
When I went back to re-download and play Surviving The Aftermath, I also noticed that Surviving Mars was in my library. I guess I must've bought it a while back on sale and forgotten about it. Due to the similarities of the name, I mistakenly thought that these 2 games were developed by the same studio, so I downloaded both. I had also seen some headlines and social media posts about controversy regarding a "Re-Launched" version of Surviving Mars. I wasn't quite sure what was going on there, but I decided to give the original game a test run and see if the Re-Launched version would be something I might like to try. If Re-Launched fixed some of the complaints that I had with the original game, than maybe I would upgrade to that. Or at least, that's what naive me thought.
After playing for a day or 2, I was liking Surviving Mars, so I went to the Steam page to see how cheap the upgrade to Re-Launched is. That is when I realized what all the controversy is about.
Paradox, in it's infinitely consumer-unfriendly wisdom, decided to make Surviving Mars: Re-Launched into a completely new game; it is not an upgrade or update to the original game! Paradox is selling Re-Launched at full price, even if you already have the original game. Worse yet, Re-Launched is basically a "complete edition" of the game, with all the DLC expansions packaged in, and with a slight graphics update. The original game looks fine as is, so I don't think a graphics update was necessary. But they also de-listed the original game, and all of its DLC expansions, so that if you own the original game, you cannot buy any of the expansions!
Re-Launched is not an update to Surviving Mars; it is a separate, full-priced release on Steam.
This is a kick in the gut to anybody who bought the original version of the game. Especially if you never got around to buying the DLC, and are now completely locked out of being able to do so.
I'm sorry, but this is basically strike 3 for Paradox. I gave them plenty of chances to right their ship, but they have now completely capsized and have lost all of my good will. They bungled the premature release of Star Trek: Infinite and killed that game basically out of the gate. They then went on to do the same thing to Cities Skylines II, and then fired Colossal Order from its own series. And now there's these shenanigans with Surviving Mars. This is all on top of all the older controversy involving Paradox's greedy piecemeal DLC pricing, releasing updates to games that make old saves incompatible, and releasing games that felt generally incomplete.
I have had it with Paradox! I don't think I can buy another game from Paradox, and I am actually starting to feel guilty for playing the Paradox games that I already own. It's a shame too, because Paradox, as a publisher, sells games that are right up my alley. They specialize in strategy, management, and simulation games -- often with historic or sci-fi themes. Now I feel like I can't play any of these games, or else I'm giving money and support to a company that might very well be the sleaziest, greediest, and overall worst game publisher on the market right now. Possibly as bad or worse than the likes of Ubisoft, Activision, EA, and 2K.
I don't know, maybe Ubisoft, Activision, EA, and 2K are still far worse. I haven't been keeping up as much with news on those companies since I haven't been on social media as much, and since I actively avoid their games (other than buying used copies of EA's football games). On top of all that, Stephanie Sterling hasn't been making new Jimquisition episodes (now rebranded as "High-Steph") to tell me all about the evils of these companies and their executives. Well, except for a recent episode that reminded everyone of former Activision CEO Bobby Kotick's close association with convicted pedophile Jeffery Epstein...
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Tags:Surviving Mars, Paradox Interactive, Haemimont Games, Steam, PC, colony, city management, city simulation, strategy, science fiction, Mars, space, exploration, Surviving Mars: Re-Launched, expansion, corporate culture, DLC, SpaceX, Elon Musk

I played the demo for Across the Unknown back in November or December. I was not impressed. The demo felt like little more than a dumbed-down mobile game that breezes through Wikipedia summaries of Star Trek: Voyager episodes. The demo was pitifully easy to play through, and the decisions didn't seem very impactful. The fact that you can choose to use the Caretaker's Array to go back home and end the game before it even starts seemed like a silly novelty at the time. I doubted that the actual in-game decisions could prove to be as meaningful.
But the game released, and I'm a sucker for Star Trek games. So I went ahead and bought it (it was discounted on release!). And I'll be damned if I didn't end up being just a tiny bit impressed!
Being able to use the Caretaker to go home and end the game prematurely
is the only major deviation from the show's overarching plot.
The platonic ideal of a mobile game?
Now, when I say "impressed", that comes with some huge asterisks and qualifiers! Remember, based on pre-release marketing and the demo, I was going into this game expecting a PC port of a mobile game along the lines of Star Trek: Fleet Command or Trexels. That was the measuring stick by which I was judging this game. I wasn't expecting it to be Birth of the Federation or A Final Unity.
Yes, Across the Unknown is a mobile game that was released for consoles and PC. It's like a combination of Star Trek: Fleet Command and Fallout: Shelters, except that it isn't a mobile game. Mechanically, it's almost the same, but it completely lacks any of the time and money-wasting pay-to-play grind that mobile games are built around. Yes, you do collect resources and wait for rooms on Voyager to be built. But those rooms don't take real-life hours or days to build; they take just a few in-game "cycles" (it's unclear if a "cycle" represents hours or days in the game), and are done in a matter of seconds or minutes of real time. And there are no "premium currencies" that ask you to shell out a credit card number if you don't feel like waiting for days to grind. Dilithium definitely seems like it could have been a premium currency, as it acts as a gate for higher tier technologies and room upgrades. There's no daily login bonuses. No ads. No "limited time only" promotions. It's just the raw game, stripped of everything that makes mobile gaming so obnoxious and predatory.
The blend of resource-collection and base-building will be familiar to anyone who's played a mobile game.
This is kind of the best possible version of what mobile games were promised to be, before they were completely co-opted by greedy corporations. This is not thoughtless shovel-ware designed by soulless corporations to prey on people who will compulsively through money at it. The player is constantly engaged with things to do and decisions to make. And those decisions occasionally have weight and consequence. And it all comes together to tell the coherent story of the entire Star Trek: Voyager TV show! Yeah, the individual encounters are abridged Cliff's Notes summaries of Voyager episodes, but they come together to tell an overarching story that adds up to slightly more than the sum of its parts.
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Tags:Star Trek, Star Trek: Voyager, Star Trek: Voyager: Across The Unknown, Steam, GameExcite, Deadalic Entertainment, PC, mobile gaming, Nintendo Switch 2, U.S.S. Voyager, Delta Quadrant, Kathryn Janeway, Tuvok, Neelix, Tuvix, Seska, Kazon, Borg, save system, save scum, auto save, survival, visual novel

Axis Football 2026 is the first new Axis Football game to be released since its development switched to a 2-year development cycle. The extra development time means that I have slightly higher expectations for the game (especially after the previous, 2024 edition, ended up being a bit underwhelming). However, I am still going into this game with the tempered expectations of a low-budget indie game, and the satisfaction that it's a budget $20 title. This means that even if this release is bad, it can only be a quarter as disappointing as any annual release of Madden that costs 4 times as much.
I also put off playing this game until the end of December, even though I bought it on its Steam release date. I kept meaning to start playing it, but my gaming time has been very limited the last few months due to real life circumstances. I was so engrossed in Cities Skylines 2's first major expansion that I kept putting Axis Football off another week. Honestly, I wasn't in much of a hurry to jump into Axis. I was kind of still getting my football video game fix from this year's Madden, since I actually do kind of like the new weekly strategy feature in Franchise that uses coach abilities -- especially once the run blocking issues were patched and fixed (in, like, November!).
The 2-year development cycle also means that I didn't feel as much pressure to play and review this game as quickly as I normally do. I hope the developers at Axis, and anyone who might have been waiting for my review, can forgive me for the tardiness.
Mad scientist
Let's jump right in by talking about the biggest and potentially most innovative new feature of this year's game: the play editor. The previous version of Axis introduced a playbook editor, and this game lets users fill any gaps in those playbooks by creating your own custom plays. This works about how you would expect and doesn't really do anything particularly innovative. In my experience, the play creator is defined more by what it can't do, rather than by what it can do.
A new play creator can be used to fill-in under-developed formations or playbooks.
Your play designs are limited to only the play concepts that exist within the game (including the newly-added Run-Pass-Option (RPO) plays). Concepts like Read Option and Triple Option are still absent in the default playbooks, and you cannot create pure option plays in the play editor. You are also limited to the formations that are present in the game, so you cannot create your own custom formation. So if you were hoping to be able to mod in a college football league and play as a service academy running a Flexbone Triple Option playbook, then I'm sorry, you'll have to wait at least another 2 years. I also couldn't create a proper 3-2-6 defense.
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Tags:Axis Football, Axis Football 2026, Axis Games, indie gaming, PC, Steam, football, franchise, playbook, Dan Stevens, Peter O'Keefe, commentary, instant replay

This first expansion for Cities Skylines II is a year overdue. Personally, I was far more optimistic about it than most other players. Though that review was biased by the fact that I never got any of my cities up over 100 thousand population, and so wasn't running into many of the problems that other players experienced with the simulation breaking down in large cities. I think my largest city was somewhere around 70-74 thousand population at the point that I published my review.
The game launched in such a messy state that Colossal Order had to devote so much time and effort to fixing core problems that they had to keep delaying the expansion. They were in a really hard position, as publisher Paradox had sold the expansion with the deluxe editions of the game in pre-orders. This content was promised to players, and was sold to players prior to the game launching. It's not like Colossal Order could just not release it.
This stuff is exactly why pre-order and "Deluxe Edition" cultures in gaming need to die. With all games being available digitally (and most games being purchased digitally), there is no risk of a supply shortage, and so no reason to ever pre-order a game. Offering pre-orders and pre-order bonuses is just a cynical, anti-consumer trick of publishers to try to get more money out of gamers. Sell the product before it's actually for sale, and know that you're guaranteed to get at least that many sales, even if the game turns out bad.
Colossal Order did say that, due to the delays, they tried to fit as much water-based content as they could into this expansion. They also claimed to have put a lot of time into fleshing out systems and testing the new content to make sure it all worked. I had hoped that this supposedly more holistic approach to this expansion, and the extra time given to it, would alleviate many of the complaints that I had with the first game's expansions being so limited in scope. I'm sorry to say that it didn't quite work out that way.
I'm also sorry to say that, while I was working on this review, Colossal Order and Paradox announced that Paradox has fired Colossal Order from its development duties on Cities: Skylines and Cities: Skylines II. After the end of this year, development of the game will shift to Paradox's in-house Iceflake Studios (the developer of Surviving The Aftermath). I had played Surviving the Aftermath. I thought it was fine, and largely had a good time with it, even though I never finished the campaign and never got around to reviewing it. So it's possible that Iceflake might handle Cities: Skylines II development just fine. But this situation sucks. Colossal Order created Cities: Skylines. It was their game (and series). For Paradox to yank it away from them in this blatant act of IP hoarding is just cruel, greedy, and evil.
I hope that Colossal Order survives, that they are able to retain most (if not all) of their staff through this, and that they come back swinging in a few years with a new city-building game that will rival Skylines. Maybe, in the long-term, competition between Paradox and Colossal Order will lead to a renaissance in modern city-building games, as each tries to out-do the other. But in the meantime, it's likely going to be a rough few years for Colossal Order, and I wish them all the best.
Repeating the first game's mistakes
The feature previews for the Bridges & Ports expansion sure seemed promising. New modular ports, bridges, drawbridges, proper quays and piers, a fishing industry, offshore oil drilling, waterfront zones, and a bunch of new parks and landmarks. It sure seemed like a fairly comprehensive and holistic feature suite, on paper.
But then I actually got to playing it, and almost immediately started to notice that there were things that I had hoped or expected to be included, which simply weren't. Despite the supposedly-holistic approach to water infrastructure, this expansion is still missing 2 key pieces of water recreation infrastructure that I've been asking for since the original Cities: Skylines over a decade ago. There are no public beaches, and no marinas. Yes, you can technically build a makeshift, superficial marina using the quays, piers, and a couple of boat props, along with any other Detailers' props or decorations. The piers do seem to provide some passive beautification, but nobody ever actually uses these structures that I might spend hours putting together. People don't walk the decks of the piers, or actually sail the prop boats out into the water. Would it really have been too much to ask to be able to create a simple seaway and "pleasure cruise area" for a marina, similar to the way that fishing areas are designated?
You can make makeshift marinas with quays, piers, and boat props, but nobody uses them.
The lack of public beaches really hurts the aesthetic of any coastal city. There are some props that can be placed on sandy beach areas to give some appearance of a beach. Maybe some tents here and there, some lawn chairs, and a few other such objects. But there are no beach towels, surf boards, sand castles, lifeguard towers, or things of that nature. Most importantly, just like with the makeshift marinas, nobody will ever actually go to that beach. People don't walk along the beach, swim in the water, sit in the lawn chairs, or play in the sand. The beaches are just completely lifeless.
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Tags:Cities: Skylines, Cities: Skylines II, Cities: Skylines II: Bridges & Ports, Colossal Order, Paradox Interactive, Steam, PC, city management, city planner, city simulation, water, waterfront, quay, pier, bridge, drawbridge, port, harbor, ferry, river, ocean, fish, fishing, oil, offshore drilling, boat, bicycle, bike, parking, pre-order, Iceflake Studios, IP hoarding

When Infinite was first announced, I (and many others) had assumed that it would just be an official release of the New Horizons total conversion mod for Stellaris. That mod was huge, offering tons of factions and covering the entire breadth of Star Trek canon from the Original Series all the way through Discovery (and even some Kelvin-verse-inspired content). Unfortunately, that ended up not being the case, and Star Trek: Infinite proves to be a major downgrade from New Horizons.
The "New Horizons" mod for Stellaris included all eras of Star Trek.
Despite its title, Star Trek: Infinite is surprisingly scaled back in scope. It only includes the Alpha and Beta Quadrants, and only 4 playable factions: the Federation, Klingons, Romulans, and Cardassians. I understand not including factions like the Dominion and Borg as playable factions. They actually make more sense as a form of "final boss" that invades the Alpha or Beta Quadrants to provide a late-game challenge that could help make the end-game of a 4-x strategy less tedious, less easy, and more interesting. And I also understand not including smaller, "alien-of-the-week" factions like the Gorn, Tholian, or Sheliak as playable factions. Although I wish more of them would show up as NPC factions. But I really think that factions like the Ferengi Alliance and maybe even the Breen should have been included. The Federation is peaceful and diplomatic, while the other 3 factions are (broadly speaking) different flavors of militaristic. The mercantile, yet exploitative trade-based play style of the Ferengi would have been a good change of pace from the other factions.
Worse yet, however, is that Infinite doesn't cover the breadth of Star Trek history that I had hoped it would. The game begins with the Romulan attack on Khitomer, for which Worf's father was framed, and shortly after the Cardassian occupation of Bajor. And [spoiler alert!] the Borg start appearing at the fringes of Federation and Romulan space within an hour or 2 of starting a new game. It takes place entirely within the scope of The Next Generation, and does not contain any content from Enterprise, The Original Series, or the "lost era" between The Undiscovered Country and Next Generation.
Star Trek: Infinite is limited in scope,
taking place entirely within TNG era, and having only 4 playable factions.
Unfortunately, Paradox killed support for this game prematurely, and it will not be seeing any additional updates or DLC. Initially, I had expected to see a lot of DLC that would fill in the gaps, because Paradox has always been known for the ridiculous amount of DLC that they always sell for their games. I expected to see DLC packs that would push the start of the game back to the 22nd or 23rd centuries and include Enterprise, Original Series, and "Lost Era" ships and storylines. I thought maybe we would see factions like the Ferengi, Gorn, Tholians, Kzinti, Xindi, Sheliak, and maybe even the Vulcans and Andorians show up as playable factions. And I had also anticipated expansions that might add Gamma and Delta Quadrant content, such as playable Dominion, Breen, Kazon, Vidiian, Krenim, Hirogen, and maybe even Borg factions, while also expanding the size of the galaxy.
But now, none of that is going to happen, and the only way Infinite will see any new content is if modders decide to take on these tasks. It would be cool if the "New Horizons" modders would move some (or all) of their content into Star Trek: Infinite, as it might give this game a new life, and help it live up to its true potential as an era-spanning Star Trek grand strategy game.
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Tags:Star Trek, Star Trek: Infinite, Paradox Interactive, Nimble Giant Games, Stellaris, New Horizons, Stellaris: New Horizons, mod, PC, Steam, 4x, strategy, space, anomaly, exploration, war, diplomacy, envoy, warp, Federation, Starfleet, Klingon, Romulan, Cardassian, Star Trek: the Next Generation, Star Trek: Deep Space Nine, Star Trek: Birth of the Federation
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