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Trek

‘The Last Starship’ Picks Up on Two of the Biggest Missed Opportunities in Modern ‘Star Trek’
Product Reviews

‘The Last Starship’ Picks Up on Two of the Biggest Missed Opportunities in Modern ‘Star Trek’

by admin September 30, 2025



When IDW announced its latest Star Trek comic, The Last Starship, much of the focus was on the fact that the series would, somehow, resurrect Captain James T. Kirk for a story set in the 31st-century timeline introduced in Star Trek: Discovery. Now the series is here; the premise is much more than nostalgia for the original Trek captain but instead a fascinating way to explore not one but two different major plotlines developed in contemporary Star Trek‘s streaming age—ideas that Star Trek largely abandoned on TV.

The first issue of The Last Starship—written by Jackson Lanzing and Collin Kelly, with art by Adrian Bonilla and Heather Moore, and lettering by Clayton Cowles—is set in the first of those two missed opportunities: the immediate outbreak of “The Burn” in the early 31st century. The cataclysmic, galaxy-wide destabilization of dilithium (and with it, the near-instantaneous breaching of every active warp core) formed a major backstory element across Discovery‘s third season after the titular ship was shot into its far future and into the mid-32nd century, into a galaxy that had already largely grappled with the new status quo of a heavily diminished Federation and limited interstellar FTL travel.

But while Discovery‘s third season largely formed itself around solving the problem of the Burn and its mysterious origin (and allowed the ship to negate the issues around FTL travel by and large with its own alternate spore-drive-based systems), setting The Last Starship in the direct aftermath of the Burn itself gives the series a fascinating sense of drama. The first is the fact that, no matter what happens, we by and large know that the Starfleet crisis is not going to be resolved, because that’s Discovery‘s job a century after all this takes place, without a dramatic time jump or two.

© Adrian Bonilla and Heather Moore/IDW

The other is that we’re given an incredible chance to see Starfleet officers grapple in real time with the loss of a Star Trek status quo that had existed for millennia and what that loss can do to even its best and brightest. Last Starship does not give us a stagnant Federation in the moments before it is laid low, but one that was absolutely ascendant: the issue opens with the U.S.S. Sagan in pursuit of a Gorn ship, but not for any regular issue, but because the ship’s crew has a chance to convince the Gorn to join the Federation as the last outstanding known species in the galaxy. Even if we know everything is about to go to hell for Captain Delacourt Sato and his crew, for the briefest of moments, Star Trek‘s Federation is on the cusp of a complete utopian society, the ultimate achievement of goals the franchise at large has wanted to champion for almost 60 years, an idea of Star Trek without external conflict the series has rarely considered before.

Of course, things don’t last: in the exact moment the Sagan achieves this watershed moment of diplomacy, the Burn happens. The Sagan, alongside Starfleet’s primary fleet and hundreds of thousands, if not millions, of ships, Starfleet or otherwise, across the galaxy, explodes. Sato and three of his bridge crew are some of the scant number of Starfleet personnel still alive and become key figures in the Federation’s response to an almost complete shattering of galactic civilization in an instant. Unlike Discovery, there is no flash forward to a changed but still largely similar status quo. There are no people here who are used to this; there are not yet the thriving pockets of society or isolationist worlds we see across the series, waiting for the hope of unity in the Federation that will eventually be provided by the Discovery crew’s mission.

© Adrian Bonilla, Heather Moore, and Clayton Cowles/IDW

Everything in The Last Starship is raw and in the moment, and enough to lay even the most idealistic of Starfleet’s surviving members low. And not only do we get to sit with that horror, but The Last Starship‘s first issue almost luxuriates in it, Bonilla and Moore’s art wreathed in thick, sketchy linework and heavily inked shadows. Last Starship almost feels like a horror comic as much as it does a Star Trek one, but the dread is existential: the horror is in the collapse of a society that has been a given in almost every work of Star Trek ever made.

It’s what people are suddenly willing to do in that kind of horrifying situation that leads to Last Starship‘s other twist and its other riff on a missed Star Trek opportunity. While the remnants of Starfleet’s command convene on Earth to navigate what comes next for the galaxy, they’re interrupted by the arrival of a familiar emissary: a masked, cybernetic figure, tendrils swirling around them, who eventually reveals their name, face, and identity… Star Trek: Picard‘s Agnes Jurati, the ambassador of her own Borg cooperative, not seen for almost a thousand years, ready once more to work with the Federation as it had been at its inception.

© Adrian Bonilla, Heather Moore, and Clayton Cowles/IDW

One of the biggest, weirdest disappointments about the transition from Picard‘s second season to its third was just how much potential was squandered in its sudden step into a nostalgic Next Generation reunion (even though it was, ultimately, a pretty good reunion). The ballsy imagining of an entirely new faction of Borg not just willing to be at peace with the Federation but even potentially joining it was the kind of bold thinking that Star Trek hadn’t contemplated in years—not since TNG itself had transformed the Klingons from antagonists to allies. But the show never did anything with it: Jurati was just one original Picard character among several that never appeared in season three, which reunited the TNG crew to confront the Borg threat we already knew and had seen confronted plenty of times before.

Borg-Jurati’s role in The Last Starship is just as delicious as her brief appearance in the Picard season two finale was. While Starfleet had largely wiped out the Borg Collective, Agnes’ cooperative is a very different beast, offering to aid Starfleet’s remnants in building a new flagship to try and bring hope to the galaxy, operating on Borg transwarp technology rather than dilithium-based FTL travel. On the surface, she’s amicable, pushing a desperate Federation into alliance to live up to the ideals it’s represented for thousands of years—she’s not there to kick Starfleet while it’s down or finish the job. But it’s immediately clear by the end of Last Starship #1 that the cooperative has its own goals rather than simply goading Starfleet into putting its latinum where its mouth is: not wholly villainous or heroic, but playing a longer game across the course of the new series.

© Adrian Bonilla, Heather Moore, and Clayton Cowles/IDW

It’s only there that the Captain Kirk of it all comes into play. After helping Starfleet almost literally cobble together a new flagship—the U.S.S. Omega, a scrappy hybrid of dozens of Starfleet ship hulls and Jurati’s transwarp engineering—does Jurati reveal her reward out of the bargain is none other than a blood sample of Kirk stored on Daystrom station for centuries. Using advanced Borg nanites, the sample creates a wholly real Jim Kirk. Not memories in a new body, or a clone, as she dismissed, but Kirk in his prime, a Kirk breathing, thinking, and remembering as if his final moments in Star Trek: Generations were not final at all. The way Jurati narrates the resurrection, as it were, is hopeful: she believes this moment in Star Trek requires someone like Kirk, a frontier diplomat who boldly explored and fought for the Federation’s future, rather than being trapped in resting on the laurels of its past as her grief-stricken Starfleet contemporaries are. But there is something, again, presented as almost horrifying by what she’s done: a Borg playing god with one of the most revered figures of Star Trek, even if it is in an hour of great need.

How The Last Starship builds on this from here remains to be seen. The debut issue closes on a tease of a very familiar conflict for this reborn Kirk and the Omega‘s crew to confront, in a faction of Klingons using the chaos of the Burn to try and return their people to their ancestral warrior roots and finish Starfleet off once and for all. What will remain interesting is not how it manages to reshape the familiar of Star Trek‘s history, but how it builds on the vast potential it’s begun to mine from Star Trek‘s more recent era to create something new and exciting instead.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 30, 2025 0 comments
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Get a Fascinating Look at Some of Nacelle's New 'Star Trek' Figures
Gaming Gear

Get a Fascinating Look at Some of Nacelle’s New ‘Star Trek’ Figures

by admin September 27, 2025



Even without a single one of them actually released and in our grubby little hands yet, the thing we love most about Nacelle’s line of Star Trek action figures is the company’s willingness to get as weird and dorky about its lineup as any Trekkie would. Picard and Kirk before calling it a day? Not here: how about Tuvix and Weyoun? How about Captain Janeway, but a version of her very specific to one episode? What about Jellico? What about Bem?

Nacelle’s desire to cover the whole breadth of Star Trek means we’ve had a look at three waves’ worth of wonderfully deep-cut action figures the company has plans for so far (wave three, at least, acquiesces to Trek‘s 60th anniversary next year, with a round dedicated entirely to the main crew of the original Star Trek). And while we know the lineups already, io9 has beamed in your first actual look at two more highlights from one of those waves in the form of T’Pol and Bem.

Revealed to audiences today at Nacelle’s panel at FanX Salt Lake (and in T’Pol’s case, timed to Enterprise‘s 25th anniversary), these two new renders of Bem and T’Pol join wave two alongside Generations Captain Kirk; Worf and Geordi in their sailor uniforms from the same movie; Captain Janeway from the iconic “Year of Hell” two-parter; Ensign Nog from Deep Space Nine; Valeris from The Undiscovered Country; Carol Marcus from Wrath of Khan; and the Romulan Commander from one of the greatest episodes of Star Trek ever made, “Balance of Terror.” The wave is due to ship out next year, but check out more looks at T’Pol and Bem below!

T’Pol

© Nacelle © Nacelle © Nacelle

Enterprise‘s no-nonsense science officer and XO aboard the NX-01, T’Pol comes with a host of accessories inspired by the back half of the show. Wearing her season three jumpsuit, T’Pol comes with four sets of alternate hands; she includes a PADD and extra data module, a phase pistol, a communicator, a Vulcan hand scanner and book, a canister of Trellium-D ore from “Impulse,” and her mother’s Syrrannite IDIC pendant from “Awakening.”

Bem

© Nacelle © Nacelle © Nacelle

The very first Animated Series figure in Nacelle’s line, Ari bn Bem faithfully recreates the mysterious Pandronian commander from the TAS season two episode “Bem” down to a tee—including the fact that his head, torso, and legs can be split apart as they did in the show and connected back together by magnets. Bem’s accessories include an alternate head, two sets of type-1 phasers and handheld communicators, and two sets of inner, noodly arms. If that wasn’t enough, he even comes with a piece of wooden caging to replicate the rudimentary prison he found himself in on Delta Theta III.

Each figure, alongside the rest of Wave Two, will retail for around $29. They’re available to pre-order now, ahead of expected shipping sometime next year.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 27, 2025 0 comments
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A Star Trek: Voyager survival strategy game (yes, Voyager) is coming that lets you 'what if?' the series
Gaming Gear

A Star Trek: Voyager survival strategy game (yes, Voyager) is coming that lets you ‘what if?’ the series

by admin August 30, 2025



Star Trek: Voyager – Across the Unknown | Announcement Teaser – YouTube

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You probably couldn’t have predicted this one. Of all the things Star Trek that could be a game, it’s 24-years-gone series Star Trek: Voyager that’s getting the treatment with a game that’ll put you in charge of the lost ship’s journey home.

Star Trek: Voyager – Across the Unknown is described as a “a story-driven survival strategy game.” Your job is to manage the ship, its resources, and its path through the far-off Delta Quadrant on a long trip back to home space.

You’ll choose which crew members do what tasks based on their special abilities and unique skills, find resources to repair the damaged Voyager, choose where the ship will travel, and research technologies that can strengthen your ship and boost chances of survival.


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“Did you ever wonder what would have happened had Captain Janeway decided differently? If an important crew member had followed a different path? Or what the outcome would have been had the crew of the U.S.S. Voyager embraced Borg technology to increase their chances of survival?,” says Across the Unknown’s Steam page.

That emphasis on “What If?” stories really makes this an interesting one. Will it rerun a ton of familiar plot beats from the series that fans already know, but let you change how things went by making different choices? That seems to be the implication.

“The game features rogue-like elements,” say the developers, “so in each run you will encounter different situations and even iconic characters might meet an early end if you don’t react accordingly.”

You can find Star Trek: Voyager – Across the Unknown on Steam, where it’s “coming soon.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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August 30, 2025 0 comments
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An astronaut stands in a cockpit.
Game Reviews

No Man’s Sky Goes Full Star Trek In Massive Ship Customization Update

by admin August 27, 2025


No Man’s Sky‘s next big content drop is here and it continues the sci-fi survival sim’s journey to give players more tools than ever to play around with. Called Voyagers, update 6.0 will let fans make custom starships with enough space to walk around in them and crew them with friends. Whether you want to recreate the Normandy from Mass Effect or pretend you’re smuggling Dilithium across Federation borders in Star Trek, it’s another impressive step forward for a game that originally launched on so many broken promises.

No Man’s Sky: Voyagers arrives after a year of major reworks to the game that overhauled how its worlds are procedurally generated and rendered. Now Hello Games has retrofitted the way players will travel between them by introducing starship customization that sounds essentially like base-building for zooming around the galaxy. And unlike the traditional fighter-style craft players have been exploring planets with up to this point, these new ships will be much bigger.

They’re being called Corvettes and will come complete with hulls, wings, landing gear, cockpits, engine parts, thrusters, and all of the necessary living arrangements for the crew. Those include sleeping quarters, med-bays, war rooms, teleporters, and more. Players can choose how to design their new ships and what to include, whether you want to build a warship or something more modest and cozy.

“Adding bigger weapons to your Corvette increases your firepower,” studio director Sean Murray wrote in a press release. “Add sleeping quarters and a mission radar, and you are ready to welcome a crew of friends on board. Add a mission radar and you are ready to adventure. A teleporter and you have an away team. Or just add a window…and suddenly there are these special moments, watching as the universe flies by outside at warp speed.”

Players who are just starting out won’t unlock Corvettes until a bit into No Man’s Sky, but a special Corvette expedition added in the update is meant to help streamline the process so players can get it started as soon as possible. You can even have players flying multiple Corvettes over a planet together. Murray promises you can skydive between them. And of course all of this ongoing work in No Man’s Sky cross-pollinates with Hello Games’ upcoming fantasy survival sim Light No Fire. We still have no date on when that will be ready, but it sounds like it’ll benefit from all of No Man’s Sky‘s improvements rather than starting over from scratch once it arrives.



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August 27, 2025 0 comments
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Herdling review: an emotional trek through magical alps that feels a little too easy
Game Reviews

Herdling review: an emotional trek through magical alps that feels a little too easy

by admin August 27, 2025


A powerful, memorable story told not with dialogue but with interaction, movement, and art.

Video games are good at making us feel things for clumps of pixels, especially when those clumps are in constant mortal peril. Herdling joins a long tradition of extended escort quests that deftly fiddle the heartstrings: everything from Ico and The Last Guardian to the burgeoning library of Sad Dad simulators that define modern gaming.

Herdling review

Herdling has much more in common with its stablemates, the critically acclaimed FAR: Lone Sails and FAR: Changing Tides, than it does with anything else: a bleakly apocalyptic duology that was about caring for machines rather than a herd of weird goat things, but with strikingly similar results. The FAR duology made you care about your motor, grow adept at making it go, and feel a torrent of emotions whenever the thing got lost or damaged, as you were constantly thrown into situations which trapped, damaged, or broke your line of sight from your pride and joy.

Herdling pulls all the same tricks, applying them to a collection of Calicorns, a dozen or so ram-like beasts with beautiful horns and adaptive technicolour coats, vaguely defined magical powers and an admirable gift for following basic instructions (go here, go here slowly, OK STOP, etc). Your goal: shepherd them on an alpine journey from the edge of a dystopic city up to the very tip of the mountains, encountering many challenges along the way, ranging from light puzzles to winged terrors that react to sound. Yes, this is a linear game with stealth sections, or “forced stealth” in the parlance of people who dislike stealth.

Haven’t you herd? | Image credit: Panic

Those people will be pleased to hear that none of the challenges in Herdling are particularly, well, challenging. The aforementioned stealth sections are almost comically forgiving. You need to sneak your flock past a sleeping murder owl, who will startle awake if one of your lumbering charges knocks over any of the dozens of stone cairns dotted about the place. And it’s tense, in no small part due to the creepy creature designs involved: horrid masked birds of prey with the wingspan of a minibus, claws like angry spiders, and a vacant death stare that pierces the soul.

Except it’s a piece of piss to get your herd around the noisemakers as they magically narrow their group silhouette around tight bends. And, even if you knock over two of the stone piles, the birds don’t actually attack. The only time I triggered an assault it was a hard-coded chase sequence that’s impossible to avoid.This is fine – the FAR games weren’t particularly challenging either. What matters is the journey, the emotional resonance, the sense of progress – and loss – that comes with an arduous undertaking. What the FAR games did have, though, were machine puzzles that at least made you feel like a gifted engineer. Even getting the vehicles to move in those games felt akin to operating a steam engine. Grand obstacles in the world required the sussing out of Big Machines and their foibles. Nobody got stuck playing those games, but it was an incredibly sustained illusion.Not so with Herdling.

And let’s be clear, despite the big, obvious differences, this game is so conceptually and visually similar to the FAR series that you can absolutely think of them as a loose, thematic trilogy. And so when encountering the first Machinery Puzzle, I expected some sort of extended sequence of lever pulley with a devious twist. There was a lever, I pulled it, and the job was 75% done.Herdling’s analog of FAR’s plate-spinning vehicle controls is in the unwieldiness you’d expect from fantasy goat herding. Your flock go More or Less where you want them to. They stop More or Less when you ask them to. It’s almost akin to something like Surgeon Simulator, where the challenge sits entirely in the floppy, wooly membrane between the player’s intent and the on-screen consequences. But it’s not remotely that tricky. In fact, after half an hour, it’ll be as second nature as anything else you do in games.

Image credit: Okomotive

This is a road trip without any road blocks. Sure, there are bits that require you to go slowly, or trigger a requisite number of magical plants to unlock the path ahead, but it’s all very rote. Each chapter ends with the shepherd and his flock settling down for the night at a campfire, but in more than one instance I felt as though we’d barely done anything to warrant a kip. And it wasn’t even night time.

It’s a bizarre, uncanny sort of experience. And yet, the core conceit works: your herd is special, and dear. You want to protect them from the perils of the world. All of your animals have a sweet individuality to them: some of them love playing fetch, some of them are constantly getting their fur manky with mud and twigs no matter how often you clean them. Others have a stoic beauty about them that implies a quiet, contemplative intelligence working behind the googly eyes.And when you lose one, it is devastating. This is most easy to do during the many traversal sequences where the treacherous ground, rather than the nasty birds, is your enemy. The one time I lost a Calicorn was here, on a spindly bridge across an impossible gorge, as I failed to get to dear Butthead in time and he slid yowling into the depths.

Yes, you can anme them. From then on, Butthead would reappear at certain points in the story as a spectral ghost, snuffling around for ethereal food or running gleefully with his still living siblings as we frolicked across the plains (wonderfully, there is a lot of plain frolicking to be had). In a way I’m glad that my Herdling story was so bittersweet: had I managed to finish the game with all my herd assembled and well, I wouldn’t have experienced the guilt of losing Butthead, and I wouldn’t have yearned for him to move on with his afterlife every time he returned to us: unallowing us to mourn him, hanging around like a stuck sneeze. It’s a wonderful commentary on grief, on how losing a loved one somehow short-circuits your innate sense of causality and object permanence. How a death in the family is not an event, but a state change. Not a moment, but an eternity.

A wing and a prayer. | Image credit: Okomotive

At a slim three hours, give or take, and with very little replay value, Herdling is an almost perfect package of bottled feelings. Personally I would urge you to treat it as a one-and-done, as it’s far more poignant if you have to live with a mistake or two. Those who need some sort of skill challenge to stay engaged may find Herdling a disappointing experience that never quite spools up, but if you just love being absorbed in a world, and throwing yourself into the kind of narrative that only video games can provide – powerful, memorable stories told not with dialogue but with interaction, movement, and art, wordless conversations between game and player that reach far deeper places than you expect – Herdling is a must play.

It’s not as good as FAR: Lone Sails, but what is?

A copy of Herdling was provided for review by Panic.



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August 27, 2025 0 comments
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'Star Trek' Journalists, Ranked
Product Reviews

‘Star Trek’ Journalists, Ranked

by admin August 22, 2025


The potential for what journalism looks like in Star Trek is a heady idea that’s been around as long as the series itself. What does reporting the news look like in utopia? What does it mean that the Federation has its own news networks, alongside a host of interstellar media organizations? What does freedom of information mean in a universe that has Starfleet? And yet, we’ve actually had very few characters appear in the series as fully dedicated journalists and reporters.

That changed a little with this week’s episode of Strange New Worlds, “What Is Starfleet?”, which, well… okay, yeah. It was pretty atrocious journalism. But Mynor Lüken’s Beto Ortegas joins a rarefied crew of professional media in Star Trek to have significant roles in the series, for better or worse. So speaking of for better, at least, let’s take a look at who’s got their press hat on tightest in the arena of boldly going.

9) Beto Ortegas

© Paramount

Again, you should probably just read our recap of “What Is Starfleet?” to see why Beto is ranked here. There’s certainly an argument to be made that not necessarily all documentary filmmakers are journalists, but it’s pretty clear that Beto was, at least, trying to engage in investigative journalism in documenting life aboard Enterprise and its reflection of the Federation’s role. Emphasis on the trying there, because what he did really, really sucked!

8) Gannet

© Paramount

On the one hand, Gannet probably shouldn’t be on here. Her job as a journalist was in fact deep cover for her real work with Starfleet Intelligence during the events of Enterprise‘s fourth season—work that got her accused by Archer of potentially being a member of the human-supremacist group Terra Prime. On the other, while ostensibly acting as a journalist, Gannet did both wiretap translator devices at a conference to record attending delegates and, through Mayweather, did ultimately engage in a sexual relationship with a source while purportedly working on a story about the NX-01. Slightly different realm of ethics for an intelligence operative, but definitely not ideal for her cover story in journalism.

7) Natima Lang

© Paramount

Better known for her appearance in the Deep Space Nine episode “Profit and Loss” as a then-current professor of political ethics on Cardassia (and in actuality a radical member of the dissident movement fleeing the wrath of the Cardassian high command), Lang was previously a correspondent for the Cardassian Communication Service during the occupation of Bajor, working directly on Terok Nor. Unfortunately, it’s during that assignment that she met and fell in love with Quark, who promptly used her press access codes to directly steal money from the Cardassian government.

Good for Quark (although he was obviously not stealing from the Cardassian occupation forces for altruistic reasons), but deeply embarrassing for Lang.

6) Neelix

© Paramount

Neelix briefly dabbles in the world of independent journalism early on in Voyager, when he attempts to kickstart a daily news program aboard the ship in “Investigations” called A Briefing With Neelix. Although Neelix does attempt to rigorously defend his hard pivot from general interest puff pieces to investigative journalism when he breaks the news that Tom Paris had purportedly been removed from the ship for collaborating with the Kazon, even when pressured by Tuvok to drop his investigation, ultimately he does end up collaborating with Captain Janeway and Tuvok to allow A Briefing With Neelix to be used as bait to catch the real collaborator, Michael Jonas. Can you be state media if the state is a single starship?

5) Sylvia Ront

© Paramount

Do you know how bad everyone below Sylvia Ront on this list has to be at journalism to not even get past a character with a handful of minutes of screentime who simply just reads the broadcast news?

4) Jake Sisko

© Paramount

On the one hand, Jake gets away with an awful lot of his mistakes as a reporter for the Federation News Service on account of being a literal teenager on the front lines of one of the deadliest interstellar conflicts ever seen by the Federation. Hell, he reports from aboard the Defiant during military engagements and even willingly stays behind on the Dominion-occupied DS9 to report the stories of what is really going on there when the Federation is forced to abandon the station, even if his stories are ultimately censored from distribution by the Dominion.

On the other hand, kid or otherwise, Jake is kind of just not that great at his job. For one of his first stories, about a potential non-aggression agreement between Bajor and the Dominion, Jake sources key contextual information—that Captain Sisko, and through him the Federation, is against the pact—from offhand conversations with his father, who was unaware that his son had joined the Federation News Service. Ben shouldn’t have been discussing Starfleet matters with his son, arguably, but Jake also should’ve reached out to his dad as commander of DS9 and Starfleet’s primary representative for comment officially, instead of simply going “the source is literally my dad.” Speaking of that, what he should’ve done was have the story assigned to another reporter, given his direct personal relationship to important figures involved in it!

3) Marci Collins

© Paramount

Marci Collins—the late ’90s 3 Action News reporter we see in Voyager‘s Y2K-era flashback “11:59″—doesn’t really get to do much other than be a consistent voice reporting on the events the audience is watching unfold in the episode, as we see the story of how one of Janeway’s ancestors was convinced to close their bookstore and make way for the construction of the Millennium Gate, the first self-sustaining civic environment, a predecessor to future interstellar colonies. But the fact that the simple act of being a journalist who does their job completely perfunctorily makes her one of the best Star Trek has put on screen speaks to the franchise’s peculiar history with the press.

We’re ranking her above Ront simply because she’s on screen a bit more.

2) Richter

© Paramount

A reporter for the Federation News Network who appears in Picard‘s very first episode, we as an audience are kind of meant to see Richter in part as a bit of an antagonist: she agrees to a very strict set of conditions in order to get access to interview the retired Jean-Luc, including the stipulation that she not ask questions about why he left Starfleet. She does so anyway, leading to Picard having an angry outburst on camera and storming off mid-interview, reflecting very badly on himself in the process.

So sure, boo, the episode frames it as our beloved hero is seemingly ambushed and made to feel bad by a “mean” reporter. But even putting aside whether or not Richter should’ve agreed to the interview on the basis of controlling what questions she can ask, she did ask a perfectly reasonable question that was of considerable public interest to a person who still wielded a great deal of political power. She wasn’t particularly combative with him; she just didn’t offer a softball interview either. Sometimes journalism is about the risk of making people uncomfortable by asking the right questions!

1) Victoria Nuzé

© Paramount

The reporter behind the exposé “Starfleet’s Shame” that uncovered the misconduct (misconstrued or otherwise) by Captain Freeman aboard the Cerritos during the events of Lower Decks season three’s climax, Nuzé is shown to be an incredibly rigorous reporter, especially in light of Captain Freeman’s panicked overreaction to her presence aboard the ship. Her extensive report is not only built on interviewing tons of sources, but also her getting around Freeman’s attempts to blacklist certain personnel from talking to the press (mainly Mariner) speaks to her diligence as a reporter.

Also, she’s literally named “Nuzé.” Talk about the perfect person for the job.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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August 22, 2025 0 comments
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Daedalic reveal story-driven Star Trek: Voyager strategy game in which you can betray everything Janeway ever stood for
Game Updates

Daedalic reveal story-driven Star Trek: Voyager strategy game in which you can betray everything Janeway ever stood for

by admin August 21, 2025



Oi oi, where my Janeway fans at? Where my Parisians and my Torresians? Can I get a whoop, whoop for Chakotay? A high five for Seven of Nine? Daedalic have announced Star Trek: Voyager – Across the Unknown, a “story-based survival strategy game” adaptation of the loneliest of the classic Treks. Created by developers gameXcite, who I may yet forgive for capitalising their name that way, it asks you to “manage systems and crew, engage in diplomacy, navigate difficult moral decisions, and face the unknown”. It’s got a cutaway dollhouse spaceship and a HUD made up to resemble a Star Trek bridge display. Also, Ensign Harry Kim is here! He wants orders. Kim, your orders are to roll that trailer.

Watch on YouTube


Here’s some blurb from the Steam page:


Set aboard the U.S.S. Voyager and deep in the unexplored reaches of the Delta Quadrant, Star Trek Voyager: Across the Unknown invites players to relive–and redefine–the legendary starship’s journey back to earth. The game blends exploration, ship & resource management, roguelite elements, and meaningful choices. Experience crew dynamics and a fresh take on a beloved sci-fi universe — with what-if scenarios that open up new possibilities.


If you’re like me, you are presently being torn in half by the contrast between your apathy for yet another set of “roguelike elements”, and your enthusiasm for the what-if scenarios. Maybe an episode where Janeway becomes the Borg Queen? Maybe the Doctor gets to be captain? Maybe Neelix undergoes some kind of Garrus-style reinvention as a badass with hairy ears? All that may have actually happened, I can’t remember. Some more from the Steam page:


Take a risky approach or play it safe. Be diplomatic or let phasers do the talking. Research technologies that were shunned by the crew. But: Be prepared to deal with the consequences of your actions! The game features rogue-like elements, so in each run you will encounter different situations and even iconic characters might meet an early end if you don’t react accordingly.


There’s a base-building component: you’ll add facilities to Voyager’s innards as you go, in the manner popularised by XCOM: Enemy Unknown. I’m less sold on the tiddly, top-down spaceship movement within solar systems, which recalls Mass Effect at its dinkiest and makes the Delta Quadrant seem as strange and enveloping as Center Parcs. But I do like the sound of the away missions, in which you get to handpick a team of named faces and redshirts.

“A team with skills that complement each other might be best suited for the task, but it is up to you to call the shots,” the developers comment. “Minimize the risk for the team’s members, rush headlong into danger, or take a scientific approach – you decide.” All this and, of course, ship-to-ship combat, in which you’ll assign crews to stations and target individual systems.


There’s no release date. In case it wasn’t obvious already, my excitement about this game is at least 80% nostalgia spike, with another 5% consisting of furtive teenage memories of certain saucy fan fiction websites. Finally, we can make Paris and Chakotay bone. The developers don’t have much form for space sims: going by their website, they have hitherto specialised exclusively in Asterix comic adaptations. I guess a starship is a kind of Gallic village? Let’s finish off by watching the original Voyager intro again.

Check out our Gamescom 2025 event hub for all the PC game announcements and preview coverage from Cologne.



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