
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.
© 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.
[More]
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Tags:Star Trek, Star Trek: Strange New Worlds, CBS, Paramount+, USS Enterprise, Christopher Pike, Spock, Nurse Chapel, Uhura, Sam Kirk, science fiction, warp drive, Starfleet, Federation, first contact, Prime Directive, Star Trek: Discovery

Here's something that I've never done before: a review of a game mod! I don't play mods very often. When I play games, I usually want to play the game that the creators created in order to get a feel for what their intent might have been. For some of the more sandboxy PC games that I play (like Cities: Skylines or the like), I might try some small mods.
There has yet to be an official game quite like Microprose's 1999 release, Birth of the Federation.
For this one instance, however, I'm making an exception because this particular mod fills a very specific niche desire for me that has gone unfulfilled for around 15 or 20 years. The "New Horizons" mod for Stellaris is finally allowing me to play a full 4-x strategy game set in the Star Trek universe. I haven't been able to do that since Star Trek: Birth of the Federation, developed by Microprose for Windows 98!
The creators seem to have been inspired by BotF.
Yes, there have been other Star Trek mods for other games in the past, and there's even some community projects to create spiritual successors to Birth of the Federation (such as Star Trek: Supremacy). The problem is that I've yet to ever see one of these get finished. "New Horizons" for Stellaris is still a work-in-progress, but it is mostly functionally complete and fairly robust. Since Birth of the Federation holds such a special place in my heart, I'm going to take a stab at reviewing "New Horizons" and see how it compares to my personal favorite [official] Star Trek game of all time.
Built on the back of Stellaris
"New Horizons" is, of course, a mod for the PC game Stellaris (developed and published by Paradox). Because of this, it takes advantage of most of Stellaris' strengths, but it is also hamstrung by many of Stellaris' faults.
"New Horizons" makes excellent use of the massive size and scale of Stellaris' maps by featuring a detailed recreation of the canon Star Trek galaxy, and including a surprisingly exhaustive roster of Star Trek races and factions -- all of whom are playable. Yes, of course, the big players like the Federation, the Romulans, Klingons, Cardassians, Ferengi, Dominion, and Borg are all here. As are all the expected ancillary empires like the Gorn, Tholians, Orions, and so forth.
The playable roster is surprisingly vast and exhaustive.
It doesn't end there, though. This mod also features a crap-ton of "aliens of the week" as fully-featured, playable empires. They aren't "minor races" like what we had in Birth of the Federation or the city states of Civilization V or VI. They don't just have one planet and a handful of ships just waiting for a "major faction" to conquer or absorb them. The obvious choices like the Vulcans, Andorians, Bajorans, are all there. The game also features empires like the Sheliak, Anticans, Selay, Caitian, Cheron, Dosi, Hirogen, Kazon, Krenim, Kelpian, and more! If you have a favorite space-facing civilization from any episode of Star Trek (including Gamma Quadrant aliens from DS9 and Delta Quadrant aliens from Voyager), there is a very good chance that it's a playable faction in "New Horizons"... [More]
2c39f87b-9de4-4abc-b74c-781e4f27c822|0|.0
Tags:Stellaris, Star Trek, New Horizons, Stellaris: New Horizons, mod, PC, Steam, 4x, strategy, user interface, space, exploration, war, starship, starbase, warp drive, glitch, casus belli, Star Trek: Birth of the Federation, Star Trek: the Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, Star Trek: Enterprise, Star Trek: Discovery, Star Trek: Beyond, Star Trek II: the Wrath of Khan, Star Trek VI: the Undiscovered Country, Federation, Klingon, Romulan, Cardassian, Ferengi, Dominion, Borg, Gorn, Tholian, Orion Syndicate, Vulcan, Andorian, Tellarite, Kazon, Hirogen, Alpha Quadrant, Beta Quadrant, Gamma Quadrant, Delta Quadrant
Although the components for Gale Force Nine's Star Trek: Ascendancy are generally pretty exceptional (and the expansion components are also quite high quality), I did have one major disappointment with the package: the game does not include plastic figures to represent the various faction's starbases. Instead, the game uses cardboard tokens to represent starbases. These are functionally fine, but they just don't have the presence on the board to match their strategic importance within the actual game, and it's easy for them to kind of disappear into the background of the game's map. The individual cardboard tokens don't even have art specific to each faction; all five factions have pictures of Federation starbases on the top.
The manufacturer was apparently aware of this, and, in addition to selling "expansions" containing additional ships and control nodes for each faction, they also sell a set of three plastic starbase figures for each faction.
All factions use carboard tokens for starbases, all of which have pictures of Starfleet starbases.
Since I really like the Ascendancy board game, I wanted to support the manufacturer and designers. I had already purchased all three of the game's expansions (the Cardassian faction, Ferengi faction, and Borg: Assimilation expansion), and I'll be playing and reviewing them soon. I also went ahead and bought the starbases. GF9's storefront wants $12 USD for each set of a faction's three starbase figures. That's a pretty steep price for components for a game that already costs $100 without any expansions. $12 times five factions comes to $60 (almost two-thirds the cost of the core game!). The core game's components are all pretty nice, as are the components for the Borg expansion, and the pictures of the bases looked pretty nice (even though they are unpainted). So I went ahead and made a purchase.
I was excited to have the new toys to play with -- I always like getting new games and toys. But when they showed up, a lot of that excitement was dashed. The product that had been delivered was substantially sub-par.
These are definitely not ready to be played with out-of-the-box...
Defects and poor quality
The Ferengi and Klingon bases were attached to plastic frames and had to be torn off, and the remains of the frames had to be cut off of the starbase figures in order for the figures to fit into their bases and stand on their own. One of the Ferengi figures snapped and broke while I was removing it from its plastic frame. I had to super-glue it back together... [More]
0c252a06-3e87-4d43-b75e-bc67b2ad3788|1|5.0
Tags:Star Trek, Star Trek Ascendancy, Gale Force Nine, board game, strategy, 4x, Federation, Romulan, Klingon, Cardassian, Ferengi, starbase, miniature, glue

As I had mentioned in my Star Trek: Fleet Captains review, good Star Trek games are few and far between. Perhaps my favorite Trek game of all time is the Windows '98 4-x strategy game Birth of the Federation. BotF, developed my Microprose, was basically a Trek reskin of Master of Orion II. It was buggy, had cheating A.I., suffered from a major memory leak that slowed the game to a crawl after about 100 turns of play, and it didn't include any Original Series ships or technologies. But it did manage to faithfully capture Star Trek's spirit of exploration and discovery by being a game about exploring and colonizing a galaxy.
It wasn't a stripped-down startship combat simulator (Starfleet Command), or a cookie-cutter first-person shooter (Elite Force), or a lazy StarCraft clone (Armada), or an out-of-place dogfighter (Invasion), or a derivative WoW clone (Star Trek: Online). None of those games is terrible. I've played them all, and actually have some rather fond memories with most of them. But none of these games really meshed perfectly with the Star Trek license, and none of them really scratched my Star Trek gaming itch the way that Birth of the Federation did. Apparently, some designers at Gale Force Nine also like Birth of the Federation, because their new board game, Star Trek: Ascendancy, almost feels like a board game version of that classic Trek PC game.
Ascendancy is the first proper 4-x board game using the Star Trek license that I've seen. It certainly blows Fleet Captains out of the water. While Fleet Captains included some token exploration and territory-expansion mechanics as a supplement to the ship-to-ship combat that was the core of the game, Ascendancy is a game that is actually about exploring a procedurally-generated map, colonizing planets, and developing their resources. You can win by conquering other players' home worlds, or by developing your culture up to a specific level.
The final frontier is always in flux
The board of Star Trek: Ascendancy utilizes an interesting and novel modular board. Disk tiles represent planets, systems, and anomalies, each of which is connected by star lanes of varying distances. New systems and star lanes are drawn from a deck as the players explore, and so the board is constantly expanding as you play. It's nothing earth-shatteringly new, but it does have one neat gimmick that I haven't seen in other similar games.
The map will grow and change as the game progresses.
In addition to the board dynamically growing as the game progresses, systems are considered to be "floating" until they become locked in place by being connected to two or more systems via a star lane. This means that leaf systems can be freely rotated around to make room for other tiles to be placed in the play area. I believe this is intended to model the 3-dimensional nature of space. In a more practical sense, it means that the galaxy [map] can (and will) change its shape occasionally, leaving the true distances between locations ambiguous until everything gets locked down. [More]
7b9b6ce0-3004-4c0d-a534-30ff155f91cb|1|1.0
Tags:Star Trek, Star Trek Ascendancy, Gale Force Nine, board game, strategy, 4x, dice, Federation, Romulan, Klingon, exploration, phenomenon, trade, colonization, war, star lane, warp, warp drive, Aaron Dill, John Kovaleski, Sean Sweigart, Star Trek: Birth of the Federation
Who doesn't like a good hamburger?
Hamburgers are a pretty casual, always-tasty meal that can range from a bland and simple fast-food cheeseburger to a gourmet bacon burger.
Me, I'm a big ribs guy! They're my favorite. Lone Star Steakhouse always made the best ribs - ribs fit for a Caesar's Memorial Day barbeque - but it's hard for me to say "no" to just about any rack of ribs. Sadly, all the Lone Stars in town are closed, and I've yet to find a true successor.
How does this relate to Star Trek Into Darkness? The original Star Trek series and Star Trek: the Next Generation are like those Lone Star ribs to me. They're my favorite. A really good science fiction movie - like 2001: A Space Odyssey, or Terminator, or Moon, or maybe even the recently-released Oblivion - is like a visit to [say] Famous Dave's to have some ribs. It's good, but it's still not Lone Star good! These new Star Trek movies, however, aren't even like ribs to begin with. They're more like hamburgers. Yeah sure they're a satisfying meal, but sometimes, I don't want a hamburger; I want ribs!
Into Darkness isn't what I wanted in a "Star Trek" movie at all. Even worse, it's worth as a movie is mostly superficial.
Into Darkness reminded me a lot of two other Star Trek movies: Star Trek V: the Final Frontier and Star Trek Nemesis.
The Final Frontier is widely-regarded as the worst original-cast Star Trek movie (and rightfully so). It's premise is silly. The script is poorly-written (although still much more coherent than many of today's movie scripts - including Into Darkness). And the special-effects are atrocious! It was like one of those really bad episodes of the original series brought to life on the big screen with a slightly higher budget. But it did have one redeeming characteristic. The beginning and end of the movie consist of the camping scenes with Kirk, Spock, and McCoy, and these scenes are actually really good. They're character-driven scenes in which we learn a little bit about the adventurous spirit of Kirk, his greatest fear, and the desire to explore that drove him to join Starfleet. It manages to further develop a character that had been around in movies and television for over 20 years, and whom one would have thought couldn't be further developed at all.
Kirk: I'm not trying to break any records. I'm doing this because I enjoy it. Not to mention the most important reason for climbing a mountain...
Spock: And that is ... ?
Kirk: Because it's there.
-Star Trek V: the Final Frontier
As bad as that movie was, this simple exchange in this simple scene exemplifies what Kirk, Starfleet, and Star Trek are all about: the desire to go out there and experience the universe! Even if it's dangerous, the rewards of the experience, and the discovery that it brings is worth the risk. This is one of the prime ideologies behind Star Trek. Sure we could send probes out to collect data and send it back to us in the comfort and safety of our laboratories on earth. But why do that when we can go there and experience the universe for ourselves?
And that is a spirit that is sadly missing from Abrams' interpretation of Star Trek. Why does Kirk join Starfleet? Is it because he has a passion for adventure and discovery and expanding the horizons of human experience? Not according to these movies. In these movies, he does it because Captain Pike dared him to. Or maybe because he wants to pursue hot alien pussy, because both movies still treat Kirk like a cartoon horn dog whose eyes pop out of his head whenever a skirt walks by. [More]
337feb10-4d20-45e4-8feb-82ef7d7b0050|2|5.0
Tags:Star Trek, Star Trek 12, Star Trek Into Darkness, J.J. Abrams, Chris Pine, Zachary Quinto, Benedict Cumberbatch, Karl Urban, Simon Pegg, Bruce Greenwood, Peter Weller, Alice Eve, Leonard Nimoy, Ricardo Montalban, James T. Kirk, Spock, Montgomery Scott, Scotty, Leonard "Bones" McCoy, Uhura, Carol Marcus, James Harrison, Khan Noonien Singh, Klingons, Enterprise, Starfleet, Federation, Prime Directive, Star Trek: the Next Generation, Who Watches the Watchers?, Star Trek: the Motion Picture, Star Trek II: the Wrath of Khan, Star Trek V: the Final Frontier, Star Trek VI: the Undiscovered Country, Star Trek Nemesis, Silent Hill Homecoming, Lone Star, ribs, burger, Famous Dave's, reboot, movie
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