Star Trek Resurgence - title

Dramatic Labs is a relatively small, independent studio releasing their first game. As such, I want to give them some slack when it comes to the technical aspects of the game. That being said, the technical problems here aren't just superficial things like a choppy framerate or texture pop-in; they are things that have a big impact on the story, and which are impossible to ignore.

Even in the opening chapters (which I would expect to be the most polished part of the game), the dialogue frequently glitches out. It will replay the first line of a character's dialogue, and then skip the last line of their dialogue. At first, this was only a minor inconvenience because I was able to read the subtitles. But a few minutes later, the subtitles started disappearing as well, making it impossible for me to know for sure what was supposed to have been said. In a game that is supposed to be one long, interactive cutscene that requires the player to respond to dialogue, these problems with the playback of dialogue and subtitles is a big deal.

Furthermore, I suffered from a hard crash to the PS4's dashboard, and another soft lock when the game got stuck in tricorder mode and wouldn't accept any scan inputs. The tricorder soft lock happened at the same place in both of my playthroughs of the game, while trying to scan a miner's locker room for traces of DNA. If I walked to a certain corner of the kitchenette and pulled up the tricorder, the game wouldn't let me put the tricorder away or scan anything. In both cases, I had to exit to the game's main menu, reload the level, and then avoid that corner of the kitchenette in order to proceed.

Most of the game is responding to dialogue, so it's a big problem that some of the dialogue gets skipped.

These crashes and soft locks are particularly annoying because in both cases, they forced me to have to redo a large chunk of lengthy chapters of the game. And with no way to skip non-interactive sequences or dialogue, these replays really dragged. I don't necessarily mind having to sit through cutscenes and dialogue if I'm doing an alternate playthrough of the game, and hopefully seeing different scenes and experiencing different dialogue, but when I'm replaying the same section of a single playthrough and replicating the choices that I made verbatim, it's pretty annoying.

Also, this isn't really a "technical issue", per se, but the developers didn't bother to hide the PSN trophy information, and many of those trophies provide fairly explicit story spoilers. I also think they accidentally swapped the icons for a couple of pairs of trophies. Heck, even the save files (on PS4) aren't given useful labels. They all just say "Save Data". So if you wanted to backup and reload a save to find out what changes, you'll have to know the date and time of the relevant save because the filename won't help you.

Trophies spoil the story, and the save files all have the same name.

So let's get this out of the way right up front: if you want to play Star Trek Resurgence, you'll have to put up with a lot of technical problems and, let's call them "beginner's mistakes".

Playing with tricorders instead of phasers

But even though Dramatic Labs and co-developer Bruner House are not very experienced with creating games, they definitely do seem to know their Star Trek. If you can look past the glaring technical problems (most of which will hopefully be fixed with post-release patches down the line), Resurgence is a solid piece of Star Trek writing.

This "Telltale formula" is a very good fit for Star Trek, and I'm surprised that it's taken this long for someone to make a Star Trek game like this. Heck, I'm surprised that Telltale themselves never got the license to make a Star Trek game, since they seem to be huge nerds, and Trek seems like it would be right up their alley.

Tricorders might get more screen time than phasers.

A lot of Trek games fall into the trap of trying to adapt Trek into an action-heavy game genre. We've got examples like Elite Forces being a first-person shooter, Armada being a real-time strategy StarCraft clone, Invasion being a dogfighting Colony Wars clone, and so forth. These games usually prioritize phasers and photon torpedoes as the primary way that the player interacts with the play space. Resurgence, however, largely eschews phasers in exchange for pulling out a tricorder.

The Telltale formula (which is probably closest to old-school point-and-click adventures of LucasArts fame) allows the story and characters to take center-stage without having to try to force the majority of player interactions into the rigid boxes of a particular ludic genre. Resurgence is a "Choose Your Own Adventure" game, driven mostly by dialogue. It's basically one long, interactive cutscene that stops every minute or so to ask the player to chose 1 of 3 options for a response to a question.

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I'll be honest. I almost didn't even bother to watch the third season of Star Trek: Picard. The first 2 seasons were so bad that the thought of watching another season almost made me physically ill. It was bad enough to have beloved characters like Picard, Seven of Nine, Hugh, and Q treated the way that they were, but now season 3 threatened to treat the entire cast of Next Generation with the same level of disrespect. It was not something that I wanted to willingly subject myself to.

Even after I saw some positive reactions to the first couple episodes, I still didn't bother watching. After all, the first episode or 2 of both of the previous seasons received generally positive reviews before nose-diving off the deep end into a pool of shit. But then the season reached the halfway mark, and I was still seeing almost entirely positive buzz surrounding it -- and not just from a few shill social media influencers, but from pretty much everybody. At that point, my partner started expressing interest in watching it, so I finally caved and started watching, with a bottle of Excedrin next to me, just in case.

I kept my guard up throughout the first few episode. I fully expected that it would start off relatively strong before inevitably tripping over its own 2 feet. But that kind of ... never really happens this time around. Yes, there is a big "mystery box" tease throughout the show that had the hallmarks of J.J. Abrams and Alex Kurtzman plastered all over it, and that had me very worried for where things would end up. And yes, that mystery box does turn out to be an 11th-hour bait-and-switch.

Picard season 3 - Jack Crusher
© CBS, Paramount
The "Mystery Box" of Jack Crusher had Alex Kurtzman's fingerprints all over it.

But even though the bait-and-switch plot-twist ends up being about as silly as anything that was in the previous 2 seasons, this one actually kind of works. It's something that is actually quite clearly telegraphed throughout the entire show, starting from the opening scenes. But it also has some clever mis-direction and red-herrings to keep the twist from ever feeling truly certain. And instead of being something pulled out of the writers' asses (like robot tentacle-monsters from another dimension), this twist is something that is both firmly grounded in Star Trek history and lore, and which logically follows from previous series.

It's almost like the people who wrote this season of Picard actually, like, I don't know, watched some episodes of Star Trek before coming up with this plot.

It ends up making a world of difference. I'm still not "in love" with Star Trek: Picard season 3. I don't think it is particularly great "Star Trek". It still falls firmly into the category of "Dark Trek", and is still about vengeful bad guys with super-weapons. But it is at least competently-plotted and scripted this time around. It is tightly themed, is loaded with set-ups and pay-offs, and shows our characters growing an changing in ways that are consistent with their original characterizations. Season 3 of Picard is basically an extended Next Generation movie, and it's definitely better than Nemesis, and probably at least as good as any of the other Next Generation movies (keeping in mind that I'm not a big fan of First Contact).

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At the top of my list of favorite game franchises, sits 2 seemingly unlikely companions: one is the first 4 Silent Hill games developed by Konami's internal "Team Silent" studio; the other is the series of "Souls-Borne" games created by From Software. If these 2 franchises are not my number 1 and number 2, respectively, then they are both definitely in my top 3, with Sid Meier's Civilization being the only other real contender.

On the surface, Silent Hill and the Souls-Borne games don't seem to have a lot in common, nor would one necessarily think that they would appeal to overlapping audiences. In some senses, it would seem that they couldn't be further apart. Silent Hill is a series of slow-paced psychological horror games with linear narratives, that emphasize puzzles and encourage the player to run away from threats and avoid the games' poorly-developed combat mechanics. The Souls-Borne games are frenetic action-RPGs that barely have any plot at all, and which are built entirely around combat mechanics, and which are infamous for their difficult gameplay. But despite the radically divergent styles of gameplay that these 2 franchise offer, they both contain similar themes and are open to similar artistic interpretations, which appeal to me, personally because of a particular aspect of my core beliefs and identity.

You see, I'm an atheist. More specifically, I consider myself to be a "strong atheist", "anti-theist", and "secular humanist", among other labels. Not only do I not accept any of the various god-claims due to insufficient evidence; I also positively believe and assert, with confidence, that there are no gods at all. Now, I'm sure that I've just invited a slew of commenters who will try to convert me or share their beliefs for why their personal god is real, but I'm not here to argue about the theology. Besides, I've pretty much heard it all. Not just on the internet, but also from extended family. God of the gaps, personal incredulity, watch-maker, Pascal's Wager, Kalam and other various Cosmological Arguments. I've heard it all -- or at least most of it. And I reject it all.

I am as confident in my belief that there is no god, as I am in my belief that there is no Santa Clause (and for many of the same reasons). So unless you think you can convince me that Santa Clause is real, you're probably wasting your time trying to convince me about your god.

View this entire essay in video format on YouTube.

But my atheism goes a bit further. I'm also an anti-theist, and I believe that religion and religious institutions are also dangerous and do more harm to society than good.

And based on my own personal reading of both Silent Hill and the Souls-Bornes, it seems that both game franchises kind of agree with me.

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Star Trek Picard - season 2 © CBS, Paramount

I'm not going to wait till the end of the review this time to say this. I want to get it out of the way right up front. Paramount needs to get some actual science fiction writers (preferably ones who have worked on Star Trek in the past) and science and technical consultants into the writing rooms for their Star Trek shows. And furthermore, the TV writers in the room need to listen to those sci-fi writers and consultants. Not only does the second season of Star Trek: Picard fall apart due to sloppy, incoherent plotting, but it also seems painfully unaware of certain parts of Trek canon and also of how metaphor and allegory are supposed to work.

I previously wrote an outline of my ideas for re-writing the first season of Picard to retain all the good ideas, get rid of the bad, and create something that more closely resembles the type of Star Trek that I want to see. But I don't think I can do that for this season of Picard because nothing in this show makes any sense.

I was actually kind of optimistic at the start. The first 2 episodes were actually not bad, and seemed to go out of their way to try to rectify some of the complaints that were levied against season 1. This time around, the Federation is not depicted as racist cowards who are unwilling to help a refugee population fleeing from a natural catastrophe. In fact, they give long speeches about the duty of Starfleet to explore the unknown and about the value of diversity and inclusion. We still see a version of the Federation that is racist and xenophobic, but this time, it's in the form of a parallel reality fascist Confederation. The first episode is even about a starship investigating a strange anomaly in space. This is an OK start. This actually kind of sort of looks like Star Trek.

Star Trek Picard - commencement speech
© CBS, Paramount
Star Trek Picard - Stargazer
© CBS, Paramount
Season 2 starts off promising, with the Federation looking more like what I'm used to,
and the opening episode seemingly including an "anomaly of the week".

Problematic developments

But even from this first episode, the cracks in the storytelling are already exposed. Problem number one is that all the important character development happened off-screen between seasons. Rios apparently got over his trauma, went back to Starfleet, and was given a captaincy. He even broke up with Jurati. Good riddance. Seven and Raffi also had a relationship and then a falling-out -- all off-screen. Raffi developed some sort of proxy-parent / mentor relationship with Elnor, who also joined Starfleet, and is somehow already on a deep space assignment less than a year after enlisting. Meanwhile, Larin's husband died, and she's secretly fallen madly in love with Picard, who is now an instructor or headmaster at Starfleet Academy. Soji is an ambassador between the synths and the Federation and isn't involved in season 2 at all, despite having been the lynchpin of the first season.

The character development that happens during season 2 isn't any better. This season Fundamentally changes Picard's character. He was already unrecognizable as the same Jean-Luc Picard from The Next Generation in season 1, but I'm willing to give a pass due to the decades of time in between. People change over decades, especially if their life circumstances have also dramatically changed. Picard went from being a Starfleet captain exploring the galaxy, to sitting around his chateau with his Romulan not-slaves, sipping wine and petting dogs. Fine, I get that he's mellowed since the end of TNG.

Star Trek Picard - mother
© CBS, Paramount
Picard's past is ret-conned to include a mentally ill mother and toxic home environment
being the reason he left home for the stars.

But season 2 actually goes back and retcons Picard's entire life in ways that reframe his entire character from TNG. He isn't the consummate explorer who joined Starfleet because of a genuine love of science and discovery. Now, he joined Starfleet to get away from a toxic home environment. It's just like how reboot James Kirk didn't join Starfleet because of a desire to explore, but because he was double-dog-dared to be a better Starfleet officer than his dead dad. But at least in Kirk's case, that is a different character in a different timeline. In Picard's case, we're supposed to believe this is the same Picard that we've known all along.

Star Trek TNG - Robert Picard
TNG s4 e2 "Family", © CBS, Paramount
Where was Robert during all this family drama?

Also, did the writers not know that Picard had an older brother? Where was Robert Picard during all this drama with their parents?

And Seven of Nine has apparently regressed from any of her character development from the previous season, as she's back to mindlessly killing Borg and insisting that they "aren't human anymore". This is despite the fact that both she and Picard are case in point examples of former Borg being rehabilitated, and despite her sorrow of the destruction of the Borg Rehabilitation Project in season 1.

The lynchpin of this season is a young astronaut who suffers from crippling depression. This is despite the fact that NASA has pretty extensive screening and training processes that would either rule out someone who is not emotionally stable enough to do the job, or would train them to the point that they do the job without a second thought. This is an example of how having science and technology consultants in the writing room would help make the story more believable.

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Star Trek Strange New Worlds

CBS and Paramount are finally learning. After years of trying to force some offensively awful Star Trek down our throats, they've finally given us something palatable. Well, I guess that's not entirely fair. I actually like Lower Decks. But Lower Decks is a self-parody animated comedy, so it's not really "serious" Star Trek, even though it's far more worthy of the franchise than the first season of Discovery or Picard.

Well, now Paramount+ also has a live-action Star Trek show worthy of the name, in the form of Strange New Worlds.

The first episode of Strange New Worlds is much more in-line with what I expect from a Star Trek show. I already talked up the virtues of an episodic format in my Lower Decks review, but focused mostly on how the self-contained nature of episodes allows some to be bad without dragging down the entire season or series with them. But the episodic nature of Lower Decks and Strange New Worlds also highlights another fundamental advantage of the episodic format: those self-contained episodes can tell more high-concept stories.

Star Trek Strange New Worlds - past mistakes © CBS
Strange New Worlds is about learning from past mistakes and getting better.

The first episode of Strange New Worlds isn't the most creative or the highest of concept stories, but it's a serviceable story that is true to the spirit of classic Trek, and I'll be spoiling a lot of its plot in the coming paragraph. A first contact goes wrong, and the Enterprise has to be called into rescue the missing crew of a small scout ship. They find a pre-warp civilization that learned to reverse-engineer a warp drive from observing the events of Star Trek: Discovery. Except these people didn't use the technology to build a propulsion device; they're using it to build a weapon that they plan to use to end their own civil war. Realizing that Federation activity has already influenced the cultural development of the planet, Captain Pike decides that General Order One (the non-interference Prime Directive) does not apply. He choses to share the history of Earth's World War III (which this series assumes lies in our real-life immediate future) in an attempt to convince the warring factions to reconcile instead of risk mutual destruction.

Put simply, the first episode of Strange New Worlds differs from Discovery in that it is about preventing a war instead of starting one. It's about learning from the mistakes of past history so that they aren't repeated. And it's a stark warning of what might go wrong in today's society if political tensions don't cool off, without having to depict a future for humanity in which no social progress seems to have happened at all.

It's the type of forward-thinking story that I like about classic Trek, but which is absent from Discovery and especially from Picard (well, the first season anyway). Those shows give us a view of the future in which all the same problems that exist today still exist in 2 or 300 years. Strange New Worlds goes back to depicting a future in which humanity has learned from its past mistakes and improved itself. It's the hopeful, optimistic future that I loved from the older shows. I want to see more modern science fiction depicting futures for its audience to aspire to, instead of all the bleak, dystopian settings that dominate modern sci-fi and makes our future feel hopeless.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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