
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

I had first played this game a couple years ago. I mostly liked it, but never got around to reviewing it. When Paradox fired Colossal Order as the developer of Cities: Skylines II and assigned Iceflake Studios to it, I decided to go back to Surviving the Aftermath to see how well it holds up, and to give myself a better idea of whether Iceflake could handle Cities: Skylines. And since I still had all my original review notes from when I first played 2 or 3 years ago, I decided to go ahead and finish that review!
Adventures in the wasteland
Well for one thing, Surviving The Aftermath is leagues better than the other post-apocalyptic colony-builder that I played a few years ago, Atomic Societies. Aftermath largely succeeds in all the ways that Societies failed, and if given the choice between the 2, Surviving the Aftermath is the hands-down winner. About the only things that Atomic Societies does that I really missed in Surviving the Aftermath were the ability to pass laws and mandates based on various ethical dilemmas, and the ability to re-purpose old buildings and infrastructure and incorporate them into your village.
Random events will ask you to make moral or ethical decisions.
Aftermath doesn't do either of those things. but that isn't to say that Surviving the Aftermath doesn't contain plenty of ethical and moral quandaries. Surviving the Aftermath will throw various quests and random events at the player that may require you to make moral or ethical decisions. People might show up at your gate asking to be let in, and you'll have to decide whether they might pose a threat, or if your village has the resource and infrastructure capacity to support them. Other events may ask you to decide to help strangers in trouble, or to attack them and raid their supplies. All of these decisions can affect your resource supplies or influence your colony's morale.
Aftermath also puts a large emphasis on exploring and adventuring in the wasteland. In addition to managing your colony, there is an entire procedurally-generated overworld map separated into small regions. Each region may contain one or more locations that can be explored or scavenged for supplies. There may also be bandit camps for you to fight, and other villages for you to trade with. You can even set up your own distant outposts in the overworld, which can provide passive resource production, gather more colonists to add to your population, conduct research, or provide places for your adventurers to heal or drop off supplies.
It's almost like having an entire second game within the game! Trying to optimize your exploration and scavenging also creates some unique strategies, and can even influence the way that you build some infrastructure within your colony.
I was a bit disappointed that the overworld wasn't a bit more dynamic. Nobody else does anything in the overworld. Bandits from the camps don't attack or threaten your colony, any of your outposts, or any of your adventurers who happen to be in the area. Nor do they threaten or attack the NPC villages or any survivors who might be wandering around. Nope, they just sit in their camp waiting for you to attack them, which provides a small amount of supplies or silver.
Your specialists will scour the overworld for resources, and battle with bandits.
There's also no competition with the other NPC villages. They don't expand and build outposts of their own that might claim territory or resources that you want. So the whole overworld map feels very stale and static, and is basically just a giant menu for collecting supplies over time.
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A few hours into playing the Whispers In The Woods expansion for Pacific Drive, I started having deja vu to when I played Echoes Of The Eye expansion for Outer Wilds. In both cases, I was playing a hotly-anticipated, horror-themed expansion for games that I thouroughly loved. And in both cases, I wasn't enjoying the horror-themed systems as much as I thought I would. In the case of Outer Wilds, this was largely due to being exhausted by being a new dad. In the case of Whispers In The Woods, I was similarly emotionally exhausted by family drama that was happening in the holiday season of 2025. I just didn't have as much patience as I needed to play either of these games.
In both expansions, the fundamental gameplay and experience is actually changed considerably from the base game. For Pacific Drive, the methodical exploratory nature of the base game gives way to a much more high-pressure and goal-oriented approach. The base game was all about scavenging the levels for every resource that wasn't nailed down. It was about managing risk and seeking rewards. Or at least, that was how I played it. In the expansion, however, I started feeling like the intent is for the player to get in, get what you need, and get out as quickly as possible!
The big difference between these 2 expansions seems to be their reception by their respective communities. While I was a discordant voice in a harmony of near-overwhelming praise for Outer Wilds: Echoes of the Eye, I am just another noise in the cacophony of mixed and conflicting opinions about Pacific Drive: Whispers In The Woods.
Upon booting up the game with the DLC installed, the garage will be transformed by a mysterious cult.
Spooky stand-alone drive
Perhaps the most controversial aspect of Whispers In The Woods is that it has an economy and progression system that is completely detached from the core game's economy and progression. On the one hand, this provides a roughly consistent level of challenge, whether you're starting the expansion content a few hours into a new save file, or if you're using it as an excuse to re-visit the game after already having put hours into the post-credits free play. On the other hand, it means that, if you were at the end of the main campaign (or beyond), it really feels like the game is forcing a hard reset. And if you are still early in your campaign, a detour to play the expansion will feel like just that: a detour. Aside from the incidental collection of normal resources, you won't be doing much (if anything) that will progress the main campaign, upgrade the garage, or make meaningful permanent upgrades to the car.
Conversely, if you make a pit stop at a cabin or trailer to scavenge for resources, and only find normal, base game materials, it can be insanely frustrating. I recommend having a resource radar handy, so that you know whether a particular scavenging stop is worth the time and effort -- especially if you already have a pneumatic locker or 2 full of an entire campaign's worth of normal crafting resources back in the garage.
You have to re-grind for parts to craft new "attuned" car parts.
Essentially, the expansion creates "attuned" variations or equivalents of many of the game's resources and car parts, which you must now collect from scratch. In fact, during my first visit to the Whispering Woods, all of my car's late-game parts and equipment (that I already had installed) were rapidly damaged and rendered defective. All those insulated and anti-corrosion doors and panels that I had equipped all were rendered "fragile" by the time I returned to the garage for the first time, forcing me to scrap them. When I go back to the main game, I'll have to re-craft all of those. And if I had still been at the early stages of the final act of the base campaign, in which the materials for insulated and anti-corrosion parts are limited, I would probably be pretty pissed by the setback.
And if you want to switch between playing the expansion content or progressing the base game campaign, you'll have to take your whole car apart and re-equip the appropriate parts every time you put a Whispering Chart in or out of the Z.E.T.I. route analyzer.
The expansion areas seemed to almost instantly break
all my advanced base-game car parts!
I also had frequent problems with my Off-road wheels going flat or bald, and I felt like I was constantly replacing them -- long before I had found blueprints to create the attuned wheel equivalents. And once I had the attuned engine, headlight, and wheel parts available, I discovered that many of them need to be "fueled" by placing certain resources in their inventories. They aren't repaired by Repair Putty or other vanilla tools. The unique fuel and repair requirements of attuned equipment added extra, tedious, refueling requirements to runs that were already under plenty of time pressure.
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Tags:Pacific Drive, Pacific Drive: Whispers In The Woods, Ironwood Studios, Kepler Interactive, car, driving, crafting, survival, horror, extraction, Pacific Northwest, ARDA, science, anomaly, garage, road, forest, fog, whisper, cult

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

Long-time readers of my blog probably weren't expecting a review of a game like this. Monster trucks have never been my thing, and this is a game that I would never have touched on my own. But now I'm also a father of a young son, who absolutely loves monster trucks. When I saw that this game was discounted 40% for a holiday sale, I bought it for him as a Christmas present -- in 2024 ... and oh my god, it's already next Christmas! Where does the time go? Anyway, he's still too young to really understand how to play video games, but he at least enjoys driving the trucks around in circles, or watching his parents play the game for him. I'm sure he'll grow into it.
While playing the game for him in an attempt to unlock some extra playable trucks, I realized that the game is kind of like Tony Hawk's Pro Skater, but with monster trucks. And I love the Tony Hawk games! So I went ahead and tried playing Monster Jam: Showdown, off and on, on my own account as well. While there is definitely fun to be had with Showdown, it is definitely not Tony Hawk!
Showdown has the potential to be "Tony Hawk, but with Monster Trucks"!
Moon physics
Tony Hawk, as a series of games, was a breakout hit, in large part, because it appealed to a wide variety of gamers, including many (like myself) who didn't give a shit about skateboarding. It accomplished this by having extremely tight, responsive controls and easily-understandable physics, that allowed players to enter a zen-like state in which we felt like unstoppable skateboarding gods -- even if we couldn't tell a kickflip from a manual.
This is not the case with Monster Jam: Showdown. The gameplay here is exceedingly arcadey. The trucks in the game just don't have the sense of weight and physicality that one might expect from the 6-ton motor behemoths that they are based on. These trucks often feel like they are on the moon, and the physics is horribly inconsistent, unpredictable, and prone to screwing the player over every chance it gets.
Incidental collisions with level geometry can
send the truck flying into the air.
Running over or clipping geometry in the arena could send the truck flying into the air. Taking a turn a little too hot and clipping the rocky wall of a racing circuit can launch the truck into a flip. Running over a football-sized rock on the side of the track can pop the truck off the road and flip it over. Stunts as simple as running over and smashing a line of cars can be frustratingly difficulty, as hitting the first car can send the truck flying 30 feet into the air, missing all the other cars, and landing on its back. Even at low speeds, it's almost impossible to tell if you'll run over the cars, or go flying into the sky, or roll over onto your side. It's also annoyingly easy to get stuck in flips, or in cycles of "break-dancing", in which the truck just keeps flipping around on the ground doing various "sidewall" spins on 2 tires.
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Tags:Monster Jam, Monster Jam: Showdown, monster truck, Milestone, Plaion, Tony Hawk, racing, stunt, trick, extreme sport, Grave Digger, Megalodon, Sparkle Smash, zombie, Max-D, El Toro Loco, grind, DLC, micro-transaction
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