually let us have things like chocolate very often, but we usually had hot chocolate in the house, and it became something I’d drink maybe once or twice a week as a sweet treat. Made with just a couple of spoonfuls of powder and boiling water, I guess it wasn’t the *best* hot chocolate in the world! But as a kid who didn’t get a lot of sweet things a lot of the time? It was fantastic.

I don’t drink hot drinks very often, these days, and making a “proper” hot chocolate feels like a bit of a hassle! But I do love a good hot chocolate, when I can be bothered to go to the trouble, and it’s a very cozy thing to drink on a cold winter’s night. Some people like to add cinnamon, peppermint, gingerbread, or other festive flavourings, and that’s great, too!

Tier: A

Number Eleven:
Lebkuchen
(a.k.a. German Gingerbread)

Product photo of lebkuchen cookies.

I lived in Germany for a few years, back when I worked in the games industry. And it was when I was attending a Christmas market that I first discovered the wonderful lebkuchen! This soft, sweet, lightly-spiced cake is absolutely delicious, and I was so pleased to see it being made available in the UK a few years later. It’s become a staple of my Christmas treat cupboard!

This one is a bit unusual insofar as it’s not something I would’ve ever had as a kid, so in that sense it’s not something that has always been part of Christmas going way back. Obviously it would be in Germany, but not for me as someone who grew up in the UK! But we do have gingerbread in the UK – both the hard cookie variety and the soft, spongy cake variety, and I would’ve definitely had gingerbread in the run-up to Christmas. In fact, eating gingerbread on bonfire night is literally one of my earliest memories.

Tier: B

Number Twelve:
Roast/Glazed Ham

Stock photo of sliced ham.

I think ham as a Christmas dinner main course is fairly common in the US and Canada, where turkey is usually eaten at Thanksgiving. But, as you might be able to guess by now, it’s not traditional British fare on the big day! So while I enjoy a good roast ham, I’ll always opt for turkey on Christmas Day.

Even if the ham is prepared elaborately, with Christmas spices, lots of decoration, and so on… Christmas dinner just wouldn’t feel the same without turkey. And I’d apply this to other roast meats, too, from chicken and duck to beef and lamb – they’re all delicious, sure, but they just don’t feel right for Christmas dinner.

Tier: D

Number Thirteen:
Roast Goose

Stock photo of roast goose on a glass plate.

The only conceivable exception to what I was just saying about “non-traditional” Christmas dinner main courses could be goose! Except… I’ve literally never eaten it in my life. Goose is expensive, or just not readily available, and I’ve never felt the need to go out of my way to try it.

However! Goose *is* a traditional Christmas meat – arguably more traditional than turkey, at least in decades and centuries past. Goose is famously what Scrooge buys at the end of A Christmas Carol to celebrate the big day, and I think it was the default Christmas meat in Victorian times. Maybe one year I’ll finally get around to trying it for myself. Who knows… it could be a total game-changer!

Tier: C

Number Fourteen:
Pigs in Blankets

Product photo of M&S pigs in blankets.

Here’s a question that divides the UK and the USA: what are “pigs in blankets?” If you’re American, you might’ve answered that it’s a sausage wrapped in pastry and then baked. But you’d be *wrong*! Those are sausage rolls, and a true pig in blanket is a sausage wrapped not in pastry, but in delicious bacon! We only have them once a year as a side dish on Christmas Day.

Pigs in blankets are delicious. I mean, it’s a sausage… wrapped in bacon. How could you go wrong with that?! Unless you don’t do bacon for some reason, they’re often hailed as the single best thing on a Christmas dinner plate. I’m not sure I’d go quite that far… but they are an unbelievably special treat.

Tier: S

Number Fifteen:
Stollen

Stock photo of Stollen.

Stollen is… German panettone? Or panettone is Italian stollen! Either way, they’re both bread-like cakes with raisins and dried fruit, but stollen usually has marzipan running through the middle, too. I like it. It’s something we’ve had in the UK for a number of years now, and a well-made stollen is delicious and quite festive.

Nowadays, I tend to buy stollen slices or “bites” rather than an entire loaf; it just feels more efficient and less wasteful, even if it’s probably not as good value-wise. But these are little treats I’m happy to indulge in at this time of year. Cue the jokes about stealing stollen!

Tier: B

Number Sixteen:
Christmas Pudding

Stock photo of a (half-eaten) Christmas pudding.

Christmas pudding is a classic! My mother would always do the traditional thing of pouring brandy over it and setting it alight – a real show-stopper to end Christmas dinner. The only downside to Christmas pudding is how rich it is – and how it immediately follows a very large meal. That means – especially nowadays – I only want a small taste, not a big portion!

But Christmas pudding is great. Dried fruit, warming spices, a dash of brandy… all of those feel like festive flavours, and they come together beautifully. You can spend a lot of money on a “traditional” pudding made to be steamed, but I almost prefer the cheaper supermarket ones that you can just pop in the microwave.

Tier: A

Number Seventeen:
Yorkshire Puddings

Stock photo of two Yorkshire puddings.

From one pudding to another! But here’s a hot take: unless you’re having roast beef – which, as I said above, you *shouldn’t* on Christmas Day – then you don’t need a Yorkshire pudding on your plate. With roast potatoes, stuffing, bread sauce, and all the other trimmings of a typical Christmas dinner, there’s really no room for them, anyway!

I like Yorkshire puddings. And not just as part of a roast dinner – they’re good with sausages, stuffing, soup, all kinds of things. But I don’t associate them with Christmas, and I don’t think I’ve ever had them as part of my meal on the big day.

Tier: C

Number Eighteen:
Smoked Salmon and/or Prawn Cocktail

Stock photo of salmon flesh.

When I was growing up, we basically never had a starter or appetiser – except on Christmas Day. And either smoked salmon or a prawn cocktail are great starter options. Of the two, I’d say the salmon probably feels a bit more special or bougie, just because it’s not something I typically buy or have at any other time of year.

While both of these options are nice, and I would happily accept either on Christmas Day (especially if someone’s kind enough to make them for me!) there is *one* other starter that I might prefer…

Tier: B

Number Nineteen:
Pâté on Toast

Stock photo of a hand holding bread with pate.

How can you go wrong with crispy toast, a bit of butter, and a nice pâté? It’s not exactly exclusive to Christmas – this is something I’ll have at any time of year, and not just as a starter, but often as a whole meal in itself! But I adore pâté, and there are many different varieties to accommodate a range of tastes and dietary requirements.

At Christmas, there are often festive pâtés, too, either more indulgent than your typical pâté or using Christmassy ingredients and flavours. I don’t want a whole lot of pâté as a starter on Christmas Day, because it could easily overwhelm the meal, but a little taste before digging in? Perfect!

Tier: A

Number Twenty:
Roast Potatoes

Stock photo of roast potatoes on a plate.

Are roast potatoes the best thing on the plate at Christmas? Maybe, if you make them right! People swear by different methods – boiling first, then roasting, using different oils or fats, and so on – but for me, as long as you get them crispy on the outside and soft in the middle… I’ll be set. And I’ll stack a pile of these beauties on my plate to soak up all the bread sauce and gravy!

Again, roasties aren’t necessarily exclusive to the festive season. But they are beyond delicious on a Christmas dinner plate, and they just… make the meal. A roast dinner wouldn’t be complete without roast potatoes, and if I’m having turkey with “all the trimmings,” as we like to say, then one of those trimmings simply *must* be roast potatoes!

Tier: S

Number Twenty-One:
Mixed Veg

Stock photo of carrots and other veg.

Uh, sure. Carrots, parsnips, cabbage, peas, maybe some sweetcorn. They all have a place on a Christmas dinner plate. Not a *huge* place, but a place nonetheless. They aren’t what you get excited about as you can smell the meal cooking on Christmas Day, but if you just had meat, potatoes, and gravy… something wouldn’t be right. Perhaps you’d notice the absence more than the presence.

Vegetables are a year-round thing, of course, and I personally don’t do anything special with veg at Christmas. As above with sprouts, some people try to make vegetables either indulgent or just different – things like honey-glazed carrots or cabbage cooked in wine. But those things wouldn’t add a lot, at least for me, and I don’t remember my family doing any of that at this time of year.

Tier: C

Number Twenty-Two:
Gravy

Stock photo of a saucepan with brown soup/gravy inside.

Where would Christmas dinner be without gravy, eh? I know, I know: I’ve already said bread sauce is the superior condiment on Christmas Day – and I stand by those words! But gravy is delicious, too, and still has a place on my festive plate. It goes especially nicely with stuffing and roast potatoes.

If you’re cooking from scratch, making your own gravy with all of the leftovers and pan drippings feels like a heck of a task! So these days, I tend to just buy some gravy granules – maybe it’s not “perfect,” but it makes for a fine gravy that’s almost as good for, like, 5% of the effort.

Tier: A

Number Twenty-Three:
Salad

Stock photo of a large salad.

Okay, let’s think this through. If you’re living somewhere hot in the southern hemisphere, and Christmas falls in the middle of summer, maybe you don’t want to have roast potatoes and all of that – you want something cool and refreshing, not warm and comforting. And a salad is the perfect accompaniment to a plate of cold sliced meat, or even meat cooked on a barbecue.

But for me, here in the UK? Salad shouldn’t be part of a typical Christmas dinner! Sorry. When I lived in South Africa, I can remember having salad and cold meats on Christmas Day, and I thought it was quite the novelty! But it didn’t feel Christmassy to me, as someone who grew up in the northern hemisphere. Nor did going to the beach when it was thirty degrees out on Christmas Eve, come to that! But different parts of the world do things differently, so salad on Christmas Day could make sense to you and feel like a part of the celebrations.

Tier: D

Number Twenty-Four:
Yule Log

Stock photo of a festive yule log cake.

I have a fond memory of making this traditional Christmas treat in school, and having to carry it all the way home on the bus at the end of the day! It’s basically a chocolate Swiss roll – a rolled-up cake with a chocolate buttercream filling. But a yule log is then decorated to somewhat resemble a real wooden log – often with chocolate ganache.

This is quite an indulgent cake, and not one you’d have a lot of! But it’s delicious, and I like how the theme of the holiday carries through, thanks to the design. It can be a fun project for kids, too, as I found out all those years ago. Decorating the log just right was a lot of fun! And who can say no to chocolate cake, eh?

Tier: A

Number Twenty-Five:
Gingerbread Men/Gingerbread House

Stock photo of a gingerbread house at Christmas.

If you say “gingerbread” to me, my mind goes first to the spongy gingerbread cake that we often bake in the UK in the autumn and winter. The harder, cookie-like gingerbread? That’s more common in the United States, though it has made its way over here. I don’t have quite the same innate Christmassy association with either gingerbread men or making a gingerbread house as you might if you grew up in America… but I gotta admit, it’s a lot of fun!

I actually made a gingerbread house for the first time a couple of years ago, and I had a blast doing it. It’s a craft project, really – one that the little ones are bound to enjoy and have a ton of fun with. And that’s Christmas in a nutshell, really – fun for the kids. Maybe gingerbread men and gingerbread houses weren’t always a part of my holiday traditions, but they’re delicious, definitely festive, and I mean… how often do you get to play with your food?

Tier: B

So that’s it!

Let’s take a look at the final tier list, shall we?

A tier list of Christmassy foods.

Well… I hope this has been a bit of Christmassy fun! The big day is approaching, and I wanted to do something a bit silly to celebrate the festive season.

Are you ready for Christmas yet? I bought my final gifts today, and I’ll shortly be taking the train to my sister’s place to deliver presents for my niece. It’s her first Christmas! So I really want to make it special for the whole family this year. I’ve even got a silly Christmas jumper to wear for the day.

Wherever you are in the world, and however far along you may be with you Christmas plans, I hope you’re having a great Christmas time. If you missed it, check out my list of a few 21st Century Christmas films and TV specials to enjoy. You can find it by clicking or tapping here. And stay tuned, because there’s more to come here on the website before the big day! Later in the month, there’ll also be my annual End-of-Year Awards, where I’ll hand out some imaginary trophies to my favourite entertainment experiences of 2025. Don’t miss it! And Merry Christmas!


This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Fate of the Old Republic: Thoughts and Concerns

A Star Wars-themed spoiler warning graphic.

Spoiler Warning: Beware minor spoilers for Star Wars: Knights of the Old Republic and Knights of the Old Republic II.

The so-called Game “Awards” was pretty shit, wasn’t it? I didn’t watch the actual broadcast, because if the organisers don’t actually care about their made-up trophies at this glorified marketing event, why should I? But I did check out the announcements and a few of the trailers after the fact, as I usually do, and there was one that caught my eye. As you probably guessed, it was Star Wars: Fate of the Old Republic.

I was huge Knights of the Old Republic fan during the original Xbox era, and I still consider both that game and its sequel to be among the best RPGs I’ve ever played – as well as two of the best pieces of Star Wars media, too. KotOR II left things open-ended more than twenty years ago, but the story was never continued. More recently, a remake of the first KotOR had been announced, but that project seems to have suffered from a difficult and troubled development process, with a publisher withdrawing, a development studio being kicked off the project, and no official word on it for a long time.

So Fate of the Old Republic’s announcement should be a time of joy! Right?

Still frame from the Star Wars: Fate of the Old Republic teaser showing the pilot's seat.
Star Wars: Fate of the Old Republic has been teased.

Well, let’s talk about that.

Truthfully, I’m not exactly blown away by this announcement. We didn’t actually see Fate of the Old Republic with our own eyes at the Game “Awards.” We saw a CGI trailer that told us next to nothing. That’s not unexpected for a game which is clearly at a very early stage in its development, but after being burned once by a cinematic KotOR remake trailer that hasn’t actually gone anywhere… well, there’s less to get excited about the second time around.

But if Fate of the Old Republic is, as has been reported, five-plus years away from its potential release window… I can’t be alone in thinking that its announcement has come too early, can I? Star Wars has been guilty of this before, not just with the aforementioned KotOR remake, but also with Eclipse – another single-player title we haven’t so much as glimpsed in over four years at this point. So… why announce this now? It wasn’t like Fate of the Old Republic was being leaked, and teasing fans with a nothing-burger cinematic clip five years or more ahead of release feels almost mean. I might not still be here (or still able to play games if my arthritis gets worse) come 2030.

Fate of the Old Republic still seems a long way off.

So far, I haven’t been able to find out what Fate of the Old Republic’s existence may or may not mean for the status of the KotOR remake and – potentially – a KotOR II remake that I’d want to see follow it up. Is the KotOR remake still happening? Or does this announcement mean that Disney, Lucasfilm, and their development/publishing partners are now going in a totally different direction? I wouldn’t expect the developers of Fate of the Old Republic to discuss that – but hopefully soon, someone from Disney, Lucasfilm, or Saber Interactive can clear things up.

I want a new KotOR game, don’t get me wrong. But having been excited about the remake – and having deliberately not played KotOR or KotOR II since the remake was announced – I don’t like the idea of losing that game. In an ideal world, I’d like to see both titles release: the KotOR remake first, then hopefully KotOR II, and finally Fate of the Old Republic. But it would be nice to get some clarity from the people involved whether the remake is still happening… because it seems odd to me to announce this new game if the remake is also going ahead. The KotOR remake, with the best will in the world, isn’t launching in 2026. So if that game would be 2027 or later, then it starts to butt up against Fate of the Old Republic if it might make a 2030 release. The timings of all these things leaves me scratching my head.

Still frame from the KotOR Remake teaser showing Revan.
What does this mean for the KotOR remake?

Then there’s the typical Star Wars “oversaturation.” Will people pick up the KotOR remake knowing that Fate of the Old Republic might be just a couple of years away? And if the KotOR remake does well, will that risk overshadowing Fate of the Old Republic, given how strong the game’s story is and the incredibly powerful impact of its big twist? It just feels like a totally unnecessary risk.

The ideal way to do this would’ve been to launch the KotOR remake, then get straight into remaking KotOR II using the same team and the same process. Only then would work on a new entry commence. But my biggest concern at this stage, really, is whether the KotOR remake is still happening at all. If I had to choose between a remake and a new game, I’m always gonna pick a new game! But having been teased with the idea of replaying one (or perhaps two) of my favourite RPGs of all-time… I’ll be a little disappointed if the promised remake now isn’t happening.

Still frame from the Star Wars: Fate of the Old Republic teaser showing the protagonist's eyes.
A mysterious character.

Much has been made of KotOR director Casey Hudson’s involvement in this project – and I’m definitely pleased to see him back in the director’s chair. Hudson – who also directed the fantastic Jade Empire and all three games in the original Mass Effect trilogy – is fantastic, so any game he’s involved with, even if it wasn’t Star Wars, would have attracted my attention! But can the same be said for any of his colleagues at the brand-new Arcanaut Studios?

Fate of the Old Republic will be Arcanaut’s first-ever video game. And it isn’t easy to build up a brand-new studio from scratch in the modern games industry. Building a studio around a talismanic figure from the past doesn’t always work – just ask Build A Rocket Boy and their failed game MindsEye. Even in the Star Wars franchise, such things don’t always work out – Amy Hennig’s Star Wars game ended up being cancelled before it even launched, and that was coming from an established studio with a track record. So… there are causes for concern, unfortunately. One big name, no matter how influential they may once have been or what their track record may look like, is not a guarantee of success on its own, and a game like Fate of the Old Republic feels like a massive project for a brand-new studio to be tasked with.

Splash page from the website of Star Wars: Fate of the Old Republic developer Arcanaut showing their logo and a graphic.
This will be Arcanaut Studios’ first game.

Finally, there was one phrase in Fate of the Old Republic’s marketing material that I didn’t like to see. The game is being described as a “spiritual successor” to Knights of the Old Republic. But a “spiritual successor” is not a true sequel, is it? So will this game pick up the stories of Revan and the Jedi Exile? Or will it be a brand-new thing that doesn’t continue their storylines at all? The studio’s website promises “new characters for an all-new story,” which sounds to me like they’re not planning to even touch on what happened to Revan and the Jedi Exile. And I would add that nothing in the Fate of the Old Republic trailer looked familiar – the character, the starship, the planet… none of it.

And that leaves me baffled, to be honest.

Why make a big deal of Casey Hudson’s involvement, name-drop KotOR so often, and even use the “of the Old Republic” branding in the game’s name if it’s gonna be a different thing altogether? It almost feels like it could be a bait-and-switch; using the KotOR name to entice fans of those games to show up for a new, unrelated project.

Still frame from the Star Wars: Fate of the Old Republic teaser showing the character entering a door.
Is this game going to connect back to KotOR in a big way? Or… at all?

I’m still hopeful that Fate of the Old Republic will be a solid and enjoyable game in its own right… when it’s ready in 2030 or beyond. And if I’m still here and still capable of writing and gaming, I’ll do my best to play it and review it right here on the website! But, for all the reasons discussed above, I’m not exactly “hyped” for this new game at this too-early stage, and I’m more concerned, in some ways, for what this announcement could mean for the KotOR remake that I’d been looking forward to.

So I realise this was a dump of negativity, and I apologise for that. But KotOR and KotOR II are still games I’m passionate about, and I’ve longed for a continuation for literally decades at this point. I’m not sure, based on what I’ve seen and read, whether Fate of the Old Republic will be that game. It certainly won’t be KotOR III. However, it could be a fantastic standalone title, and maybe there will be more connections to Revan and the Jedi Exile, even if those characters and their friends don’t end up forming a core part of the new story. In any case, I will check out Fate of the Old Republic when it’s ready, assuming I’m able to.

Stay tuned here on the website, because I’m currently writing up my thoughts on The Force Awakens ahead of its tenth anniversary. And later in the month, I’ll be handing out some of my own made-up statuettes and trophies to some of my favourite entertainment experiences of 2025! I hope you’ll join me for that. Until then… may the Force be with you, friends!


Star Wars: Fate of the Old Republic is in early development and may not launch for several years. Star Wars: Fate of the Old Republic is the copyright of Arcanaut Studios, Lucasfilm Games, and The Walt Disney Company. Star Wars: Knights of the Old Republic is the copyright of BioWare, Electronic Arts, Lucasfilm Games, and The Walt Disney Company. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Starfleet Academy: The Final Preview

A Star Trek-themed spoiler warning

Spoiler Warning: There are spoilers ahead for Star Trek: Starfleet Academy. Spoilers are also present for the following Star Trek productions: Discovery, Picard, and Prodigy.

At time of writing, we’re just over five weeks away from the premiere of Star Trek: Starfleet Academy! Paramount/Skydance has begun ramping up the show’s marketing, with interviews, a new poster, and most recently, a new clip from the show. I thought we could take a look at those today, as well as look back at earlier trailers and teasers, and just talk a little about my thoughts, fears, and hopes for the Star Trek franchise’s newest series.

First of all… I still feel, based on what we’ve seen and heard since the Skydance takeover, that Starfleet Academy will be the final Star Trek series, at least for the foreseeable future. And unless it were to truly explode in popularity, storming the streaming charts to genuinely compete with the likes of Wednesday, Squid Game, and Stranger Things, I also feel increasingly confident that the two already-announced seasons will be all the show will get. This is not one of Skydance’s pet projects, and I get the impression that – as with Strange New Worlds – Star Trek’s new corporate overlords will fulfil their contractual obligations, but won’t pursue any kind of continuation for the series beyond what had already been lined up. I could be wrong – and I hope Starfleet Academy will prove such an overwhelming hit that it prompts a rethink in the Paramount-Skydance boardroom! But that’s where I feel the show, and the wider franchise, are at right now.

Still frame from the Star Trek: Starfleet Academy promotional clip showing the USS Athena.
The USS Athena.

And from that negativity to… some more negativity. Sorry.

I… did not think very much of the new clip, to be blunt. Don’t get me wrong: there are some interesting things and some great acting performances, and it was wonderful to see the Doctor back in live-action for the first time. But there are also some pretty disappointing things to see, one of which ties into something I’ve been saying about Starfleet Academy since before the show was even officially announced: this didn’t need to be a serialised story with another galaxy-threatening, over-the-top villain.

Paul Giamatti is *fantastic.* I loved him in the miniseries John Adams a few years ago, and this is a man who’s won three Golden Globes, an Emmy, and been nominated for two Academy Awards. Giamatti was talking about Starfleet Academy at a recent promotional event, and he seems genuinely enthusiastic about Star Trek, recalling watching the show as a kid, and even talked positively about Deep Space Nine. Which makes it such a shame that, from everything I’ve seen of his performance in the previous trailer and now in the new clip, he seems flat, one-note, over-the-top to a totally unnecessary degree, and just… boring.

Still frame from the Star Trek: Starfleet Academy promotional clip showing Nus Braka laughing.
Do you see what I mean?

Star Trek *can* do great things with bad guys who get under your skin and really chew the scenery. Khan was like that, if you think about it, and yet fans adore both Space Seed and The Wrath of Khan to this day. But in this modern era, after we’ve had Discovery’s Klingons, the Control AI, the Zhat Vash, Osyraa and the Emerald Chain, various Borg Queens, the Diviner Vadic, Moll, and… whoever else I can’t call to mind right now, do we need *yet another* villain in that mould? After we’ve had so many “villain with a mysterious connection to a main character,” and “villain seeking revenge against Starfleet/a main character” storylines across the past decade… do we need to go down that road again?

To me, Starfleet Academy seemed like the perfect vehicle to do something different. The show would benefit, in my opinion, from following the Strange New Worlds style – leaning much more heavily on episodic storytelling, and leaving things like a main villain and galaxy-ending threats behind. Star Trek, in its prime, was the best kind of episodic television, and while there’s always been room for sequels, character growth, and ongoing story and character arcs… a show like Starfleet Academy, with its focus on a new generation of up-and-coming officers, just seems like it should be perfectly placed to bring back that style of storytelling.

Still frame from a Star Trek: Starfleet Academy promo video showing Paul Giamatti in the makeup chair.
Paul Giamatti in the makeup chair.

Maybe, if Nus Braka didn’t seem so cartoonishly over-the-top, I’d be a bit less critical. And despite what I’ve said, I really will try to give the character – and Starfleet Academy – a fair shake in January. I’m not going to turn up for the show wanting to have a bad time, just so I can say “I knew it” later on. But when one of the things that had excited me the most about Starfleet Academy, before we knew anything else about the show, had been the casting of Paul Giamatti… I’m decidedly unimpressed with what I’ve seen from him so far.

If there’s more subtlety and nuance to the character of Nus Braka in Starfleet Academy, I will happily take back everything I’ve had to say about the character and the performance. And I’ve been wrong before – going into projects with low or no expectations only to be left genuinely impressed. Heck, I was not on board with the idea of re-casting Pike, Spock, and Number One for Discovery’s second season… and look how that turned out! So if I’m wrong, I’ll gladly hold up my hands and admit it. But… if I *am* wrong, and this character isn’t the one-note, scenery-chewing villain stereotype that he seems to be, it’ll leave me wondering why the clips and trailers were cut in such a way as to leave me with that impression!

Promotional photo of Paul Giamatti as Nus Braka in Star Trek: Starfleet Academy.
Nus Braka.

The second performance from the recent clip that’s giving me pause is Gina Yashere’s. Yashere plays the role of Lura Throk – an interesting character on paper, as she’s half-Jem’Hadar, half-Klingon. But the way she delivered the couple of lines she had in the clip really just felt amateurish to me. I’m only familiar with Yashere’s work as a comedian; several of her stand-up specials were televised here in the UK, and she also appeared a few times on a comedy panel show called Mock the Week.

Lura Thok *looks* great – there’s some fantastic prosthetic makeup that’s really brought the character to life. And I’m genuinely intrigued at the possibility of learning more about the Jem’Hadar – and by extension the Dominion, perhaps – in this new 32nd Century era. But the way she delivered her lines left me incredibly wary and unconvinced; it felt like I was watching a fan film, when Lura Thok was in focus. Again, these are short moments, and the performance may come across way better in the finished product. But… this is Starfleet Academy’s big push, and the show should be putting its best foot forward to attract as wide of an audience as possible. Performances like that are not the way to do it.

Still frame from the Star Trek: Starfleet Academy promotional clip showing Lura Thok and Captain Ake.
Lura Thok with Captain Ake.

After criticising those two performances, I find myself wrangling with Starfleet Academy’s status and its place in the franchise. When I’ve spoken about two other Star Trek projects in the past – Prodigy a few years ago and Scouts earlier in 2025 – I went out of my way to note that they’re productions aimed at a younger audience. That, by definition, changes how we approach them and where we might choose to be critical. In short, Prodigy and especially Scouts aren’t really being made for the likes of you and I – adult fans who’ve been Trekkies for a long time. They’re aimed at children, with a view to expanding the Star Trek franchise beyond its usual niche.

Is Starfleet Academy in the same camp? Or, to put it another way, am I being too harsh on the show already under the mistaken impression that, because it’s in live-action not animation, it should be held to the same standards as the likes of Strange New Worlds?

Still frame from the Star Trek: Starfleet Academy promotional clip showing Captain Ake in the captain's chair.
Nahla Ake in the captain’s chair.

This gets to a deeper question, I guess. What’s the purpose of Starfleet Academy? Is it to give Trekkies and sometime fans of the Star Trek franchise another show to enjoy? Or is it aiming to attract a younger audience – tweens, teens, and young adults, the kinds of folks who’ve shown up in droves for the aforementioned Wednesday and Stranger Things? And if it’s the latter… should we be a bit more forgiving about some of the things we don’t like?

Some entertainment products which are supposedly made for kids or aimed at a younger audience end up going way beyond their target demographics. I have a neighbour who’s in his 80s, and in a random conversation with him he brought up that he’d watched and enjoyed Wednesday, having been a fan of The Addams Family decades earlier. And speaking for myself, I greatly enjoy some films and TV shows aimed at a younger audience: just this year I’ve watched and enjoyed Phineas and Ferb, for instance, and the film KPop Demon Hunters. So I don’t necessarily think that the argument “it’s for kids, dumbass” can or should be used to cover any and all flaws; there’s good and bad kids’ entertainment, just as there’s good and bad entertainment made for adults. But, at the same time, Starfleet Academy’s marketing material has shown me pretty clearly that, as someone in their 40s, I’m not really the target audience for a show about young adults at their equivalent of university. And I’m okay with that!

Still frame from Star Trek: Scouts showing the three main characters.
Star Trek: Scouts is a new web series aimed at a preschool audience.

I want to judge Starfleet Academy as fairly as possible, and meet it where it is, on its own terms. This is something I’ve said before on multiple occasions – earlier this year, for instance, I wrote that Star Trek: Section 31 felt, to me, like a perfectly adequate B-movie; not great, not terrible, the kind of mindless action flick that’s the television equivalent of “easy listening” and that doesn’t demand much thought or attention. When I realised that I was watching a B-movie, I kind of went with it. While I get that there was a lot of disappointment in the fan community around Section 31, on its own terms, it was okay. Not the best thing I’ve ever seen the franchise put out… but in context, it was fine.

So… shouldn’t I try to be consistent and hold Starfleet Academy to that same standard?

Rather than judging Starfleet Academy by the standards of Picard and Strange New Worlds, I think – based on what I’ve seen so far – we need to compare it to something like… Dawson’s Creek or The O.C. It’s clearly being pitched to younger folks as a “teen drama” set in the Star Trek universe, not a Star Trek show which just happens to have young adult characters. And maybe that means we’ll get storylines about first loves, skipping class, overly-strict teachers, and all of the tropes that come with that kind of television. That isn’t usually my cup of tea… but I will try to keep that in mind when I talk about Starfleet Academy and the stories it aims to tell.

Still frame from the Star Trek: Starfleet Academy trailer showing the cadets.
The main cadet characters, as seen in the first trailer.

The recently-released poster also leaves that impression. I’ve seen some Trekkies online complaining about or criticising the poster – which depicts the cadets in a casual pose, lying on the grass, presumably in between classes! It evokes a kind of carefree schooldays feel, as if the characters are taking a break from their lessons and whatever personal conflicts or drama may be brewing.

Again, trying to keep in mind who Paramount-Skydance is trying to appeal to… I think that’s probably a good way to go. If the objective is for Starfleet Academy to be a teen drama first and a Star Trek show second, this kind of promo is *exactly* what I’d have suggested. It doesn’t mean we’ll get to see the poster recreated in the show itself, but rather the sensation or feeling that the designers and marketers wanted to create is one of carefree youth. Hopefully it’ll reach the right eyes and convince some new folks to tune in.

Promo poster for Star Trek: Starfleet Academy (landscape version).
The new promotional poster.

To get back to the latest clip, I’m glad we got to see the Doctor in action. Robert Picardo seems to have slid effortlessly back into the role, and I’m really keen to see what this new take on the character will look like. We’re catching up with the Doctor centuries after we last saw him, though I got the impression from a recent interview that *maybe* the Doctor’s holo-programme hasn’t been running continuously for all of that time. Don’t quote me on that, it’s as much a guess as a “theory,” at this stage!

Although the Doctor will clearly have some kind of role as an educator, the clip showed him back in action, tending to and potentially treating wounded cadets and Starfleet personnel after the attack on the USS Athena. Even if that’s the only time the Doctor plays that kind of role… I’m still glad to see it! As an artificial life-form, the Doctor should retain all of his knowledge and skills, even after all this time. I hope the Doctor’s role won’t just be a succession of short cameos, though. There are only ten episodes in the new season, and we’ve got a whole new cast of characters to meet and new storylines to follow. But if Star Trek is gonna do this – bring back another legacy character – they have to be handled with care, and given enough time in the spotlight to feel like they’re there for a purpose. Otherwise… it’s just a nostalgia play to get grumpy old gits to tune in for this new kids’ show!

Still frame from the Star Trek: Starfleet Academy promotional clip showing the Doctor assisting an injured colleage.
The Doctor… and the patient.

We didn’t see very much of the cadets in the recent clip. A scene on the bridge with Captain Ake was interesting – and we’ve learned fairly recently that she’s a Lanthanite. The Lanthanites are a long-lived humanoid species, of which Pelia, from Strange New Worlds, is the only member we’ve met so far. I wonder if there’ll be a connection between them, or some kind of reference to Pelia in the new series.

Holly Hunter, the Academy Award-winner who plays Captain Ake, was far and away the standout performer in the recent clip. She seems to have perfectly brought to life this character who’s both a captain and a teacher, ancient and wise yet constantly surrounded by children. There wasn’t much of Pelia’s light-heartedness in Captain Ake’s characterisation, but that’s fine. I don’t think that, just because one member of a species acts a certain way, every subsequent character must do the same! I’m not sure how I feel about her choosing to wear glasses, though – but perhaps it’ll be explained that that’s a quirk she’s retained after centuries of life? I dunno.

Still frame from the Star Trek: Starfleet Academy promotional clip showing Nahla Ake.
Captain Nahla Ake.

I’m not *wild* about the design of the USS Athena. To be fair, I don’t think what I’ve seen of the exterior of the ship is atrocious, and it’s probably in line with other 32nd Century Starfleet designs that we saw in Discovery… but I wasn’t especially keen on those, either. Inside, the bridge still feels to me like a redress of the USS Discovery bridge set, rather than a totally original creation. Combined with an exterior that doesn’t feel all that special, the USS Athena just doesn’t strike me as being particularly memorable. When I think about some of the best starship designs, my mind goes to iconic vessels like the Excelsior-class, Galaxy-class, or Intrepid-class. All I can say is that I hope the Athena will grow on me over the course of the show.

One thing I did like, though, was the design of Braka’s ship. Three separate pieces seem able to break apart and come together. It reminded me of a cross between Booker’s ship, which we saw in Discovery, and the USS Prometheus from Voyager, which also had a three-part separation sequence. Perhaps there was also a dash of the Shrike – Vadic’s ship from Picard – thrown in there, too. Certainly a more memorable design than the Athena!

Still frame from the Star Trek: Starfleet Academy promotional clip showing a villain's spaceship.
Nus Braka’s three-part ship.

The callback to Discovery’s programmable matter was interesting – but I hope this will be developed a bit more in the new series. In Discovery, programmable matter was basically a glorified macguffin, used to fill holes in a few storylines but without ever really being explained. Star Trek’s technobabble has always been like that, but if programmable matter is as important to Starfleet in this era as it appeared in Discovery, and is going to be used by the villain of this story, I hope we get to look at it in a little more detail this time.

One thing I noted in the clip was that Caleb – the cadet we saw being rescued by Captain Ake, and who seems to have a mysterious connection to Nus Braka – didn’t know what this programmable matter attack was. Does that tell us something, perhaps, about his life prior to enlisting in Starfleet? I thought it was potentially interesting that, of all the cadets who could’ve filled that role, it was Caleb who was the one to get the “what is that?!” line. It could be nothing of consequence, though, if Starfleet Academy ends up following Caleb’s story more closely than those of the other cadets.

Still frame from the Star Trek: Starfleet Academy promotional clip showing Caleb and Kraag.
Does this moment mean… anything?

I think that’s everything I had in my notes for today.

This time last year, I said that I was sceptical about the Section 31 TV movie. I felt that it was targeting a younger audience, raised on action and superhero flicks, and that that kind of film might not be to my taste. But I tried to set appropriate expectations and gave the film as fair a shake as I could. I will endeavour to do the same for Starfleet Academy, which likewise feels like a project that may not be “my thing.”

I hope this has been interesting, and I hope I didn’t come across as too harsh, unfair, or overly negative. I really will try to be fair to Starfleet Academy when it premieres next month, and to go into the show with an open mind. Even if it is the kind of teen drama that I’m assuming, based on its marketing material, that doesn’t, by default, mean it will be unenjoyable! The clip may not have impressed me, and I do have some concerns about the show’s villain and a potential return to serialised storytelling. But I’m also crossing my fingers and hoping that – finally, belatedly – *this* will be the project to bring a new generation of fans to the Star Trek franchise.

Still frame from the Star Trek: Starfleet Academy promotional clip showing the programmable matter attack.
The programmable matter attack…

In January, I plan to review Starfleet Academy’s premiere, which I think I’m right in saying will be two episodes. After that, I will make a decision about whether or not to review individual episodes or the season as a whole – that’s not something I want to commit to until I’ve got more of a feel for the show. But regardless, I will review Starfleet Academy in some form in the new year, so I really hope you’ll join me again for that.

And until then, I’ve still got a couple of other reviews from 2025 that I’m working on, and later in the month there’ll be my annual End-of-Year Awards, in which I’ll hand out some imaginary trophies and made-up statuettes to some of my favourite entertainment experiences of the year. Hope to see you for some of those!

Live Long and Propser, friends!


Star Trek: Starfleet Academy will premiere on the 15th of January 2026 on Paramount+ in countries and territories where the platform is available. Star Trek: Starfleet Academy is the copyright of the Skydance-Paramount corporation. This preview contains the thoughts and opinions of one person only and is not intended to cause any offence.

Let’s Have A 21st Century Christmas!

A festive spoiler warning graphic.

Spoiler Warning: There are minor spoilers for several of the titles discussed below.

Have you ever noticed that *most* of the films and TV specials that we like to watch at this time of year are… kinda old? Even if you don’t go for a real old-school classic like It’s A Wonderful Life or Miracle on 34th Street, most of the festive entertainment that I see being talked about – at least among my peers and folks of a similar age to me – originated before the turn of the millennium.

Think about it: Die Hard came out in 1988. Home Alone is from 1990. A Christmas Story was 1983. The Santa Clause was released in 1994. The Nightmare Before Christmas? That was 1993. The Muppet Christmas Carol came out in 1992.

So where’s the 21st Century in our holiday traditions? That’s a wrong we’re going to right today!

Still frame from Miracle on 34th Street (1947) showing Santa Claus.
Many of our “Christmas classics” are from the 20th Century, like Miracle on 34th Street.

I have really fond memories of this time of year, including watching the likes of 1982’s The Snowman, Mickey’s Christmas Carol from 1983, and the 1996 so-bad-it’s-good classic Jingle All The Way! But there are some wonderful films and TV specials which premiered in the first quarter of the 21st Century that I think some of us can occasionally overlook. And look, I get it: some of these still feel brand-new, even if they’re approaching their 20th or even 25th anniversaries! But Christmas, while a time of tradition and returning to things we’ve enjoyed in the past, still has room for newer and more modern touches.

If you’re British (or if you remember an earlier edition of my annual festive playlist), you might associate the term “21st Century Christmas” with the song of the same name by Cliff Richard! That’s where I got the title of this piece from. And the song itself is well worth a listen, even if Cliff’s idea of “the 21st Century” seems dated already, with lyrics talking of DVDs and faxes! But I think we’ve drifted off-topic…

The cover of Cliff Richard's 2006 CD single "21st Century Christmas".
In the immortal words of Cliff Richard, let’s have a 21st Century Christmas!

What I’ve done today is put together a short list of five films and TV specials from the 21st Century that I think are well worth checking out at this time of year. If you missed them when they were new, or haven’t seen them since they premiered… maybe check them out in 2025. We’re almost a quarter of the way through the century, if you can believe that. And I’m still trying to adjust to writing dates where the year begins with a “2!”

My usual caveats apply: everything we’re going to talk about is the entirely subjective, not objective, opinion of one person only. If I highlight something you hate or miss out something you thought would be a shoo-in for a list like this… *that’s okay!* There are loads of fun Christmas specials and films, and I’ve only picked out a handful this time. They’re listed below in the order they were originally released, and I included any Christmassy or Christmas-adjacent film or TV special released after the 1st of January 2001 on my long list of titles under consideration!

With all of that out of the way… let’s have a 21st Century Christmas!

Number One:
The Polar Express
(2004)

Still frame from The Polar Express (2004) showing the titular train on an icy lake.
The titular Polar Express.

Can you believe that The Polar Express is more than 20 years old already? The film has – in my view – aged remarkably well, shaking off a somewhat controversial start to become a true festive classic. When The Polar Express was released, I can clearly remember a colleague of mine telling me that their young children were frightened of the film and its “creepy” CGI. But as we’ve gotten more used to computer animation in the two decades since, I think that particular criticism of The Polar Express has well and truly fallen away.

This is a fun twist on the classic “does Santa really exist” dilemma that many kids face. And it’s a bold choice for a Christmas film to tackle that question head-on, not simply hand-waving away the young boy’s doubts. Instead, The Polar Express leans into this idea of doubt to tell a really engaging and just plain *fun* narrative that I’m sure continues to resonate really strongly with kids today.

Still frame from The Polar Express (2004) showing the conductor, the kids, and a crowd of elves at the North Pole.
The conductor with some of the kids.

I love a good steam train, and The Polar Express brought a wonderful engine to life with its CGI. Trains are kind of related to Christmas – especially toy trains – so that’s on theme. And there’s a wonderful musical sequence as well as a great score. The theme from The Polar Express has become a classic Christmas track in its own right!

I wrote up a longer piece on The Polar Express last year to mark the film’s twentieth anniversary, and you can find it by clicking or tapping here. I’d be really curious to know what kids who’ve grown up since 2004 – and thus remember The Polar Express as just another old Christmas film – make of it nowadays!

Number Two:
Phineas and Ferb: Christmas Vacation
(2009)

Still frame from Phineas and Ferb: Christmas Vacation showing Phineas and Ferb aboard a Christmassy steam train.
The boys on a train.

I’m a big fan of Phineas and Ferb, so I was pleased to see the series resurrected this year for a fifth season! The show’s big Christmas special, from back in 2009, is one of the absolute best episodes for me, and it puts a distinctively “Phineas and Ferb” spin on a classic holiday premise. When Christmas is endangered (by the nefarious Dr Doofenshmirtz, naturally), someone has to step up and save the day – and that task falls to Phineas, Ferb, Candace, and their friends.

Christmas Vacation also has an incredible soundtrack. Phineas and Ferb is well-known for its songs and musical numbers, but Christmas Vacation packed several great festive tracks into its runtime. Big Bad Voodoo Daddy’s song Christmas is Starting Now, which plays at the climax of the story, might be the pick of the pops, but really, all of the songs are just fantastic. Several of them are on my festive playlist!

Still frame from Phineas and Ferb: Christmas Vacation showing Perry the Platypus and a magic, sentient snowman.
Perry and a magic snowman.

I’m an absolute sucker for the whole “Christmas is in danger, so someone has to fix it” story trope, and Phineas and Ferb executes it so well. We get some fantastic buildup, with the kids excitedly decorating the entire town as part of their “thank-you letter” to Santa Claus, Doofenshmirtz gets a cute conflicted backstory about his ambivalence towards the holidays, and it all culminates on Christmas Eve with the kids having to do what they do best… with a little help from the North Pole.

Phineas and Ferb: Christmas Vacation is the only Christmas special or movie that I watch, without fail, at least once every festive season. I have done since I first saw it, I think, and it’s become a tradition that I plan to continue for as many Christmases as I’ve got left! Last year, to mark the special’s fifteenth anniversary, I wrote a longer piece about it, which you can find by clicking or tapping here.

Number Three:
Family Guy: Road to the North Pole
(2010)

Still frame from Family Guy: Road to the North Pole showing the Griffin family and their house.
The song at the beginning of the special.

Family Guy had a good thing going for a few years with its “Road To…” special episodes, and the format was perfect for this Christmas special. Stewie and Brian take off on a wild adventure to find Santa after a run-in with a fake Santa at the local shopping mall. This kicks off a ridiculous quest that takes several dark turns… but one that has a surprisingly poignant message about consumerism and overconsumption.

Road to the North Pole kicks off with one of Family Guy’s best-ever songs, too: All I Really Want For Christmas, which sees most of the show’s main and secondary characters sharing their silly Christmas wants and wishes. The musical number is fantastic, well-animated, and pretty darn funny, too. I don’t think it’s a stretch to say that Family Guy – like The Simpsons before it – has declined in quality over the years, so maybe Road to the North Pole is one of the last truly good stories.

Still frame from Family Guy: Road to the North Pole showing Brian and Stewie piloting the sleigh.
Brian and Stewie on Santa’s sleigh.

Aside from the song – which is hilarious – I think what people remember the most about Road to the North Pole is its depiction of a weak Santa Claus, wasting away, beaten down by the incessant demands of consumerism. And that’s the core message of the special: that people are asking for (or demanding) too much at Christmas instead of being satisfied with smaller gifts, spending time with family, or just what they already have. Though presented in a weird, grotesque, and typically “Family Guy” way, that message is a good one – and a timeless one, too.

What I enjoy most, though, about Road to the North Pole is the road trip itself. Starting at their New England home, Brian and Stewie trek through the United States and Canada, under the Northern Lights, before making it to Santa’s workshop. Though not the biggest part of the special, there’s something about this kind of adventure that’s always captured my imagination.

Number Four:
Doctor Who: The Time of the Doctor
(2013)

Still frame from Doctor Who showing the planet Trenzalore.
The village of Christmas.


Speaking as we were of a show’s “last hurrah” before descending into mediocrity… here’s Doctor Who! Joking aside, The Time of the Doctor, which came along just after the show’s wonderful fiftieth anniversary special earlier in 2013, is probably the final genuinely good episode of the revival. As much as I adore Peter Capaldi and his take on the ancient time-traveller, his tenure in the Tardis marked a decline in quality from which the show has simply not recovered.

But that’s not what we’re here to talk about!

The Time of the Doctor sees Matt Smith’s Eleventh Doctor battling alone, for decades, against the Daleks and a variety of other enemies, all in defence of a town named Christmas. There’s some snow, some cute Christmas imagery, and a pretty fun and emotional story as this incarnation of the Doctor reaches the end of his life.

Still frame from Doctor Who showing the 11th Doctor in the snow.
Matt Smith as the Eleventh Doctor.

Doctor Who has done a number of Christmas specials since its revival – and not all of them feel as “Christmassy” as The Time of the Doctor. While it’s still very much the culmination of a multi-story arc, and some of that context *does* add a lot to the final act in particular, I still think it’s something that can be watched and enjoyed on its own merit. I haven’t seen Season 7 of the revived Doctor Who since it was on the air back in 2012/13, but The Time of the Doctor is still fun to return to.

I’ve always found stories about doomed last stands to be intense and emotional, and I think that’s a big part of what makes The Time of the Doctor work so well. It’s a tale of a man caught between two impossible extremes – and his only friend trying to reach him. The stakes are high… but also very personal. It’s a great special – and maybe, in hindsight, it should’ve brought the revived series to an end.

Number Five:
That Christmas
(2024)

Still frame from That Christmas showing the Beccles' house.
Waking up to a snowy Christmas.

Richard Curtis, who also penned the festive favourite Love Actually, wrote this charming and distinctly British animated Christmas flick for Netflix just last year. And you know what? It’s fantastic. There are definitely echoes of Love Actually, with the film’s cast of characters spread out into different groups, whose stories are all connected in some way. And there’s plenty of the awe and wonder that Christmas time inspires thanks to Santa Claus, a blizzard, and the magic of Christmas Eve.

When you’ve got so many characters, it can be difficult to find enough time to give all of them personalities and motivations, but That Christmas never feels like it has that issue. With the caveat that a few of the adults seem particularly incompetent, everyone involved feels well-rounded and real, and given that the film’s only got a nintey-minute runtime, that’s pretty special.

Still frame from That Christmas (2024) showing the lighthouse.
The town’s lighthouse on Christmas Eve.

The main song from That Christmas – Ed Sheeran’s Under The Tree – wasn’t my favourite at first, but the slow, almost haunting track has grown on me a lot since I first heard it, and it’s now a mainstay on my festive playlist. It’s the perfect melancholic track for one part of the film – but don’t worry, there’s bound to be a happy ending! After all, it’s Christmas.

That Christmas hadn’t been on my radar last year, but I’m really glad I checked it out. If you liked Love Actually, I think there’s a lot to love here, as the same kind of style is on show. Maybe it’s a bit early to hail That Christmas as a “classic,” but having seen it just last year, it’s already on my “watch again” list. If you missed it in 2024, definitely check it out. And if you want to read my full review, which I wrote last December, you can find it by clicking or tapping here.

So that’s it… for now!

A stock photo of a London street with Christmas lights, a Routemaster bus, and a black cab.
London’s Christmas lights.

I’ve already thought of *at least* five more 21st Century Christmas films and TV specials, so maybe this is an idea I’ll revisit next December. I don’t wanna play all of my cards at once, after all! But I hope this has been a bit of fun, and maybe I’ve highlighted a modern Christmas film or special that you missed or haven’t seen since it was new. If I’ve helped even one person find one thing to watch this festive season, I reckon I’ve done a good job!

A few days ago, I updated my annual festive playlist with twelve Christmassy songs – click or tap here to check that out, if you haven’t already! And between now and the big day, I have a few other pieces in my writing pile that I hope to get to. And coming up at the end of the month will be my End-of-Year Awards, so I hope you’ll join me as I hand out some imaginary trophies and statuettes to some of my favourite productions of 2025.

Until then… I hope you’re having a fantastic December!


All titles discussed above are the copyright of their respective studio, publisher, broadcaster, distributor, etc. This article contains the thoughts and opinions of one person only and is not intended to cause any offence.

Sonic Racing: CrossWorlds – Video Game Review

Although I played a good amount of Sonic the Hedgehog, Sonic 2, and Sonic 3 with a friend on their Mega Drive back in the 1990s, the only Sega console I ever owned was a Dreamcast. And I’m pretty sure the only Sonic game I owned at that time was Sonic Adventure. But I think it’s fair to say that Sega’s mascot – while not as ubiquitous as his one-time rival Super Mario – is a pop culture icon! With movies, new games, collaborations, and spin-offs under his belt, the speedy blue hedgehog is still keeping the flag flying for Sega almost a quarter of a century after the company got out of the video game hardware business.

In recent years, I’ve enjoyed Sonic’s trip to the cinema, as well as the delightfully old-school Sonic Mania – a 2D platformer which feels like it came right out of the Mega Drive era. But I haven’t really kept up with Sega’s racing game series. Though I do occasionally dabble in other kart-racing games – like Meow Motors, for example – the simple fact is that there’s really only one name in town for this sub-genre: Mario Kart. I’m a huge Mario Kart fan, having played every title except for Mario Kart World, and even the best kart racers feel like they’re overshadowed by Nintendo’s juggernaut.

Promo screenshot for Sonic Racing: CrossWorlds showing the racer Amy in flight.
Let’s dive into CrossWorlds!

Releasing Sonic Racing: CrossWorlds just a few months after the first Mario Kart game in over a decade wasn’t just a risk… it was a risk that took balls made of pure titanium. Comparisons would’ve been inevitable, I suspect, no matter when CrossWorlds launched, but releasing the game so close to Mario Kart World shows, in my view, just how much confidence Sega must’ve had in the game. And you know what? They were absolutely right to feel that way, because Sonic Racing: CrossWorlds is an absolute joy to play.

This is the “Mario Kart 9” I’ve wanted for years… and I didn’t even need to buy a Switch 2! That’s the headline, and it seems as if CrossWorlds is actually out-performing Mario Kart World, at least in terms of reviews. On Metacritic, at time of writing in December 2025, Mario Kart World is sitting at a 6.9/10 in terms of user reviews, whereas Sonic Racing: CrossWorlds is utterly dominating it with the “universal acclaim” of a 9.0. With Mario Kart World doing its own thing, focusing more on building up a large open world to drive around, Sonic Racing: CrossWorlds keeps its focus tighter, with well-designed racetracks. But each race brings with it a twist – the titular CrossWorlds mechanic – to keep things interesting and engaging.

Two Metacritic screenshots comparing Sonic Racing: CrossWorlds to Mario Kart World.
CrossWorld’s Metacritic score (top) compared to Mario Kart World’s (bottom).

How many games, these days, still offer free demo versions? Demos used to be everywhere in the late ’90s and into the new millennium, but despite the ease of digital distribution, they aren’t something you see a lot of any more. I think free demos are coming back, at least on PC, but it was great to be able to try Sonic Racing: CrossWorlds before buying. And if there’s *one* thing to take away from this review, it’s that you can try CrossWorlds completely for free on Steam thanks to the demo! I really think it’s worth testing out, at least, to see whether you might have half as much fun with the game as I have.

And the demo is pretty beefy. You get to choose from several of the main Sonic characters, choose and customise your vehicle (more on that in a moment), and even choose which racetracks and CrossWorlds to race through. There’s a lot of locked content, of course, but there’s also a surprising amount to experiment with for free. This isn’t just one of those “one racetrack and one racer for two minutes” type of things!

Promo art for Sonic Racing: CrossWorlds showing the demo version.
A demo version is available for free.

Some racing games – especially arcade racers – have vehicles that can feel weightless or “floaty,” but Sonic Racing: CrossWorlds has karts that feel substantial and weighty. I love how they transform from karts to boats or planes depending on the track and the terrain; I think I’m right in saying that’s something the Sonic Racing series has done before, but don’t quote me on that! Regardless, it’s a fun mechanic, and it’s implemented well in the game. Each of the three racing/vehicle types feel different, too; planes can move vertically as well as horizontally, and boats glide on the track in a way karts don’t.

Each kart is customisable, and there are stats to consider. Some vehicles are slower to accelerate but have a higher top speed, some handle better, and so on. None of that’s earth-shattering stuff for a kart racer; Mario Kart has been doing it for decades at this point. But for people who like to tinker, and players who like to work out “the meta” for each track and character, those things are present in CrossWorlds – but they aren’t so overwhelming that you’re going to feel compelled to *only* ever choose the same combination. The stats matter, but they don’t ruin the game or make most combinations non-viable, which I think is important in a title like this. Fun, not detailed stats, should be the name of the game!

Promo screenshot for Sonic Racing: CrossWorlds showing vehicle customisation.
Customising a kart.

I’m not wild about the whole “season pass” thing in a full-priced title, so I think it’s worth being aware of the DLC situation if you’re interested in Sonic Racing: CrossWorlds. There are two DLC packs, which can be purchased separately – each of which adds a few racers, karts, and racetracks – and a season pass. The price for the game’s “digital deluxe edition,” when not on sale, is £80/$80, which puts it alongside Mario Kart World in terms of how much you’re gonna pay. Given how Mario Kart World was roundly criticised earlier in the year for its price point, that’s something to keep in mind.

And I don’t think it’s unfair to say that fully-priced games shouldn’t be selling DLC, extra characters, skins, and so on *from day one*. When Mario Kart 8 Deluxe added its Booster Course Pass, not only did that double the amount of content in the game, it also came along years after the title’s original release. Sonic Racing: CrossWorlds starts out as an incomplete experience, but Sega is happy to sell you the rest of the game piece by piece. Even when a game is good, as Sonic Racing: CrossWorlds undeniably is for me, I still think this kind of over-monetisation should be called out, or at least flagged up in a review like this one.

Promo screenshot for Sonic Racing: CrossWorlds showing season pass characters.
Some of the characters from the season pass content.

And look, I’m not pretending that some of the additional content isn’t a ton of fun. You’ve got characters, vehicles, and tracks based on four massively popular entertainment properties: Mega-Man, Minecraft, Pac-Man, and SpongeBob SquarePants. Tearing up a Bikini Bottom-themed track in the Patty Wagon with SpongeBob is… well, it’s just good old-fashioned kart-racing *fun*. But… did it need to be a paid extra? Couldn’t this content have been included in this game – this *fully-priced game* – for no extra charge?

So your mileage may vary on the price front. What I will say, not exactly in defence of CrossWorlds, but rather as a potential mitigating factor, is that the game is – at time of writing – on sale on PC, and the digital deluxe version is 30% off. For a game that’s only been out for less than three months, that’s a pretty generous discount, in my opinion. Similar sales are also taking place on Nintendo Switch, PlayStation 5, and Xbox, so if you act fast, you might be able to pick it up at a discount. If not, stick it on your wishlist and wait for the next sale, as I’m sure this won’t be the last time CrossWorlds gets a discount like this.

Promo screenshot for Sonic Racing: CrossWorlds showing SpongeBob.
SpongeBob is a playable character… if you pay extra.

CrossWorlds has everything I’d expect from a kart-racing game. Racetracks are fun, well-designed, and full of bright, vibrant colours, karts and characters are cute, with enough differences between them to keep things interesting, and there are items galore which can give you a boost, knock back an opponent, or lay a trap in wait for anyone who’s fallen behind. But, thanks to the titular CrossWorlds idea, there’s a bit more replayability to the game than you might’ve thought.

The CrossWorlds mechanic works like this: the second lap of each racetrack sees everyone drive through a portal, and that middle lap then takes place on a totally different track. The player in first place gets to choose from either a set CrossWorld or a random one – and there must be dozens, if not hundreds, of possible variations as a result. This addition is way more transformative than I think I’m making it sound, because it means that every single race is different, and you can’t rely on pure muscle memory, even if you’ve memorised all of the track layouts. There’s also an additional incentive to push through the pack and nab that first-place spot by the end of lap one, because then you’re in control of the second lap.

Promo screenshot for Sonic Racing: CrossWorlds showing Knuckles approaching a portal.
Approaching a portal.

Comparisons with Mario Kart are inescapable, and for me, I think CrossWorlds does something that Nintendo have tried to do with Mario Kart World’s intermission tracks and open world: adding variety and replayability to the game. I haven’t played World yet, so I can’t comment on how well those intermissions and the open world feel to play. But in Sonic Racing: CrossWorlds? This variety is an additional factor in keeping races fun, interesting, and engaging. That’s not to say the game would be bad without it – most of the racetracks are great, and I’d be happy to play through all of them over and over again! But adding this additional element works so well.

I also think the CrossWorlds mechanic is a technical marvel. What Sonic Racing: CrossWorlds does, if you think about it, is seamlessly transition from one racetrack to another, then back again – and which racetrack it has to transition to can’t be known until, at most, a few seconds before the first player enters the portal. That’s quite impressive – there are no loading screens, and no disruption at all to what can be a very fast-paced and hectic race.

Promo screenshot for Sonic Racing: CrossWorlds showing a racer choosing between two portals.
A seamless transition between racetracks on the fly is creative and well-implemented.

Price issues aside, I’ve been having a whale of a time with Sonic Racing: CrossWorlds, as you can probably tell. I was in the mood for a fun, old-school kart racer, and with no Switch 2 or Mario Kart World to dive into… this has been a surprisingly fun purchase for me. CrossWorlds wasn’t on my list of games for 2025, and it was almost an impulse purchase when I saw it on sale around Black Friday, but I ended up having a great time. I mostly play in single-player mode, because that’s where I have the most fun, but there seems to be a thriving online scene if that kinda thing is more your speed. Who knows… maybe we’ll see each other out on the racetrack! I promise to wave as I overtake you.

Stay tuned, because I have at least one other game from 2025 in my review pile that I’d love to get through before the end of the year. And on or before New Year’s Eve, be sure to tune in for my annual End-of-Year Awards! Who knows, CrossWorlds might just make an appearance.

Until then… see you on the racetrack!


Sonic Racing: CrossWorlds is out now for Nintendo Switch 1 & 2, PC, PlayStation 4 & 5, Xbox One, and Xbox Series S/X. Sonic Racing: CrossWorlds is the copyright of Sonic Team and Sega. Some screenshots and promo art courtesy of Sega and/or IGDB. This review contains the thoughts and opinions of one person only and is not intended to cause any offence.