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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Legend Bowl - title

I already made one video praising Legend Bowl's innovative, player-driven passing mechanics: the passing charge meter, and the QB Vision. Within hours of me posting that video, Sports Gamer's Online broke the news that leaked information on Madden 23 shows that Tiburon will be copying this idea from Legend Bowl and implementing its own pass charge meter. If you can't beat 'em, copy 'em, right? Well it wouldn't be fair to Madden or to >Maximum Football or to Axis Football if I just gave Legend Bowl a free pass for not being a 3-d, physics-based football sim, and if I didn't also give a critical eye to Legend Bowl as well. So now I want to turn my attention towards perhaps my single biggest pet peeve with Legend Bowl.

The full commentary video is available on YouTube.

You might be thinking, "if this quy who made hours of video content tearing apart Madden, Maximum and Axis Football can't find anything wrong with Legend Bowl other than to nitpick about the huddle, then Legend Bowl must be pretty darn near perfect!" But, mmmm ... no. Legend Bowl is far from perfect, and there are plenty of other things that I can find to complain about, especially if its developer wants it to be taken seriously as "simulation" football. I have issues with how the game handles its difficulty levels, and the inability to more finely tune difficulty to my skill level or play style. Defenses have horrible containment logic and let too many plays break to the outside. Pulling linemen are often too slow about getting out to their blocks. Every team uses the same playbook, with the same formations and plays, so none of them have any distinct play style or personality. The QB Vision mechanic could use some more granularity. Special teams feels wildly under-developed. And ever since the Franchise patch, the button on the PS4 gamepad that used to assign a kickoff returner now moves a player to the top of the depth chart, meaning I can't set my kickoff returner for Franchise -- let alone field goal holder, longsnapper, or coverage gunners. Maybe I'll talk more in detail about any or all of those issues as well, but perhaps the one issue that sticks out to me the most with Legend Bowl is its weird game clock.

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I've been sitting out of a lot of movies this past few years due to the COVID pandemic. Even though I'm vaccinated and boosted, I'm just still not comfortable sitting in a crowded theater with a bunch of randos. And if I did go to a movie in a theater, I would wear a mask, and that can get uncomfortable for a whole 2 or 3 hour movie. I could maybe be convinced to go to a theater for a small movie with a mostly-empty theater, but for a big summer blockbuster, I'm just not there yet. So despite being a big Spider-Man fan, and generally having liked the MCU's Spider-Man movies so far, and despite the movie's universal acclaim and praise, I passed on seeing No Way Home in theaters when it released last year. I waited until it finally showed up on streaming, and just now finally got around to watching it this past weekend.

Perhaps the biggest failing of the MCU's Spider-Man movies so far is that none of them have been terribly surprising. Both Homecoming and Far From Home had pretty predictable plots, with the only real surprise being Mysterio's deathbed public reveal of Spider-Man's true identity. No Way Home does not deviate far in terms of predictability. The multiverse aspect and return of villains from the previous movie continuities was in the trailers, and the fact that Tobey Maguire and Andrew Garfield would reprise their roles was one of the worst-kept secrets of any movie ever.

In fact, the only real surprise for me was that this movie did not do the one thing that I really thought that it would do. It doesn't have any new villains -- not even in a bit part. I thought for sure that some new minor villains would show up early in the movie, knowing Spider-Man's identity, and threatening him, May, MJ, and/or Ned, and that would be the impetus for Peter going to Doctor Strange to reset the timeline.

Specifically, I was expecting to see the Scorpion. The end-credits stinger from Homecoming introduced Mac Gargan, who very much wanted to learn Spider-Man's identity from the Vulture. I thought for sure that with Spidey's identity being public, that the opening act of the movie would have J. Jonah Jameson hiring Mac Gargan to become the Scorpion to hunt down Peter Parker and capture or kill him. Peter would defeat Scorpion, but not before Gargan goes too far in threatening Peter's friends and family, leaving Peter with no choice but to go to Strange to help protect the people he loves.

Spider-Man: Homecoming - Mac Gargan © Sony Pictures, Disney
I was surprised that the Scorpion did not show up early in this movie to raise the stakes.

This never happens. The impetus for going to Strange is that Peter and his friends aren't accepted into college because the colleges are afraid of the controversy of admitting a known vigilante. It feels like a flimsy excuse for wanting to change the timeline or mind-wipe the entire planet, especially considering that the MCU's Peter has strong connections to Stark Industries, Nick Fury, and the Avengers, and shouldn't have any problem finding ways for him and his friends to have professional lives together.

So I thought the lack of Scorpion was a huge missed opportunity. It would have raised the stakes, provided some act 1 action, and allowed for the inclusion of a new character. It also would have served as a red herring for the movie's trailers by letting Disney show some action scenes with a villain, while trying to keep the rest of the villain roster a secret for as long as possible. Maybe this was part of the original plan, but Marvel axed it after a version of Scorpion showed up in Into the Spider-Verse. Maybe they didn't want to look too similar to Spider-Verse?

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U-boot - title

I haven't been able to organize as many board game sessions as I would have liked to over the past 2 years, thanks to the ongoing COVID pandemic. By the time vaccinations were widely available, and we were willing to have more frequent gatherings, many of my board-gaming friends had returned to work. Many work irregular hours, so it's hard to organize games. And despite limiting gatherings, we still suffered our own COVID infections, and several other potential exposures that forced us or our friends into self-quarantine for a week or two, resulting in the cancellation of some board game plans. And of course, having an infant to take care of doesn't make organizing play dates any easier.

Despite not being able to play board games as much, I've still been buying board games, in the hopes that eventually we'll be able to overcome the need for social distancing and will be able to have larger game sessions again. One such game that I bought last summer is U-Boot: the Board Game, which is an app-assisted World War II submarine management game. The rulebook and "tactical guides" are massive, and the game looks lengthy with a steep learning curve. It's not the kind of game that we can play in an impromptu session. It requires preparation, and a lot of time to practice.

As such, I haven't been able to play it yet. I only downloaded the app and played around for a bit to try to learn the rules. Hopefully I'll get to play an actual game soon.

In the meantime, I decided I could maybe get my U-boat fix by buying and playing a totally different U-Boat: the Game, which is an early-access PC game on Steam. It has no relation to the board game, but feels like it could be.

U-Boat is still in early access when I played it. I'm not sure when it's supposed to come out of early access, but it seems like it's fairly complete and should be ready soon. I don't usually go for early access games. As any reader of this blog will know, I take a [possibly overly] critical view of the games I play, and playing an "incomplete" game can be a frustrating experience. I don't want the frustration of incomplete mechanics and frequent bugs to sour my opinion of a game to the point that I'm not willing to play it at all when it is eventually complete. For instance, I never went back to games like No Man's Sky after playing it on release. It wasn't early access, but it might as well have been considering how shallow and incomplete it felt. No matter how much my friends insist that it's better now, I just don't have the motivation to play it again.

I bought the U-Boot board game, and started reviewing the rules, but haven't been able to play it.

But I was itching for some U-boat action, and the user scores looked good, so I gave this one a try. This game is so "indie", I couldn't even find a website for the development studio; just some social media accounts on Facebook and Twitter.

Early access tutorial

One area that I hope gets a lot of attention before this game leaves early access is the tutorial. Despite taking hours to complete, the tutorial still left me feeling woefully unprepared for the game proper. U-Boat's tutorial teaches the basic mechanics of the game well enough. It taught me how to navigate my sub, how to submerge, how to assign orders to crew, and how to shoot enemy ships and planes using the automated mechanics. What it doesn't teach is any of the actual strategy or technique for operating a World War II submarine, nor does it teach any of the advanced, manual mechanics (like manual torpedo targeting).

How do I deal with escorted convoys? How do I approach without being detected, while still being able to get close enough to identify the ships and attack? Once I launch my torpedoes, what do I do next? Do I wait at periscope depth to confirm the kill? Do I immediately submerge and run away? How do I escape pursuing destroyers? How do I evade depth charges? If I'm hit by a depth charge, what do I do? None of this is explained by the tutorial. I had to spend several Saturday afternoons trying to figure all this out through trial-and-error by save-scumming a single random encounter. It was incredibly frustrating, and I barely had the patience to keep playing.

Tutorial teaches basic mechanics, but isn't effective at teaching strategy.

The early missions don't help ease the player into the game either. I did like 10 patrol missions in "The Black Pit" (the first and "easiest" campaign area), and only encountered a single convoy in the patrol areas, and was only able to sink 1 ship. I would zig-zag around the patrol area, but would never find any enemy contacts. On the way to or from the patrol area, I would often get radio requests to sink a transport with rare tech on board. These would often be escorted by multiple destroyers and a crap-ton of smaller corvettes, and as soon as I would sink one ship, those 3 or 4 destroyers would converge on my exact position and sink me with depth charges.

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Legend Bowl - title

Readers of my blog and viewers of my YouTube channel may be familiar with my series on "How Madden Fails To Simulate Football". In the second and third episodes of that series, I discussed how Madden's binary blocking logic, and the ability of QBs to hit any receiver anywhere on the field with the push of a button, leads to unrealistic pass rushes and inflated sack stats. Pass rushers either have next to no impact on the play, and the QB can throw a dime to anywhere on the field; or the pass rush gets home for a sack. An aggressive pass rush in Madden does not force a QB to have to throw early or off-platform and result in an off-target pass. Or at least, Madden's attempts at emulating this reality of football often feel poorly-defined, arbitrary, and inconsistently-applied. It hasn't been since the QB Vision Cone of 06 that Madden has really come close to getting this right.

This is where a little, pixel-art indie football game called Legend Bowl really shines (see my full review). With one simple, elegant mechanic, Legend Bowl has managed to emulate the idea of a panicked QB having to release an off-target pass before he wants to, in order to avoid the pass rush. You see, Legend Bowl employs a charge-up mechanic for determining the power and accuracy of passes -- and the same mechanic is also used for kicking.

This entire essay is also available in video format on YouTube.

The QB can still throw to any receiver with the push of a button (although there is a "QB Vision" mechanic, but it doesn't work like Madden's old QB Vision, and we'll talk about that a bit later), but the QB needs to hold the button for a split second in order to charge up the throw. Release the button too early, and the throw will be an under-powered, floaty, lame duck of a pass that will sail over the target's head, or be easily picked off by zone defenders. Hold the button for too long, and the throw will be "over-charged", which results in a severe accuracy penalty. The pass will likely be a laser beam directly into the dirt -- the football equivalent of a gutterball.

Ideally, you always want to charge your throw to 100% power, without overcharging and taking an accuracy penalty. However, that is easier said than done when a 300-pound defensive lineman is charging right at you. This is where Legend Bowl respects the pass rush in a way that Madden hasn't come close since the days of its QB Vision Cone. If the defense gets pressure, the QB doesn't have time to hold that button down and fully charge the pass, which will lead to more floaty, inaccurate throws. Inversely, panicking because you see a defender break free of his block at the last second can distract the player's brain just enough to mis-time the charging of the throw and over-charge it for an accuracy penalty. This is especially true on higher difficulty levels, in which the meter charges faster and the accuracy penalty is greater.

Pressure can rush throws, making them less accurate, and preventing the QB from putting his full power behind it.

Best of all, as far as I can tell, the CPU-controlled QBs are also bound by this mechanic. They also, as far as I can tell, have to take a split second to charge their throws. And if they don't have time to fully charge the throw, they too will throw a wobbly floater of a pass that sail over the receiver's head, or be swatted down or picked by a defender waiting in a nearby zone.

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A gamer's thoughts

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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