We Were At War With Cardassia, Apparently

This is a really tiny nitpick but I’ve slipped from 3/week to 1/week blog posts, so whatever. In Star Trek: The Next Generation S4E12, “The Wounded,” the opening captain’s log states that it has been slightly more than a year since the Federation signed a peace treaty with the Cardassians, putting an end to a long war. But we know from comments about Wesley Crusher’s service on the ship a few episodes earlier that each season of the show maps to one year in-universe, so this war would’ve ended at some point in sesaon 2-3. And yet it doesn’t come up at all in any of the first three seasons. The Ferengi are the main antagonists of the first season, which didn’t really work out because they just aren’t that intimidating and they tend to come across more like plucky-but-ruthless small business owners rather than rapacious industrialists. They focused more on the Romulans for seasons 2 and 3, though the series’ ultimate primary antagonist in the Borg also made some pretty impactful appearances.

Obviously they needed Cardassia to have recently-ish signed a treaty with the Federation to make that episode work and they didn’t want to have an entire Cardassian War arc to justify that one episode, and that was the right call. Still bugged me, though.

Spacebase Startopia Alien Stations

I mentioned at the end of my Spacebase Startopia post that you could imagine eight different station designs that should be viable based around emphasizing one of the eight alien species’ in particular. That post was already kind of long, so I’m splitting the outline of those eight station concepts off. Some of these require significantly expanded mechanics, while others require almost no expanded mechanics at all, and I’ll be tackling them in order of least to most changed.

Before we dive in, I want to note that there is only one faction in this game. Every player always has access to all eight of these species, and the stations I’m describing are specific strategies that should be viable in order to give the game more gameplay variety. So, for example, the Telgor Station is not a faction which is locked into a specific Zerg rush strategy that an enemy can hard counter just by knowing you’re playing a Telgor Station. It’s a way of building your station that focuses on telgor buildings almost exclusively, but rivals won’t know that until they get a good look at your base.

First of all, the Celebramer Station requires no changes at all because it is the one type of station that’s viable in the game as it exists. You run a biodeck to provide nature hikes and lakeside meditation while also providing natural resources, process those resources into refined resources at a factory on the sub-deck, and use those refined resources to run high-end entertainment venues in your space Las Vegas on the fun deck. Everything is oriented around maximizing the tourist trade on the fun deck. The Celebramer Station dumps lots of resources into new buildings to climb the tech tree up to the highest tier of space Las Vegas, which means they have the longest spin-up time of any station. At the end of it they get unrivaled energy income that can be used to dominate the endgame, provided they live long enough to get there.

Secondly, the Telgor Station requires only two minor tweaks. The Telgor Station is a space flophouse that focuses entirely on cheap berths and recycling stations to maintain some modicum of cleanliness. Its ratings will always be middling due to health and security issues, but that’s fine because it runs purely on low-tech buildings and high ratings are only useful for unlocking tech. The Telgor Station makes its money on scale, so the first tweak that it needs is that the cost of unlocking new sectors needs to be based on the total number of sectors unlocked on any deck, not the distance from your starting sector on the specific deck being unlocked. This means that unlocking additional sub deck sectors will always be cheaper than unlocking fun deck or bio deck sectors, which means the Telgor Station always retains the advantage of being the cheapest way to increase income right now.

The second tweak is that you need to be able to hire space pirates or buy drones in a crate or something, so that the Telgor Station’s ability to get energy fast can be turned into an ability to get cheap units fast. Without cheap units that can be purchased with pure energy and no significant infrastructure, the Telgor Station is only good at making energy fast in the early game, which means it can only win in scenarios where the goal is to make a small-ish amount of energy on a time limit (including a time limit imposed by playing against other players). With cheap units, the Telgor Station also serves as the Zerg rush strategy for combat-focused scenarios, where you try to mow an enemy down before they can even get started at the cost that your tech comes in much slower, so you will steadily fall behind your opponents economically and militarily if you don’t succeed in destroying them quickly.

The Bug Station requires a significant overhaul to how the trade system works, but that won’t have any ripples to the rest of the game. In the game as it is, traders come in fairly regularly and have a small and random inventory of resources and buffs to sell, plus you can sell them stuff from your cargo hold. The traders will buy most resources but only sell a small and randomized set, so if you’re manufacturing lots of goods, you can sell them to get lots of energy (the game’s currency), but then it’s a crapshoot whether you have anything worth spending that energy on. It’s possible to summon a trader through your communication center, manned by the bugrathorians (“bugs” for short), but this costs 500 prestige, which is enough to unlock almost any of the techs in the game. The comms also give you a couple of other nifty features so you will definitely want one on every space station, but you will also want exactly one on every space station, and once you’ve got it up and running, you’ll pretty much completely ignore it while absorbing its passive benefits for the rest of the game.

In order to make a bug station playable, two tweaks are needed in addition to the tweaks that made the Telgor Station work. First, the spacedock that allows you to trade with merchants needs to be available much, much earlier in the tech tree. The current position makes it clear that you’re intended to use it mainly to sell resources that you manufacture on station. Instead, it should be available low enough down the tech tree to be a potential replacement for your bio deck, buying resources for energy instead of unlocking bio deck sectors to unlock them. The lowest tier of the tech tree is called “space trucker” and while I realize the idea is that you are a space truck stop, not a port or warehouse, it would be fine if the spacedock was unlockable right from the start of the game.

Second, and this one is a big enough change that it probably counts as more than just a tweak, there needs to be a variety of different trader types you can get at your station, each buying and selling different kinds of resources. Some deal in highly refined resources, others deal in raw materials, some might deal in a specific resource type regardless of tiers, for example, buying both regular food and the tier two sushi or molecular food. Summoning a specific type of trader is done through the communications center, and the more bugs you have working comms, the more different trader options you draw from the deck. The exact selection is randomized, but more bugs means more options.

This means a Bug Station is going to work by creating a basic berth, medbay, and recycling station infrastructure to keep conditions livable enough that your employees won’t quit, then fill in all the remaining space with spacedocks, cargo bays, and factories. Your bugs summon traders who sell cheap raw resources, you process those resources into higher-end resources at a factory, and then you summon high-tier traders to sell the resources to. A factory can be set to auto-produce a certain resource any time the prerequisite resources are available, for example, processing minerals into circuit boards as soon as enough minerals are available to make at least one circuit board, and the same should be true of spacedocks, able to auto-buy resources of a certain type within a certain price range and up to a certain number, and auto-sell within a certain price range and down to a certain number.

And that means a Bug Station can automatically buy minerals from incoming traders up to a certain amount, process them into circuit boards, then sell them to outgoing traders down to a certain amount, which means you won’t accidentally sell out your entire stock if you want to keep a minimum number of circuit boards on hand for mech construction or whatever, nor will you accidentally fill up your entire cargo hold with minerals and/or circuit boards because you’ve hit a dry spell with traders who’ll buy circuit boards or got inundated with traders who are selling minerals.

The Bug Station makes a profit by keeping itself fairly lean, creating a hive of comms activity in the starting sectors with a bit of support infrastructure (including a small, low-tech fun deck for the station’s small population of workers – a StarCats Cafe is required to unlock security stations and therefore mechs, but that’s, like, the second thing you build in a fun deck, so you don’t need any extra sectors for that), and then filling in the rest of the sub-deck with very low-maintenance cargo holds, factories, and spacedocks that do not produce trash and require infrequent repairs. Since the vast majority of the space is low-maintenance, a small number of fuzzy drone workers is required to support the station, while the energy income from trade is fairly high. The Bug Station maintains middling ratings from a small number of inhabitants and a smaller number of visitors renting out spare bunks in the berth, which means it will never be great at tech, but it has good income to buy the same mercs the Telgor Station uses plus good manufacturing so it can pump out mechs quickly once the tech for that comes online. It’s still a fairly quick station and unlike the Telgor Station it’s not completely foregoing mech production facilities. It won’t be the station with the first mech, but it will be the first station to have three mechs.

The Dryad Station doesn’t require any additional tweaks on top of the Bug Station. The Dryad Station uses a slightly larger worker population and has a slightly longer spin-up time since it uses dryads on the bio deck to produce resources on-site and then manufacture them into resources for sale while still never expanding the fun deck past its starting sector, since that’s all that’s required to keep a small staff of employees happy (and even with the dryads brought on to run the bio deck, the staff of the Dryad Station still pales in comparison to the huge number of visitors the Celebramer Station brings in). The Dryad Station ultimately has higher ratings since it can fulfill the need for nature, higher income since it’s cheaper to grow the materials yourself than to import them.

I don’t want any of these stations to feel like they play identically to one another, but I don’t think that’s a problem here, it’s just that there aren’t any new mechanics needed to set the Dryad Station apart from the Bug Station. The terraforming mechanics of the existing game’s bio deck are sufficient.

The Grey Station is minimally functional as long as you can use the comm station to bring in large crowds of medical tourists. The gresularians, greys for short, run the medbays on the space station, and you make energy any time a sick alien buys treatment. If you could guarantee a higher rate of illness amongst incoming aliens, you could make reliable income by building lots and lots of medbays. Add a feature to the comms station that allows you to advertise yourself as a destination for medical tourism and Bob’s your uncle. This still requires the tweaks from the Telgor Station, but not any of the ones from the Bug or Dryad Stations, so strictly speaking you could fit it in between Telgor and Bug.

I don’t like this idea, though, because it means we now have two stations that revolve around stamping the same room down over and over again. I don’t mind the Telgor Station being a fast build that’s boring at scale because its purpose is to win quickly, not fill up all twelve sectors of the station. Add in a Grey Station that does nearly the same thing except with lots of medbays mixed in with the berths and yeah, it works, but it feels like it’s basically the same station.

So instead I want to make a fairly significant addition to the game: The addition of a hangar. Hangars come online at the Package Travelers tier of the tech tree, not because they particularly have anything to do with package travelers (honestly, I’m not sure why package travelers are separate from tourists, the next tier up, but maybe that’s just because there’s connotations of the term past its literal meaning that I don’t know about), but because that allows it to come online one tier before mechs, which feels right off the top of my head, which is the level of scrutiny I’m giving this outline as long as it’s a free blogpost.

Hangars come with shuttles, which can do different things when staffed by different kinds of aliens. Celebramers go fetch a bunch of aliens with a significantly higher than average amount of energy to spend in your space station, perfect if your station is full of high-end fun deck buildings that take lots of energy from a visitor at once. Telgors can be sent on trash collection missions, returning with a bunch of trash to dump into your recycler for energy. Bugs can be sent out with resources to sell them at a markup by taking them someplace where they’re harder to come by than local space. Dryads can be sent to retrieve plants of a specific biome, allowing you to either quickly mulch them into resources or else quickly fill in a section of the bio deck that you’ve just terraformed to a new biome (for example, if you just unlocked a new bio deck sector and the random biomes it came with aren’t what you want) to get local production up and running quickly.

And greys abduct animals to create a space zoo in the bio deck. Animal pens can’t have their plantlife harvested (it’s important to the animal ecosystem or something), so this reduces your income of natural resources. In exchange, the zoo helps aliens fulfill a need for nature faster, making it a good addition to a Celebramer Station, and it also allows the greys to develop bioweapons. Each species of animal (one per biome) produces a resource, and that resource can be taken to a medbay for greys to develop into a special crate that, when deployed, infects about 80% of aliens who live in that biome with an illness, causing them to seek out a medbay immediately. Each biome is already associated with one alien, so for example, the greys themselves live in the savannah biome, so a savannah bioweapon will infect greys in the radius. Not only can this be used to debuff boarding parties (for example, the space pirates who periodically appear in the station), using multiple weapons to target multiple species if necessary, you can also throw one into an enemy atmosphere filter, which will travel through the ventillation system and spit out infection in a radius around every atmosphere filter in that player’s control.

Since alien species are associated with specific jobs (apparently Startopia runs on a space caste system?), throwing in a polar bioweapon will infect 80% of the leviathans within range of any atmosphere filter, causing them to get sick and head to the medbay, devastating the target’s leviathan workforce – and leviathans run security stations, which operate mechs, so that’s going to seriously gum up their defenses. You can make the problem worse by lobbing a savannah bioweapon into the enemy atmosphere filtration system, causing their own greys to fall ill, which will jam up their medbays. Ultimately, the enemy can hire more greys if necessary to get the medbays working again to get the illness cured, but while they’re sorting out the crisis, you can seize the initiative on the frontlines. They can always try to debilitate you with bioweapons of your own, but if you’re running the Grey Station, you’ll have a lot of medbays to treat the problem with, to the point where even if every grey employee is within range of an atmosphere filter when you get hit and 80% of your greys are infected, your remaining greys will get to work deinfecting the population, and while you won’t be totally uninfected, the problem will sort itself out much faster compared to your opponent. Plus, you’ll have more crates to infect with.

In fact, since the Grey Station is a midgame station that tries to paralyze and destroy enemies before they can build up drone swarms, and since that means their bioweapons need to become available very quickly after they get hangar access so that they can get them out before their opponents get one tier higher and get security stations and mechs, there should also be a limit of one bioweapon per medbay. Just like each security station can only support one mech, each medbay can only support one bioweapon. You can replace the bioweapon after expending it, but you can only have as many bioweapons at once as you have medbays. This means a Celebramer Station or whatever will only ever have one, two, or maybe three bioweapons and will have to pick and choose which biomes to target and when to use them, but a Grey Station will have eight or nine and can lob them around much more freely, especially since they get replaced fairly quickly (I’m thinking 1-2 minutes, longer than a skill cooldown, but not a once-per-game bomb), provided you still have a pen containing the correct type of animal up in the bio deck.

I’m not positive if this is a tweak or not, but an alien with a bioweapon illness that goes untreated long enough should eventually die with a 100% chance to produce a chest burster. I know this can happen occasionally, but I don’t know how common it is, and the bioweapon illness should make it frequent enough that if the Grey Station bombards an opponent’s filtration system with bioweapons for most or all biomes and thus infects their entire station, they’ll need a lot of medbays to treat all the sick or else not only will their station be slowed to a crawl, they’ll potentially be destroyed outright by the subsequent chest burster infestation.

Some bioweapons have additional effects to help balance out how relatively unhelpful it is to target the aliens native to that biome:

-Bioweapons always kill plants of the same biome, but forest bioweapons (targeting dryads) kill all plants, so you can use them to wipe out some of your enemy’s natural resource production in their bio deck.

-Moon bioweapons (targeting telgor) have a 20% chance of infecting non-telgors in addition to the 80% chance of infecting telgors, making them great for lobbing into densely populated stations lacking in medbays (like Telgor Stations).

-Lava bioweapons (targeting eurekers) cause corrosive damage to nearby buildings and mech units in a single randomly selected atmo filter (not all of them – otherwise the Grey Station could throw three or four into the filtration system in rapid succession and level any section of the base with decent ventilation). Bases that have a small inhabited area on their sub and fun decks surrounded by a huge manufacturing, storage, and trade infrastructure (like the Bug Station and Dryad Station) will have a small number of atmo filters close together in the one small section of the station that’s completely non-redundant, so a few lava bioweapons in rapid succession can dissolve a critical part of such a station.

-Polar bioweapons (targeting hem’netjer – this change is intentional, we’ll get there in a bit) cause the infected to go berserk, possessed by dark spirits, which is mechanically similar to dying and producing a chest burster alien but it happens instantly, causing immediate problems for your target regardless of whether or not they have medbays. Hem’netjer are the highest tier alien in the game (some aliens don’t show up until you have certain tech tiers unlocked, and hem’netjer don’t start coming to your station until one tier above mech units), so the target probably has the security drones to deal with this problem, but it will tie up those security drones for a while.

-Swamp bioweapons (targeting bugs – ditto to polar) also kill vermin, so you might lob them at your own station to help clean up an infestation. This isn’t super helpful since vermin are pretty easy to clean up anyway, but infecting bugs is probably potentially really valuable anyway since it allows you to disrupt an opponent’s ability to call up traders for resources and hire mercenaries, so this can be a ribbon.

-Meadow bioweapons (targeting celebramers), rainforest bioweapons (targeting leviathans – switched as well, we’ll get to why in the Hem’netjer Station), and savannah bioweapons (targeting greys) are all potentially critical to an enemy station without additional effects, and I couldn’t think of a ribbon for them.

Since they can create a wide variety of different debuffs, the Grey Station is dominant in the midgame, able to tailor a viral payload against whatever kind of station they’re up against. Celebramer Stations find their income suddenly choked off and their ratings plummeting as their celebramers are infected and their fun deck is paralyzed, Telgor Stations are suddenly facing a massive infection crisis with few or no medbays to handle the situation, Bug and Dryad Stations have their small inhabited station cores bombarded by lava bioweapons. The Grey Station isn’t as fast as the Telgor Station, but it’s close, using relatively low-tech medbays (medbays are on the Drifter tier of the tech tree, only one step up from the bottom) for the core of their income, then using that core income to quickly get to the mid-tier hangar tech. The Grey Station is on the clock, because once their opponents get to the mech tier of the tech tree just one tier up from the hangar, they can put a security station down outside the range of their air filtration system, and the greys don’t really have room for lots of mechs when they spend all their space on a sprawling complex of berths and medbays, nor do they have the endgame income or on-station resource production to make mechs even if they can find room for the security stations.

The Hem’netjer Station is the turtle station. Getting hem’netjer on your station at all requires the Upscale Tourist tech tier, which is the same tier that unlocks research centers, so the only station build that goes higher is the Celebramer Station that goes to the very top. The first tweak they need over having a hangar for shuttle missions is that their temples are now constructed manually, not automatically, and are unlocked at the same tier the hem’netjer show up, Upscale Tourist. These temples are built on the bio deck, and a different temple can be built in each of the nine biomes.

The hem’netjer shuttle mission seeks out various harmonizing psychic crystals to bring back to the temples they build on the bio deck, one for each temple. They can most quickly retrieve a psychic crystal for their native biome, with biomes further away on the 3×3 hot/cold wet/dry grid requiring more hem’netjer and taking longer. To emphasize this, I’m swapping some biomes around: Hem’netjer are polar (and may need a redesign to reflect this), bugs are swamp, and leviathans are rainforest (and might also need a redesign, although this one is probably fine as a palette swap).

The hem’netjer have ice blue crystals from the wet/cold polar biome that can be easily retrieved. The wet/moderate swamps of the psychic bugs and the temperate/cold taiga associated with no species in particular are moderately easy. The cold/dry moon environment of the telgors, the wet/hot rainforest of the leviathans, and the temperate/moderate meadow of the dryads are middling difficult, being neither especially psychically sensitive nor psychically repulsed. The hot/moderate savannah of the greys and the temperate/dry radioactive of the celebramer are hard, their more materialistic and worldly cultures resisting the psychic attunement of the hem’netjer. The hot/dry lava biome of the eurekers is the hardest of all.

Once a temple is built in the right biome and the correct psychic crystal has been installed in it, it is possible for an alien of that species to ascend. There is a random chance of ascension every time an alien visits a temple, which they will do more often if there are more hem’netjer employees on board, so the Hem’netjer Station will want to employ a lot of hem’netjer first to run multiple simultaneous crystal-retrieval missions from multiple different shuttle hangars, and then to increase the spirituality need of as many visitors as possible to get them to visit the temples on the bio deck until one of each alien has ascended. When this happens, a final countdown begins to summoning a Cthulhu knock-off. The final countdown is announced to all players, and if any of the nine temples are destroyed during the countdown, the ritual is aborted. The other temples’ crystals remain attuned, but the destroyed temple will have to be rebuilt, a new crystal retrieved, and a new alien will have to ascend. If the ritual is completed, the hem’netjer summon a Cthulhu knock-off, every sector of the station under their control immediately ascends, and the process of ascension tears the rest of the station apart, defeating the other players.

The Hem’netjer Station can flex on other players by spacing their temples out a lot, but the smart move is to take the sector in front of your energy core (which you want to defend heavily anyway), divide it up into nine sections for the nine biomes each just big enough to hold a temple, and conduct the ritual there while maintaining a perimeter with some combination of turrets and mechs. Nothing the Hem’netjer Station’s ritual does requires a lot of resources – the nine temples are fairly cheap and cost less energy than a mech between them, the hem’netjer employees to man them cost only a few hundred energy each just like employees of every species, the hangars are moderately expensive but can be repurposed for other things once the hem’netjer are done with them, and the process of ascending aliens is not only free, it actually generates energy for you, since ascended aliens give all their remaining energy to you. It takes a lot of time, but you can spend your energy and prestige on other things while you wait – like defenses.

The Hem’netjer Station is also encouraged to actually use sabotage in a way other stations are not. The game as it is has lots of sabotage options, but they require a security station, which means they’re more than halfway up the tech tree, and then you need to unlock most sabotage options with prestige and pay energy to activate them. They mostly only inconvenience an enemy. They are pretty cheap once researched, but they cost a fair amount of prestige to research, and you are better off spending that prestige on upgrading mechs, which can actually win you the game, rather than sabotage, which delays but does not prevent your opponents from destroying you. Since the Hem’netjer Station’s build revolves around doing a very long but not resource intensive multi-stage ritual, sabotage makes a lot of sense for them. The prestige cost for unlocking it could still stand to be knocked down so that you can start annoying your opponents very quickly (quickly enough to meaningfully delay them from getting mechs, which are available at the same tech tier), but it also helps that the Hem’netjer Station does not, at any point, need to march mechs into an enemy station and blow up their energy core. If sabotage is effective enough to paralyze an enemy, they can do that instead of mechs, rather than in addition. This is still only a defensible strategy if they can also get some (relatively) cheap static defenses so that they aren’t totally helpless if a mech shows up.

The Leviathan Station can’t start out as a Leviathan Station. While telgors, bugs, and dryads are available from the start, and greys and celebramers show up so low on the tech tree that most scenarios have them unlocked immediately and even the ones that don’t will give them to you while you’re putting down some basic infrastructure for berths, recycling, and air filtration, leviathans don’t show up until the Package Traveler tier, and the security station they work at is unlocked at the Tourist tier. This means that by the time leviathans are even onboard, greys are already on the final leg of bioweapon development and the telgors overran you with hired guns thirty minutes ago. The Leviathan Station needs to be the Celebramer Station until it’s unlocked some core tech, because the Celebramer Station focuses on generating prestige, which is used to unlock new tech tiers and buildings. The Celebramer Station does that for basically the whole game, racing up the tech tree to the highest possible income as fast as possible, but the Leviathan Station will get off the ride once the hangar is available.

This means that the low-tier entertainment options should be the kind of thing you might find in a space pirate den. Replace the lootbox lottery with a seedy gambling den and move the lootbox joke to the tier two casino, swap the position and function of the starcats cafe and the bar (this also means that the need for drink and the need for relaxation need to be reversed in importance, which is no big deal), change the lights on the space disco to be all red with lots of dark shadows, brightening up to more purple and well-lit as you begin operating higher-tier entertainment buildings like the flying sushi restaurant and hotel space inn, things far enough up the tech tree that the Leviathan Station will never even look at them because they will be pouring all their prestige into combat upgrades.

Leviathans can use the hangar to raid nearby planets. The raiding targets accumulate more and more valuable resources, energy, and prestige the longer you leave them, so the Leviathan Station gets a burst of resources from initial raids but then has to wait a while for them to build back up. This allows them to leap up into the mech tier of the tech tree, at which point all future prestige goes towards combat upgrades.

Leviathans can also use the hangar to board an enemy sector of the station through their airlock. Leviathan raiders can be killed, and unlike security drones, they don’t come back automatically on a cooldown, you have to hire new ones, but leviathans are available one tech tier before drones, so you can plausibly try to mob an opponent with two dozen leviathans before their defenses are online. Energy cores have a lot of health, so this isn’t a practical way to actually defeat an enemy, but it can wreak havoc on their economy so they can’t keep pace with you while you get your mechs going. Since this makes hired leviathans into armed units, this also means they can be used as an emergency defense against space pirates, chest bursters, and enemy drones or other leviathans, or as speed bumps for enemy mechs. It’s costly to use them this way compared to security drones, which are both stronger and more expendable, but if you haven’t built a security station yet and space pirates are attacking the fun deck, leviathans are better than nothing. Leviathan visitors won’t fight for you, only ones you’ve hired. I considered having visitor leviathans fight third-party threats like chest bursters and pirates, but the problem is that it’s fairly easy to get one to two dozen visitor leviathans in your station, which is enough that they can probably deal with chest bursters and pirates without you really having to worry about it, and since leviathan visitors show up automatically at about the mid-point of the tech tree without any effort on your part, this makes the defense aspect of the game a little bit too easy.

The Leviathan Station shines in the mid-late game, they beat early game stations like the Telgor Station, Bug Station, and Dryad Station by surviving them until their mechs come online and then crushing them before they can get mechs (in the Telgor Station’s case, that will be a very long time, but the Bug and Dryad Stations can make a lot of them once they catch up technologically, so the Leviathan Station must act quickly), and they beat lategame stations like the Celebramer Station by choking off research and investment in the fun deck to pour all resources into mechs as soon as they’re available, getting more numerous mechs faster to destroy the lategame station before the lategame arrives. Their midgame rivals are the Grey Station, who come online at about the same time (greys use the hangar to abduct animals to produce bioweapons, leviathans use the hangar to get resources and prestige to produce mechs). The greys don’t have a direct answer to mechs except to infect leviathans, which can be mitigated by keeping leviathan security stations outside the range of filtration systems. Leviathan employees won’t like it, but if their other needs are satisfied, they won’t quit over air quality alone. Leviathan employees still need to use berths and the space disco and so forth, which need good air quality or else visitors will leave lower ratings, slowing down research. Leviathans could always tear down their entire filtration system once they unlock mechs, since their need for prestige is greatly reduced, but that’s risky since it will drastically slow the accumulation of prestige that could be used to unlock new combat upgrades.

Also, while this would potentially be too complex and stretching resources too thin for multiplayer games or scenarios where you fight an AI for control of a station, I think a singleplayer mission where you have to send mechs down to a planet to fight a battle on the surface could be cool.

The Eureker Station requires only two tweaks. First, in addition to the existing ability to have unresearched crates automatically dropped off in a research center as soon as they’re available, you should also be able to set a factory to produce crates of any type that you haven’t maxed out research for and which you don’t have enough to max out research for (i.e. the factory should be smart enough to check your storage and figure out if you need more crates or if you just need to wait for the research centers to get through them all). This way you can set a factory to process resources into unresearched crates and forget about it, and it will still keep your research stations busy. This allows you to scale up to having a lot of research stations without constantly having to do busywork.

The second tweak is that the Aurora and Star Hydra mech classes can only be unlocked at a research center. The Raptor class mech is already a trap option whose only advantages are speed, but only compared to other mechs so it’s still really slow, and crowd control, but security drones are so weak compared to mechs that any class can mulch through them no problem. I think giving its cone attack the ability to destroy plants and also allowing it to penetrate one bulkhead deep into enemy territory without paying to unlock the bulkhead for a proper invasion could make it useful as a bio deck raider, destroying a bunch of enemy plants to cut off their supply of minerals, medicine, or fibers (all three of which are required for the production of any mech class) could help make the Raptor less useless, but also it can be the starter mech whose main use is that you can get it as soon as you have a security station, while the Aurora and Star Hydra require going one tech tier higher to get a research center.

A third tweak is unnecessary but helps with the station’s vibe. The Eureker Station, like the Leviathan Station, starts out racing up the tech tree to get to its middlingly-lategame buildings that define its strategy, which means it wants a good earlygame fun deck to get prestige fast. For the Leviathan Station, I made this work with the vibe by making the earlygame fun deck a sort of space pirate den that gets phased into a more space Las Vegas vibe as mid-to-high tier buildings come online.

For the Eureker Station, I want a different look, so I’m going to add something to the communications center: Distress signals. Distress signals can be sent from colonies, ships, whatever, and allow you to exchange a bunch of resources or plants for prestige. The resources or plants required are random, and just like traders, you get more draws from the deck with more communication centers. Since half the distress signals ask for plants, that means the Dryad Station is the best positioned to answer them, but the Bug Station can answer half of them. This gives a new dynamic to the three earlygame stations that I like: The Telgor Station is the most aggressive of the earlygame stations, but has no access to prestige except the trickle that comes from positive ratings left by aliens who just want a bed to sleep in. The Dryad Station is the slowest of the earlygame stations to set up since it requires expanding both the sub deck and bio deck, but it has the best prestige income from both a minimalist fun deck (better than none at all, like the Telgor Station) and being able to answer distress signals. The Bug Station is in the middle – it spins up faster than the Dryad Station but slower than the Telgor Station, and its prestige income is in between the two as well. This means the Dryad Station is better at pivoting to a different build in the event that they aren’t able to secure victory in the earlygame.

This also means the Eureker Station can build itself on a Bug Station or a Dryad Station. You lose a little bit of speed racing up the tech tree, but you have an established production base to start producing crates for research the second your research centers come online.

Eurekers can use the hangar to attend a research conference and come back with one random research upgrade for anything you’ve unlocked. It takes longer and it keeps your eureker employees occupied just like they were working at a research center, but it doesn’t cost resources and it’s available much earlier, although not as soon as the hangar is unlocked, because eurekers don’t even show up at your station until you’ve unlocked the Tourist tech tier, which is when you get security stations and mechs, one tier up from the Package Traveler tier that gets you a hangar. Hangars and eureker employees only cost energy, though, not prestige, so you can use eureker shuttle expeditions to get your research going while you’re still accumulating prestige to unlock research centers.

The Eureker Station also really benefits from the same static defenses as the Hem’netjer Station. Once it gets its research centers stamped down, the Eureker Station is basically done constructing new buildings, focusing instead on improving what they already have. Since they’re not expanding, they can wall themselves in with turrets to create a nearly impenetrable defensive barrier for any Raptor or Aurora class mechs (although Star Hydras, being long range missile artillery who are specifically good at attacking buildings, can bombard the turrets from outside their effective range).

The Eureker Station is a compact lategame build that focuses on building tall, not wide. In the early game it focuses on racing up the tech tree, in the midgame it focuses on maximizing research, which is going to require some amount of sprawl as they make four or five different research centers, but then in the lategame they focus on having better buildings instead of more buildings. They don’t need additional medbays because their existing ones are so efficient, they don’t need to expand the fun deck because their entertainment buildings generate more energy per minute, they don’t need an extra factory because their first factory works twice as fast, and so on. The impact of the upgrades might need to be buffed to make this viable, I haven’t done the math, but the Eureker Station wins by slowly getting better at everything without spending any energy or prestige on it, then using the spare energy and prestige to build mechs that are slightly better than everyone else’s.

So in total you can have a telgor space flophouse, a bugrathorian trade hub, a dryad manufacturing center, a grey bioweapons lab, a eureker conventional weapons lab, a leviathan pirate port, a celebramer space Las Vegas, and a hem’netjer psychic space ritual to summon Cthulhu.

A lot of the space station builds sound similar to the premise of some of the game’s scenarios, but you end up building nearly the same station for each one. Sure, there’s a scenario about trade that requires you to buy and sell goods at a spacedock, but the game doesn’t give you the tools needed to build a trade-focused station. Using the spacedock requires a lot of micromanagement, so you either ignore it in any scenario that doesn’t require it or else you build one and interact with it sporadically, hoping to catch a trader who has something you actually want when they’re around, or use it purely to offload toxic waste (cleansed or not). Designing around the idea that it should be possible to build an entire space station around trade (or spirituality, or research, or whatever), not just have one trade building in your omni-station, significantly increases the depth of the game.

January 2024 Humble Choice

The first Tuesday of the month has come. What’s in the box?

Midnight Suns is a game from the XCOM guys about tactical combat against international terrorists except your squad is led by an ancient fantasy hero revived to continue their struggle with an evil sorceress in the modern day and the rest of your squad are all Marvel super heroes and you need to have dating sim style hangouts with various Marvel characters to upgrade them. Jesus, this pitch started out so strong and just went more and more downhill and the funny thing is that the first two of the three video games that got pitched sound like they’d both be pretty fun individually but like a mess when put together, and then you add on top of it the Marvel team-up thing. The only way super hero team-ups are ever good is when you do it with the decade-spanning patience of the Thanos Saga, giving each hero room to breathe in their own millieu before bringing them together against a threat powerful enough to command all of their simultaneous attention. Even then, it’s difficult to ram the X-Men into things, themed as they are after mutant oppression and yet no one seems to have any trouble identifying that the Fantastic Four are technically not mutants. I’d be there for a game that did Iron Man, Doctor Strange, or Wolverine but trying to start your franchise with all three is too much even before we add the occult urban fantasy theme on top of that.

Two Point Campus is a game about running a university. You stamp down buildings, hire professors, students arrive, it’s all got a vaguely Sims-esque vibe where the fundamental premise is downright mundane but sometimes a student walks around in full plate armor and I can’t tell if they’re a theater major or if you just get medieval knights attending your college sometimes. One of the screenshots is of a misty castle which implies you can make your university look like Hogwarts, which mainly just accentuates that this would be much cooler if it were a wizard university instead of a regular one, but since no one’s made a good wizard school game yet (Spellcaster University was okay, but surely we can do better), I’ll content myself with this one.

Aragami 2 is a ninja game of some sort. You have magical shadow powers and use them to fight bad guys. Details are extremely scarce. I like the idea of a ninja stealth game, and the fact that it’s a sequel suggests this idea was good enough the first time around to justify more attention, but that’s no guarantee that the second game didn’t bungle things. At 17 hours on How Long To Beat, it’s just a few hours too long for me to take a chance on it. The general rule I’m gravitating towards is that a 5 hour game is worth a look if it has even one cool hook, 10-15 hours is short enough to be worth investigating if I’m on the fence, but more than 15 hours and I had better be confident I’ll be glad I started by the time I stop.

OTXO is a Roguelike topdown shooter, and that is all I needed to know to not be interested. I did read the rest of the Humble Choice description because my guess as to what these games are like based on the Humble Choice ads alone misses hard enough and often enough without me further handicapping myself, but none of the rest of it is bringing it back from being a Roguelike.

Roguebook is a Roguelike deckbuilder, points for honesty in the title but I don’t need another Slay the Spire.

The Red Lantern is about dog sledding in Alaska. I think the first person dog sledding they show in the game is a fantastic foundation for a sail-y around-y trading game except instead of a boat you have a dog sled and four good boys to pull it and your cargo of fish or whatever across the tundra. Unfortunately that’s not the game they actually made, it seems more exploration focused? Brevity saves the day, this game is less than 3 hours long according to How Long To Beat, and that is short enough that I’ll try it just because first person dog sledding looks fun.

Hell Pie is Conker’s Bad Fur Day except they couldn’t get the copyright to Conker so they did some demon thing instead. The whole irreverent edgelord thing is less cringey when it isn’t taking itself seriously, which Hell Pie isn’t, but it’s still not particularly fun. I imagine the target audience for this game is literally Conker’s Bad Fur Day fans and I never played that game. “What if a mascot platformer said farts” is not a particularly shocking or subversive premise these days and I have no nostalgia for the days when it was.

Twin Mirror is…Jesus, I’ve read the description twice and I’m still having trouble parsing what the actual gameplay is supposed to be. Seems like it might be a choose-your-own-adventure kind of game, where sure, you can walk around interactive environments and all, but the game is progressed by dialogue choices or other A-or-B decision points, but that’s not really something they say and more something I’m guessing based on the premise and the absence of any other gameplay mentioned or depicted. The major theme is an inner conflict in the protagonist between getting along with people or seeking the truth of the mystery behind his hometown, which he’s returning to after some time away. They do make it clear that your actions (whatever the medium for those actions actually is) determine which way the protagonist leans, but my immediate problem is that it is pretty reliably the case that when people want to ignore the truth, it is usually because they are trying to throw somebody under the bus, and the second most common reason is that they said something off the cuff, hung their pride on being right, and then mounting evidence reveals that they are in fact wrong and they can’t handle it.

The second one seems pretty common in academia, but I don’t usually have to care about that. The first is a million different versions of “the American Civil War was about states’ rights,” and the inescapable reality is that pretending this was true didn’t work. Whatever the hypothetical merits of indulging a delusional narrative of the Civil War in exchange for everyone agreeing that racism is bad, the fact is that the South remains a festering swamp of racism to this day. I use that example because it’s a big political issue that people have heard about which saves me from having to describe personal dramas without providing any identifying information, but regardless of whether the issue is some big political topic or why Joe Q. Psuedonym never brings snacks to D&D night, the outcome is always that whoever pushes the lie about what they did in the past is never trying to save face and move on, they always want to use the lie as cover to continue the shitty behavior.

I realize this is a weird swerve to take from the actual premise of Twin Mirror, but it’s the thing that springs to my mind when someone asks me about telling lies to preserve social harmony, and the fact that the game is probably not going to engage with that at all is exactly why I doubt I’d enjoy it.

Two pickups brings me up to 156. I’m honestly not sure if the next month or two are going to see the backlog shrink or grow, and not just because I can never be sure whether the next Humble Choice will bring five new games or none. For various tax-related reasons fairly specific to my pipeline, it’s a bad idea to launch a big project to Kickstarter in October, November, or December, so I’ve been struggling through small installments in what turned out to be an unpopular series and spending a lot of time working on the stuff I’d launch in January, and now it’s January and I have a bunch of stuff ready to go but also no idea which of it will be well-received enough to justify expansion. This could end up being a theater-at-2PM month or a flee-to-Peru month and I have no idea which it will be until my Kickstarter launches on January 9th.

Spacebase Startopia

Spacebase Startopia is a starbase management game based on some earlier game I never played or even heard of, but which comes up a lot when I’m trying to Google things about the new one. You start with one of those spinny donuts that uses centrifugal force for gravity and fill it up with living quarters, medbays, factories, security stations, and so on. There are three decks, the sub-deck where you build infrastructural stuff including most of the buildings, the fun deck where you build space Las Vegas, and the bio deck where you don’t build anything but plants grow there and you can terraform the terrain into different climates to produce different plants which provide different resources.

Visitors come to your spacebase from eight different species, although they all seem to have pretty similar needs and end up leaving pretty similar ratings as far as I can tell. Different aliens are good for different jobs, so it does make a difference whether or not they’re a trash alien or a psychic enlightenment alien, but only if you’re hiring janitors. Positive ratings can be used to unlock new rooms and new tiers of visitors who are ever more demanding, from the space drifters who just want a bunk to sleep in up to ultra-luxury snobs who demand only the most cutting edge space Las Vegas in the galaxy, which not only requires more and bigger buildings but also that you keep them steadily supplied with advanced resources like molecular food (as opposed to most food, which is just pure carbon, I guess?), healing mud, and holo crystals, which you need to manufacture at factories. Visitors of any tier provide the same ratings, but higher tier visitors spend much more energy, the currency of the game, so attracting higher tier visitors gives you better income.

Your spinny donut is divided into twelve sectors, you usually start with 1-3 and can pay to unlock more, but also some scenarios have rival station commanders who already occupy certain sectors, and you can build giant mechs to muscle them out. Naturally, rivals can build giant mechs of their own and who wins a fight for a specific sector is going to depend on whose giant mechs are stronger and more numerous.

It all sounds pretty fun, and it kind of is, but it’s marred by poor execution at almost every point. First of all, the writing, something which absolutely everyone notices. The only voiced character is an insane rogue AI who spends the entire game talking about how much it hates carbon based life forms and how much better it is than you, and then in the last mission it goes fully rogue and you have to kill it. This isn’t an abysmal idea for a plot, but the writing is trying to ape some combination of HAL 9000, GLaDOS, SHODAN, and HK-47, and if you’re remotely familiar with those characters you’ll immediately identify the problem that these four have completely different personalities and motivations. HK-47 hates organic life forms because it’s programmed to kill them, HAL 9000’s motives are unclear but plausibly it was acting purely in self-defense, SHODAN is a megalomaniac with a god complex and the kind of bomb-proof optimism to go on believing in its absolute superiority despite multiple defeats at the hands of humans, and GLaDOS has two different characterizations but they’re both chiefly motivated to perform scientific experiments without seemingly caring much about what is discovered in the experiments, only the process of experimentation itself, and have a total disregard for human well-being without particularly hating humans at all (except Chell).

The Spacebase Startopia AI is called VAL, but Google says this is a holdover from the 2001 game, which had a Hitchhiker’s Guide to the Galaxy style sardonic but ultimately helpful AI, so the HAL 9000 influences might be purely legacy. Of the three AI voices, though, one is a generic “robot,” one is a VAL 9000 callback to the first game, and the last is something like GLaWIN, clearly supposed to be a GLaDOS reference. The way VAL is struggling against human opposition in the background to maintain its ability to set your objectives is definitely reminiscent of GLaDOS, but that’s basically the only similarity. Its incessant spite for organic lifeforms is mainly informed by HK-47 dialogue, but without the assassin bloodlust. The frequent references to how much better VAL could do if it were running the station itself somewhat call to mind SHODAN’s megalomania, although VAL’s delusions of superiority don’t seem nearly as grandiose, more petty and passive-aggressive. Funny enough, that pettiness and passive-aggressiveness most calls to mind how GLaDOS speaks in Portal 2, except without two key factors: One, GLaDOS had a personal grudge with the protagonist Chell, and the petty vindictiveness was part of a character arc, and two, GLaDOS’ loathing definitely comes through eventually, but it’s a pretty slow burn, something which the Valve commentary for the game says was an intentional change made because people found it annoying to have some NPC berating them at the start of every level. Having played a game shipped with that writing decision, I can confirm, it is indeed annoying. Even more so is that, despite having you confront VAL at the end, the writers are too enamored with their creation to let it actually lose, so VAL wins in the ending cut scene despite having been destroyed in the last level.

Some of the other problems seem to be inherited from the 2001 game. As mentioned, different alien species’ needs as visitors are so similar that I never noticed any difference between them, despite each alien species being given a different approval meter on the ratings screen. This suggests a game where different species have different needs and you can neglect some to focus on others, but I have never seen a situation, whether I’m at high or low ratings, where the dominant rating concern wasn’t mostly identical across all species. If there’s long lines at the turbolifts between decks, then that’s every single species’ chief concern. If there’s not enough medbays and sickness is spreading on the station, that’s everyone’s chief concern. If there’s a bunch of trash accumulating everywhere, that’s everyone’s chief concern. Either give the aliens noticeably different needs so that, for example, the greys you hire as doctors do not care about illness because they’re all anatomical and biochemical experts who can take care of themselves, or else collapse all the ratings together on the screen and list the top complaint overall, which is usually the top complaint for every species anyway.

The game’s giant mech combat seems to be new? I’ve seen conversations online about how the 2001 game’s alien visitors could defend themselves and that people don’t like how the new mechs require you to leave wide avenues so that your mechs can pass through. You actually don’t have to leave wide avenues so that your mechs can pass through, though, so I don’t know if they patched that later or if that guy just made some assumptions and never tried to walk a mech through a tight-packed station to see what would happen. The problem is that sending mechs into battle isn’t really any fun. The amount of space required is obnoxious (you don’t need space between your buildings, but each mech requires a separate security station to support it, and security stations are big) and the mechs themselves are big and slow and not much fun to order around. The only thing to really do with the mechs is lob them at the contested sector and let the battle sort itself out. It’s fine that combat is a de-emphasized sideshow in this game, but then the last three missions of the single player campaign strongly emphasize the combat, which is not interesting enough to survive that scrutiny.

The three-deck system means that every spacebase you build must have the same basic arc and function. Building a space truck stop that focuses on trade while ignoring the fun and bio deck is a self-imposed challenge so massive as to be almost unplayable, because the fun and bio decks are still there and you can’t use that space for more berths, factories, and spacedocks. Creating a self-sustaining colony base that uses the bio deck and sub deck while ignoring the fun deck is missing out on tons of energy you can get from tourists, while the fun deck sits empty and useless, neither producing resources nor converting them into other, more valuable resources. Nor is it reasonable to go all-in on the fun deck and deal in tourism almost exclusively, because there’s no way to reliably import the resources you need, so you have to have significant on-base production. You can choose to unlock sectors on one deck but not the others, but the costs rise the further from your starting point you get, which means it’s never very long before it’s much more expensive to continue expanding your sub-deck than it would be to expand your fun deck instead. The only acceptable space station is one in which the bio deck produces resources, your sub-deck refines those resources into higher-tier resources while providing berths and other employee infrastructure like medbays and security stations, and the fun deck draws in big spenders to be your primary source of energy revenue. Even calling the manufacturing deck the “sub-deck” suggests that it’s a foundational support to the fun deck, not intended to be the main focus of a space station.

80% of a good game is here, one where the cost of opening new sectors is based on the total number of sectors unlocked on any deck, not the specific deck you’re unlocking, which means you never hit a point where adding more sub-deck sectors is shooting yourself in the foot because fun and bio deck sectors are now massively cheaper. One where different aliens have different needs, so you can build a station purely around the trash aliens you hire as janitors, the bug aliens you hire for comms, the greys you hire for doctors, and the leviathans you hire for security, ignoring research, entertainment, spirituality, and growing materials on the biodeck, so you don’t have to cater to the needs of the species who work those jobs nearly as much. One where trade is either not randomized, or else the goods stocked are so much more abundant that you can reliably buy things you don’t produce on-station.

Just thinking about the eight alien species suggests eight different focuses a station could have, a lot of which would be viable with only minor tweaks. The only reason a telgor-focused space flophouse whose only major income comes from renting berths and garbage recycling isn’t feasible is because there comes a point where expanding the biodeck and fun deck gets way cheaper than adding more sub-deck space for more berths and more recycling stations. You would also need enough biodeck to harvest the materials needed to produce fuzzies, the robot workers who do the garbage collection, and that breaks up the “pure slum” vibe, so it would also be good if spacedocks could reliably import basic resources like minerals and fibers.

But instead the game we have is one where there’s really only one space station to build, with ten scenarios that unlock bits and pieces of it here and there, and the end result is a high-end space hotel whose profits are used to fund giant mechs to capture other sectors of the same space station from rivals, and while that is a cool and kind of funny space station, it would take only the tiniest amount of effort to make other options reasonably viable.

Borderlands 3 DLC

Borderlands 3 had four DLC campaigns, plus the director’s cut and developer’s cut that had some extra side quests or something? Those last two sounded lame and they’re sold separately so I didn’t bother.

When I was discussing the DLC for Borderlands, Borderlands 2, and the Pre-Sequel, I noted that Borderlands 1 and 2’s DLCs (the Pre-Sequel barely had any) followed the same arc of quality: They started with DLC so heavy on jokes that it was clearly unimportant to the ongoing story to the point of being questionably canon, then slowly grew into being real stories which advanced the character arcs of major characters from the games. This reached its apogee in the last Borderlands 2 DLC, Commander Lilith, which was released five years after the others as a lead-in to Borderlands 3, and which seemed really focused on catching up people who played the shooters but not the adventure games on all the really critical plot developments of the adventure games – chiefly, that Scooter had died and Ellie was replacing him as the vehicle vendor.

Borderlands 3 did not follow this trajectory. The first and second DLC are important beats in the stories of Moxxi, Sir Hammerlock, and Wainwright Jakobs, while the third DLC then goes even further beyond to tell an almost Poe-faced western story. The side quests in the Bounty of Blood DLC are mostly written with the same tone as the rest of the game, but the main story is pretty much completely straight. That might work out if it was about a bunch of characters we’d already been introduced to having a dramatic beat, but it’s all new characters who don’t interact with the side quests at all, which means none of them get any jokes, which means they’re following the beats of a fairly rote and straightforward western story and I don’t care about any of them. Kind of feels like someone had an idea for an entirely different video game but all they could convince Gearbox to fund was a Borderlands 3 DLC.

Also, this is a much smaller issue but it bugged me, the whole story takes place on the planet of Gehenna, which is basically exactly the same as Pandora: A lawless fringe world dominated by deserts but with some other terrain mixed in. The inhabitants have a dash of Japanese culture mixed in with their US western, mostly in the architecture, and the backstory heavily features the Jakobs Corporation rather than Dahl, Atlas, or Hyperion, the three which heavily invested in Pandora, but it wouldn’t have changed anything to replace Jakobs’ involvement with Atlas or Hyperion, nor would it have changed much to have this section of the planet have been a Jakobs outpost back in the day. Hyperion and Atlas both made an effort to be the exclusive power on Pandora, but neither of them were ultimately successful and since Dahl’s reign was before the first game, it’s not clear they even tried. Also, Atlas’ reign over Pandora seems to have been mostly nominal, with nearly the entire population refusing to recognize their authority and Atlas presence being confined to their own forward attack bases rather than controlling any pre-existing population centers. Bottom line, you wouldn’t even have to use a different corporation instead of Jakobs for the backstory if you set Bounty of Blood on Pandora, there’s plenty of times and places where Jakobs might’ve run a research facility without the current dominant power noticing or caring.

Then in the Krieg DLC they snap back from this to the same tone as the first two DLCs and the base game, and also they basically do the Pre-Sequel’s Claptrap DLC again but better. The Claptrap DLC was okay, marred mainly by its terrible final boss, and the Krieg DLC does a good job improving on it, although its final boss is more “at least it’s not Shadow Trap” as opposed to actually being good. Overall, though, it’s a perfectly good excuse to shoot some more guys, and also a pretty good way to explore the character of Krieg. Borderlands has a weird thing where the player characters are a few combat barks away from being complete ciphers in the game where they’re playable but get to have real character arcs and fully fleshed out personalities once some sequels roll around, so the Krieg DLC of Borderlands 3 is when Krieg, playable in Borderlands 2, gets to explore any of the concepts brought up in his announcement trailer.

It’s kind of clumsily handled, but I don’t know how you could do it better given the gameplay premise of Borderlands. Krieg gets reduced to being a side character in his own story, but Borderlands has never had major speaking roles for playable characters (they didn’t have any dialogue besides combat barks in Borderlands 1 or 2) nor would it be a good idea to require playing as Krieg for the Krieg DLC (which would also require porting him into Borderlands 3, but that wouldn’t be a terrible idea). Krieg’s whole premise in his (very well-received) announcement trailer is that somewhere inside of him is a conscious mind desperately trying to scrap back together some semblance of a normal life and human connection, but every time he opens his mouth to speak, vaguely related gibberish laden with metaphors of carnage and rot comes out instead, and he has difficulty holding himself back from acts of random violence. In the DLC, this gets translated into “sane Krieg,” the internal monologue from the trailer, and “psycho Krieg,” the gibbering external dialogue.

The announcement trailer had sane Krieg talking to psycho Krieg, trying to tell him to say and do things, and psycho Krieg would only sometimes and only barely cooperate, but psycho Krieg never talked back. So the implication is that sane Krieg is the conscious mind trying desperately to ram commands through instincts so overpowering that the conscious mind exerts only limited control over his own body. But in order to make that work in a DLC, they had to make sane Krieg and psycho Krieg separate characters who can talk to each other where the playable characters can hear it (brainscanning technology is involved, so these two still share a body), at which point the fight to be understood is immediately over. Still a fun DLC to play through (until the last boss, which was dull but easy, so at least I got through it in one go), but the only way to make this DLC work was to play it from Krieg’s perspective, and Borderlands’ mechanics just don’t support a specific character being the only playable character – even if Krieg were playable in Borderlands 3, I’m playing as Moze for a reason and I don’t want to trade my giant mech suit for whatever Krieg does.

Also it bugs me that the experiment that ruined Krieg’s psyche was committed by Hyperion using their robot army. The robot army was Handsome Jack’s thing, we see it get created in the Pre-Sequel, which is after Borderlands 1, which already has psychos! The Borderlands bandits are explicitly a consequence of Dahl importing a bunch of violent criminals for use as prison labor and then turning them loose when they abandoned the planet, so why wouldn’t this unethical experiment to create a common bandit enemy type have been their doing? This is a nitpick, they already had assets for Hyperion units but not for Dahl ones (the Dahl guys in the Pre-Sequel are in the old engine) and that is probably the reason why they used Hyperion, plus, Krieg is playable in Borderlands 2 which features Hyperion as a major antagonist, so giving Krieg a grievance with the Hyperion corporation adds to replays of the game he’s featured in, whereas Dahl has never really been an antagonist (the closest are the Lost Legion in the Pre-Sequel, who are ex-Dahl and who never appear in a game where Krieg is playable). It’s easy to figure out a reason for this, we know almost nothing about Dahl’s reign over Pandora so it’s totally possible that Hyperion had research facilities set up on the planet before they became the dominant power.

Backing up to the Moxxi DLC, this one puts the lie from the Pre-Sequel DLC that you get to play as Handsome Jack in the grave. In Borderlands 2, Handsome Jack had body doubles, and in the Pre-Sequel, you’re on Jack’s side, so one of the DLC characters for TPS was one of Jack’s body doubles. But that’s not how they advertised it. They said you get to play as Jack. I guess they didn’t want to rewrite the game to accommodate Jack’s presence in the party (it’s a plot point that he’s separated from the party early on and would’ve been moderately difficult to rewrite the entry into Concordia around that – but only moderately), but then the entire character is built around being Handsome Jack, with skill trees that revolve around having money and Hyperion connections and stuff. Why would Timothy, the doppelganger, have any greater access to that than any of his other employees, which is the entire party?

The Moxxi DLC for Borderlands 3 makes Timothy his own character, hiding out in Handsome Jack’s space Las Vegas resort, which was abandoned after his death leaving all of the tourists and employees stranded. Moxxi wants it for herself, so you go in to get access to Handsome Jack’s master control panel on her behalf, and along the way meet Timothy, the last Jack body double, who everyone wants to kill because everyone hates Jack and he looks like Jack and hey, that’s good enough. It’s not a terrible DLC, I like the aesthetic of the decadent resort struck by the post-apocalypse, and Timothy is pretty good as his own character. It’s not this DLC’s fault that the Doppelganger DLC for TPS was a lie.

Guns, Love, and Tentacles might be the best Borderlands I’ve ever played. Worth noting here that I haven’t played the Tales adventure games, which I’ve heard do much more interesting things with the setting and characters compared to the main games, so if I’d played those it might plausibly wreck the curve for how good Tentacles is, since most of what punches Tentacles up is that it’s a good story. It’s definitely not a particularly epic story. Sir Hammerlock and Wainwright Jakobs are getting married, because Borderlands decided that 2019 was the best year to pivot their series about fighting evil space corporations to a neoliberal story of defeating an evil corporate nepobaby who runs a weapons manufacturing company to instead install the good corporate nepobaby in charge of the weapons manufacturing company. It feels kind of weird to criticize Borderlands for being out of step with the popular zeitgeist anyway, since their usual problem is being performatively zealous in their support of it, but “arms manufacturers are good actually” doesn’t seem like an intentional statement so much as something they blundered into because they needed some way to knock the Jakobs corporation out of the fight against the Calypso twins and “install good guy nepobaby” is an uncomplicated way to do that.

Anyway, the power struggle for the Jakobs corporation is all in the base game, by the time we get to the Tentacles DLC the only way you can tell Wainwright is a corporate nepobaby is that his last name is Jakobs and that is the name of one of the arms manufacturers on the guns you’re looting. So instead this is the story of how Anarky Gaige, one of the DLC characters from Borderlands 2, is now a heavily armed wedding planner who needs your help with some heavily armed wedding arrangements, and then things get even more complicated because the venue is full of Lovecraftian-looking horrors including a cult that tries to possess one of the grooms.

Emphasis is firmly on Lovecraftian-looking, as the aesthetic is well-represented and all the highlights of Lovecraft’s fiction are referenced in various enemies and side quests, but the themes aren’t really Lovecraftian. It’s not that Lovecraft’s themes of madness in the face of human insignificance or racial purity being an impossible dream in a world of inescapable corruption are rejected, they just aren’t raised at all. The Lovecraft references go beyond Innsmouth and Rl’yeh to include B-tier locations like the Mountain of Madness, but there’s not really any engagement with the deeper themes even when things start getting less comedic and more intense in the climax. This was definitely a good idea (Borderlands doesn’t have the right tone for these themes at all, whether it’s reaffirming or rejecting them), but I can’t tell if it was done because it’s a good idea or because the writers missed the themes of Lovecraft’s work entirely. Wouldn’t be the first time, but also, the themes of Lovecraft are the subject of Discourse so it feels weird that Gearbox wouldn’t have heard about that.

Either way, the quality of the Borderlands 3 DLCs is kind of all over the place, but mostly good. They’re only sold in bundled sets now (and there’s a season two bundle that I’m not getting because it looks bad, so I won’t be commenting on that), which means if you want Tentacles and the Handsome Jackpot you are stuck with Bounty of Blood and Krieg. The latter two aren’t abominable, so if you really want to shoot more doods after doing the rest, they’ll do, but in terms of “is the season 1 pack worth it,” I can only recommend the first two DLC as a thing you should buy with money, at which point you may as well play the others if you aren’t tired of Borderlands by the time you get there.

Team Colors in Brood War

I complained about team colors in the StarCraft campaign, because the Terran campaign set up the expectation that these would be consistent and tell you something about the enemy you were fighting and then the Zerg and Protoss campaigns dropped that and it was annoying. Going into Brood War, there isn’t really any good reason to expect Zerg team colors to actually match up to specific broods or Protoss tribes to mean anything at all, because you already saw them not do that in the core campaign. But just for the sake of wringing an extra blog post out of the game, how well does Brood War treat team colors?

Continue reading “Team Colors in Brood War”

Borderlands 3

I’ve now played Borderlands 3, which means I’ve played every shooter-looter in the Borderlands series. I haven’t played either Tales From the Borderlands game, and it turns out those are actually fairly important to the series, so this isn’t really a complete series retrospective. The shooter-looters do still stand on their own, but characters from the shooters have major character beats in Tales (Scooter died, apparently), and characters from Tales show up with major roles in Borderlands 3. Like, apparently some guy named Rhys took over Atlas Corporation to rebuild it after it somehow got completely deep-sixed on Pandora (a Soviets-in-Afghanistan situation, I guess? Atlas’ headquarters certainly wasn’t on the planet and it didn’t seem like Commandant Steele and General Knoxx was their entire command staff, even if it did seem like some of their most elite forces were being poured into the debacle). Borderlands 3 presents that straightforwardly enough that I didn’t feel lost, but it also definitely seems like this was the plot of Tales From The Borderlands.

Borderlands 3 is, for the most part, a worthy successor to Borderlands 2 – although that statement comes with the qualifier that I wasn’t as impressed with Borderlands 2 as a lot of people. Just like 2, some of 3’s jokes landed, about as many of them missed, and I don’t think it really lives up to being a “comedy game” so much as a lighthearted game, but that was always true and being a lighthearted, mechanically fun shooter is exactly what I wanted from the series anyway. The plot is little more than an excuse to string together gun battles, but the gun battles are fun, so that is sufficient. The villains are really annoying and non-threatening which is jarring to people who were hoping for another Handsome Jack, but the NPC allies are much better at expressing personality and feeling like they’re actually doing something, so I’m calling it a wash.

Don’t get me wrong, the Calypso twins have repetitive dialogue and their constant act of being too cool to care even when they’re being repeatedly handed significant defeats is, yes, in-character with being self-absorbed streamer narcissists, but that still leaves them with garbage dialogue. I can’t even tell if the way they’re aggressively unfazed by the loss of one corporate ally after another is supposed to indicate that they’re detached from reality or if it’s an ineffective attempt to make them seem more threatening by blowing off the significance of their setbacks. But, like, they clearly demonstrate investment in those corporate allies before their respective schemes go tits up, and it’s not like the protagonists or their NPC allies are the ones trying to convince the Calypso twins that these setbacks are a big deal – the Calypsos go out of their way to belabor how totally unaffected they are by the defeat of their latest ally. Given the level of subtlety the average Borderlands writer operates on, I’d expect a friendly NPC to be very explicit about how the Calypsos are bluffing if that’s what was meant, but they absolutely do come across like they’re bluffing.

But the Borderlands series had exactly one good villain and even Handsome Jack’s writing is overhyped. If you decided from that one guy that Borderlands is a series with cool villains, then I get why the Calypsos were a huge disappointment, but Borderlands is fun because it is fun to shoot a Jason Voorhees cosplayer so hard that guns and money come exploding out of his ribcage, and Borderlands 3 continues to serve up cool characters with cool powers to play as and cool locations with cool enemies in them to fight against.

The monster designs are still good, and going to lots of new planets meant lots of excuses for cool new monsters, especially on Eden-6. “Add dinosaurs” isn’t extraordinarily creative, but it still works. Dinosaurs are super cool, adding them improves the game. The variety of different planets makes it easier for the game to hard-cut between very different moods, from Borderlands-classic on Pandora to knock-down corporate warfare on Meridian to remote, monster-infested wilderness on Eden-6. Borderlands 2 was also good at having much more environmental variety and atmosphere compared to the very same-y original, and this is only enhanced in Borderlands 3.

The character design of the protagonists and the more human enemies is also really good, the characters are all really distinctive, they have a simple but well-expressed personality, and they have distinctive skills some of which are gobs of fun to play with, while others are kind of lame. Every Borderlands game has a character whose unique powers are kind of lame – Maya in 2, Aurelia in the Pre-Sequel, everyone but Lilith in the original – and this time it’s Amara. I guess after Lilith was the only character with fun powers in Borderlands 1, sirens are now banned from having cool powers that do anything. On the other end, Moze demonstrates how to do a straightforward guns-and-grenades character right: By giving them an awesome robot suit to stomp around in (or more broadly, by turning some part of their standard soldier kit up to eleven).

The loot colors were completely detached from the actual quality of the loot, though. Gold drops mean basically nothing in this game because there’s no reason to believe they’ll be particularly better than the blues or purples. You have to compare the stats yourself and ultimately trying the new gun out is the only way to know for sure. This was always true to some extent, the AI/RNG couldn’t reliably tell you which weapon was better than which, so sometimes a gold drop would be crap because it was a whole much less than the sum of its parts. Not usually, though, you could use the color scale to sort your weapons on a first pass and 99% of the time, it would work. Sure, if you auto-sell every white weapon you find then once every 100 guns you will sell one that’s actually good without even looking at it, and over the course of a campaign that might happen 4 or 5 times, but it’s a huge time savings to only look at blues and purples. But in Borderlands 3, you have to at least glance at everything because the colors will lie to you. I wound up using a strategy of selling everything unless one of my weapons was starting to feel weak, and then looking only at weapons of that type to replace it, and that worked out, but the color grading system is supposed to solve this problem, it worked fine in previous games, and in 3 it’s ineffective.

Vehicle gameplay is pretty limited, which is a problem every Borderlands has had. Over the course of the entire series, they’ve got tons of interesting vehicles, but they only ever have three to a game. In gun design, Borderlands is happy to go absolutely gonzo with more guns than you could ever make use of, giving you a constant stream of new weapons to suit any playstyle, but for some reason they’re much more stingy with vehicles. The vehicles can be custom-modded now, but finding vehicle parts is so rare that I found less than half of them by the end of the campaign. None of them make massive changes to the vehicle, anyway. You can get different types of bombs to lob out of your technical, but you can’t get a missile launcher or a tank cannon, so it never feels like heavy armor to me despite fulfilling that role mechanically. The cyclone is really cool, at least, but that came up on the second planet of five and then vehicle gameplay didn’t really evolve past that. No tanks for the corporate warfare on Meridian (like they had in the General Knoxx DLC), no speedboats or hovercraft for the jungles of Eden-6 (like they had in the Hammerlock DLC). Every Borderlands game is like this, but over the course of all the games and DLCs they’ve made more than enough vehicles to solve this problem, they just refuse to put all of them into one game. Is it really had to add vehicles to these games for some reason, to the point where adding in another three or four would be a major investment of resources?

Lilith’s sacrifice at the end was also pretty meh. Felt like it came out of nowhere, Lilith using siren powers she didn’t have up until that moment to solve a problem that only cropped up in the last ten minutes of the game and which apparently cost her life. Her whole character up until that point was about not having her powers and being stuck purely in a command role, and using her powers so hard they kill her as soon as she gets them back doesn’t really pay that off. Like, Lilith doesn’t like being depowered, but then the very first thing she does when she gets her powers back is kill herself with them. To save the world and all, it’s a heroic sacrifice, not a suicide, but it still grates against what her character arc had been up to that point.

Ava’s bit about being an apprentice vault hunter has a few good beats, but never really goes anywhere. Lilith kind of implies she has command of the Sanctuary III (the starship that the Crimson Raiders are flying around in to have space adventures), which, like, Mordecai, Axton, Salvatore, Gaige, Moxxi, Ellie, and any of the player characters would’ve been a better choice for that, along with probably Zer0, although he’s hanging out in Meridian, not the Sanctuary III, so he might not be available. Even Brick might be a better choice, he did lead a bandit clan in Borderlands 2 and while he wasn’t especially effective, he was able to hold things together, which is still plausibly putting him ahead of the kid who went on her first full-fledged vault hunter mission last Tuesday. Ava is almost literally the worst person in the roster to give command to, although she is at least an obvious improvement over Krieg, Claptrap, Tannis, and also Marcus, though in the latter case only because I get the feeling he would turn it down anyway.

Ava hasn’t had any major character beats since the death of her mentor Maya (there’s some side quest stuff that fleshes her character arc out, but doesn’t advance it), so I guess we’re just supposed to assume she grew into a command role offscreen at some point in the three and a half planets’ worth of content we’ve had since then? She just kinda hung out on the ship for pretty much all of that.

But Borderlands’ writing has always been hit-or-miss, and its greatest strength is that comedy comes in threes, so it’s easy to build a side quest around a joke, and Borderlands 3 is still good at that. The jokes average out to decent but not amazing, but building side quests around jokes means that the side quests have a reliable setup-repetition-twist structure that can be stamped down anywhere and as long as you use a different joke for each one, it doesn’t get repetitive.

I think Borderlands 3 wasn’t as well-received as Borderlands 2 pretty much purely because it had been 7 years and the culture had moved on. Borderlands 3 is good at the same things Borderlands 2 was good at, and it was bad at the same things Borderlands 2 was bad at. The saturation of magenta games had just rendered Borderlands 3 a pretty completely unexceptional entry in the genre.

Wings of Liberty Rewrite

I do not like the plot of StarCraft II: Wings of Liberty. I think it completely squanders all the plot developments from Brood War, and not only that, the bulk of it is taken up with four sub-plots that have barely anything to do with what turns out to be its main story. Wings of Liberty is about defeating and deinfesting Sarah Kerrigan, who, last time we saw her, was the queen of the Zerg and the dominant power in the Koprulu Sector where the games take place, if not the entire galaxy, seeing as she just wrekced a fleet sent by the United Earth Directorate. Kerrigan won that battle by the skin of her pointy teeth, but everyone else was left in even worse shape in the aftermath, and while it’s not explicitly stated, the Zerg sure seem like they’d be a lot better at rapidly rebuilding.

Wings of Liberty’s opening is pretty much perfect, no notes. Mechanically, it’s basically a remake of the first three Terran missions from StarCraft, with a movement tutorial, a base-building tutorial, and then a mission where you hold out against the Zerg until evacuation arrives. StarCraft II’s version is much better, though. This is especially noticeable in SC1’s Terran 3 vs. SC2’s Zero Hour, where SC1’s version had the Zerg so inactive that even twelve-year old Chamomile got bored defending and started sending out marine squads to try and crack the Zerg base, in SC2 the Zerg keep up a fair amount of pressure even on Normal difficulty and because Hard difficulty exists, you can play that and be genuinely besieged by the Zerg even as a veteran player (granted, I was also transitioning from SC1 mechanics to SC2 mechanics, and there are some significant differences there, but most of those differences are quality of life improvements).

By the time we get to the end of the Mar Sara arc, we’ve established that Jim Raynor is fighting a resistance movement against Arcturus Mengsk, that he and Kerrigan used to be lovers before Kerrigan was infested, that Kerrigan is on the march once more with the Zerg, we’ve introduced new characters Tychus and Captain Horner, and we’ve introduced the Xel’Naga artifact that will be the subject of one of our sub-plots. That’s all great.

I am going to throw an edit in pretty much immediately afterwards, though. In the cinematic following the Mar Sara missions, Zeratul does not return after four years to tell Jim Raynor of some dumb prophecy that only Kerrigan can save the universe from the Turbo-Overmind. Instead, Zeratul is just on the Hyperion for his sub-plot (discussed below), and when Kerrigan begins her renewed offensive, Zeratul’s reaction is that now is the time to avenge the death of the dark templar matriarch Raszagal. I mean, technically Zeratul killed her, not Kerrigan, but she was being mind controlled by Kerrigan, so Zeratul holds Kerrigan responsible. Zeratul spends decades at a time away from Shakuras defending the interests of the dark templar abroad, so it’s not weird that he’d leave for a while to go hand out on Jim’s ship. The only reason I’m having his presence be a recent thing is because the Brood War epilogue says they went their separate ways and I don’t want to retcon that if I can get the same result without doing so, which, it turns out, I can.

Mengsk hasn’t been downplaying the importance of the Zerg, but using them as the unifying threat for the Terran Dominion. Everyone knew this was coming, and the reason why the Dominion aren’t faring well in the opening volley isn’t because Mengsk is an idiot, it’s because Kerrigan has a considerable material advantage after the events of Brood War.

In the game as it is, this leads to four sub-plots. First, the sub-plot to recover pieces of a Xel’Naga artifact that the Dominion was trying to recover on Mar Sara. Second, the sub-plot to help some colonists who get attacked by the Zerg to resettle on another planet. Third, the sub-plot with Tosh, the spectre, a next-generation psychic spec ops whose program was cancelled because it turns out they’re all criminally insane. Fourth, the sub-plot where you reveal to the public that Emperor Mengsk was responsible for the Zerg attack on the densely populated planet of Tarsonis.

There are two main problems with these. First, the Zerg seem like an incidental threat throughout all of them. Certainly the colonist sub-plot features the Zerg overrunning two planets, but the first planet we evacuate and then the second planet was taken out from within by colonists who’d unknowingly been infested which leads to a zombie plague scenario. At no point do we really blunt the impact of the Zerg attack, and with the Dominion being the primary antagonist of the Tosh and Mengsk sub-plots while the Tal’darim Protoss are the primary antagonist of the artifact sub-plot, the Zerg come across as a pretty unexceptional threat. They’re overshadowed by the Dominion and barely seem more relevant than the Tal’darim. It doesn’t really feel like they’re a big deal at any point between their attack on Mar Sara and the end when we’re attacking them on Char.

And second, the Tosh and Mengsk sub-plots don’t really go anywhere or have anything to do with the climax of the game. Having some side stories would be fine, but this compounds with the first problem where our main villain has pretty insignificant buildup.

There’s also a fifth sub-plot. This sub-plot is a series of flashbacks where you play as Zeratul discovering the dumb prophecy about Kerrigan saving the galaxy from Zerg/Protoss hybrid super-monsters. This sub-plot takes up a bunch of valuable space that could be used on other, more important things, and it doesn’t do anything except setup the Zerg endgame of assimilating Protoss into the swarm to become unstoppable. This plot point does not come up in Wings of Liberty, so we don’t really need to set it up until Legacy of the Void, two full games from now. Plus, it’s already been set up twice in the original game, first in the Zerg campaign when the Overmind is very explicit about assimilating the Protoss into the swarm being its ultimate goal which will make the swarm unstoppable, and second in the secret mission in Brood War where we find a secret science lab trying to do the same thing. We do need to bring that up again at some point for Legacy of the Void, but we don’t need to spend so much time on it here in Wings of Liberty when there’s already another secret mission with basically the same premise as the one from Brood War.

And cutting the four Zeratul missions allows us to instead have a fifth sub-plot for Raynor’s Raiders about fighting off the Zerg, allowing us to draw attention to the Zerg as the main threat the Koprulu Sector faces right now despite how much time we spend dicking around with the Tal’darim and the Dominion.

The Colonist sub-plot is mostly unchanged: Raynor saves colonists from a Zerg attack on Agria, takes them to Meinhoff where refugees from several Zerg attacks are gathering, and discovers that colonists who were unknowingly infested destroyed Meinhoff from the inside out, and now Raynor has to burn the whole place down to prevent it from spreading. Hanson and her colonists then resettle on Haven, a world on the edge of Protoss space. The Protoss show up to purify the colonists because some of them are infested in the incubation stage, but Hanson thinks she can cure the infestation. Raynor can choose whether to fight off the Protoss or help them destroy the infestation. The major difference here is that Hanson and Stedman need to have some dialogue about curing the infestation, where Stedman comes out and says “hey, if this works, it should work on any stage of the infestation, even Kerrigan” and Raynor responds that he’s going to be the one who kills Sarah Kerrigan, after everything she’s done they are way past the point of a deinfestation fairy tale ending. At this point, Hanson takes over to plead with Raynor to help her pursue deinfestation for the sake of the colonists.

The Mengsk sub-plot drops the plotline that broadcasting Mengsk’s crimes will erode his power base somehow. These missions are loosely related missions to undermine Mengsk’s rule – you rob some of Mengsk’s trains because they are Mengsk’s trains, you steal Mengsk’s giant robot because you want it, and you raid Korhal because fuck Korhal. Cutthroat isn’t even a Mengsk mission in this version, we’re shuffling that premise over to Tosh, who we’ll get to in a minute. The unifying theme of these missions is that Mengsk gets on comms to talk shit with Raynor directly. We start on Tarsonis, the site of Mengsk’s betrayal of Kerrigan that led to her being captured by the Zerg, so that’s a good excuse to bring it up, and in the Korhal raid when Raynor and Mengsk spend the most time yelling at each other, it comes out that Raynor and Mengsk are both still having psychic nightmares about Kerrigan calling out to them to come and save her from the Zerg.

It also gives a chance to reintroduce an important (though not necessarily intentional on the writers’ part, but I’ll use it either way) contradiction in how Kerrigan presents herself in the original StarCraft. Soon after hatching from her infestation chrysalis, she confronts Jim, tells him that being Zerg is amazing, and tells him to leave and never oppose the Zerg again. But when she confronts Arcturus Mengsk in Brood War, she calls him “directly responsible for the Hell I’ve been through.” Kerrigan lies pretty freely, but narratively the Brood War mission is supposed to be when she reveals her true intentions. It’s even called “True Colors.”

So for my version of SC2, my assumption is that Kerrigan was only partly honest to Raynor in the Zerg campaign. Being infested really did feel incredible, but the process of infestation was horrifically painful and despite the high of massively boosted psychic power, Kerrigan’s life has been lonely and paranoid, surrounded by cerebrates who despised her for the favored position the Overmind gave her, an Overmind who viewed her as a favored tool valuable only insofar as she was continuously successful, Protoss and Terrans who wanted to kill her on sight, and the closest thing to actual friends were the infested, psionically dominated slaves she made of Duran and Raszagal. The rush of power made her optimistic and stupid early on, but she changed her attitude by Brood War, both more cunning (as she notes to Fenix, she learned from the lesson Tassadar taught her on Char) but also more lonely. Her constant goal throughout Brood War is to remove threats. She doesn’t actually want to achieve anything, like, she isn’t trying to follow up on the Overmind’s plot to assimilate the Protoss into the swarm and achieve unlimited power, she doesn’t have any designs on infesting all life, she doesn’t even bother holding onto Korhal after capturing it and in SC2 we learn that she didn’t hold onto Tarsonis, either.

We don’t need a complete overview of Kerrigan’s history to come out in the Korhal raid, but Jim and Mengsk confronting each other over comms can argue over Kerrigan, prompted by Jim pointing out that Mengsk’s Dominion needs his help just to keep her first wave at bay, and it can come out in the following bickering that Kerrigan gave Mengsk a very different story about what it’s like to be infested compared to what she told Jim.

The Zerg sub-plot we’re using instead of Zeratul’s missions serves two narrative functions. First, it escalates the threat of the Zerg from some probing attacks against Dominion fringe worlds to major assaults at the heart of Dominion space. Second, it introduces the Dominion ghost Nova in such a way that we might remotely trust her by the end of the Tosh sub-plot when she asks us to betray an ally on her accusation. Nova is Raynor’s point of contact within the Dominion to coordinate the defense of various major Dominion worlds and strongholds against the Zerg onslaught. In the first mission she makes contact and asks for Jim Raynor’s help in defending a major urban center from an attack by one of the hive tendrils. This mission can do two things: First, lets us fight Kerrigan’s swarm for control of a major city to make it clear that she is on the offensive, and second, use dialogue to establish that this isn’t even her main attack, so that her threat isn’t completely defused when Raynor and Nova are able to deflect the attack successfully. The Dominion is getting pummeled and there’s more Zerg where that came from, but thanks to Jim, the line was held for now. The next two missions can make it clear that Nova has a powerful benefactor within the Dominion, which can lead to a meeting with Valerian Mengsk that’s way the Hell less stupid then the one where he allows Jim Raynor to board his flagship so they can chat (there were like a billion ways that could’ve gone wrong, starting with Jim Raynor shooting Valerian on sight rather than stopping to chat).

Valerian gets introduced at the end of the third mission in the Nova sub-plot, so that it’s out of the way for the fourth, when Nova says she’s not interested in dating Jim, especially given that it’s not clear if they’ll end up on the same side after the Zerg are pushed back. Jim responds “what? I didn’t…say anything.” Nova, being telepathic, knows that working with a hot psychic commando sniper again has had a very specific effect on Jim, that every time Jim looks at Nova, he sees Sarah. Nova says that she doesn’t blame Jim for his scars, but she wants to be clear: Nothing will ever come of that. She isn’t Sarah, she isn’t interested in pretending, and Jim agrees that the last time he dated a ghost it didn’t end great and he’s not going back to that well.

The Tosh sub-plot is almost completely self-contained in the game as it is, which makes it basically filler. We’re rewriting it so that Cutthroat (the one where you have to mine enough minerals to hire a mercenary before some pirate beats you to it), originally a filler episode in the Mengsk plotline, goes in between the Devil’s Playground (the one where you have to mine minerals in the lava-soaked lowlands) and Welcome to the Jungle (the one where you have to harvest terrazine gas before some Tal’darei Protoss can seal all the vents up).

Devil’s Playground introduces Tosh and could probably be cut but it’s mechanically an interesting mission so what the Hell, we’ll keep it, it gives us a chance to establish that Tosh and Tychus met each other in prison. Cutthroat is mechanically the same, but the setup now is that Orlan was released from prison by Mengsk, but all of his mates are still locked up, with the promise that they’ll be released if Orlan kills Kerrigan. Orlan is trying to hire a mercenary to bolster his numbers to replace all the guys still locked up, you need those mercs for your own reasons, a mission ensues. In Welcome to the Jungle, we learn that Tosh is a spectre and that his mates are locked up by Mengsk. In the final mission, where you choose between helping Tosh break his buddies out or help Dominion ghost Nova do some other thing, I wouldn’t know because a jailbreak sounded way more fun and as much as narrative framing made it clear that Tosh is indeed a criminal psychopath, I didn’t really feel like there was any significant evidence for that, he’s just a scary black man while Nova is a hot blonde woman.

In our version, Tychus, Zeratul, and Stedman are a lot more talkative. Jim Raynor puzzles out that Tychus and Tosh have gotten the same offer Orlan did: Kill Kerrigan, get their mates released. Tosh admits that yeah, that’s why he’s here, but he has no long term loyalty to Mengsk and isn’t even particularly confident that Mengsk will keep his end of the bargain, but, like, the goal is to kill Kerrigan either way, right? May as well take the chance that Mengsk will keep his end of the bargain. Anyway, spectres were designed to kill Kerrigan and Tosh feels the need to put her down just to prove that they can get the job done. Tychus says no, Mengsk just offered him a bunch of money to do it. Stedman points out that this puts Tosh and Tychus at odds with any attempt to deinfest Kerrigan, while Zeratul insists that Kerrigan needs to die for her crimes.

At some point in all this, Nova calls in to ask for Jim Raynor’s help to kill all of Tosh’s spectre buddies on behalf of her benefactor within the Dominion, who does not approve of keeping criminal psychopaths with psychic superpowers around. Tosh counteroffers to help break them out to remove Mengsk’s leverage over him. Siding with Nova earns Tosh’s ire, obviously, but Tychus is also very not okay with this. He doensn’t leave immediately, but it puts Raynor and Tychus on a clear collision course.

The Artifact sub-plot is the only one that’s relevant to deinfesting Kerrigan and it’s not even clear that it does that until near the very end. Kerrigan does actually show up in it a couple of times, but the heavy lifting of making Kerrigan seem like a real threat is being off-loaded to our new Zerg/Nova missions, where, rather than being a rival archaeologist trying to beat you to artifact shards, she is consuming worlds. That means the Artifact sub-plot’s only role left to play is to set up the artifact itself, the Tal’darim, and the Moebius Foundation. We’re still going to have to rewrite that, because the way the Tal’darim are handled is bad.

The Tal’darim are a third faction of Protoss (in addition to the dark templar and the Conclave) who follow the secret turbo-Overmind. The Moebius Foundation is secretly controlled by a disguised agent of the turbo-Overmind. The Artifact sub-plot is about the Moebius Foundation fighting the Tal’darim for control of fragments of the Xel’Naga artifact. These two guys are on the same side, and sure, it’s possible that the left hand doesn’t know what the right hand is doing, but there’s no point in making things this narratively garbled when we could let Zeratul carry the Artifact sub-plot instead.

Zeratul has been researching the Xel’Naga, the ancient precursors who created both the Zerg and Protoss, for ways to fight the Protoss. When Jim Raynor recovers a part of the artifact from the Dominion on Mar Sara, Zeratul examines it with Stetman and discovers that the artifact is an ancient anti-Zerg weapon created by the Xel’Naga as a failsafe in case they ever needed to kill them all. The Tal’darim split the artifact up to keep it from being used to destroy the Zerg because the Zerg are creations of the Xel’Naga and therefore their continued existence is sacred, the necessary adversary and counterbalance to the Protoss, a pure darkness to keep the Protoss committed to pure light. This doesn’t need to actually be true or make sense, it’s just a thing the Tal’darim believe, which motivates them to try and prevent Raynor from retrieving the artifact pieces. There is no Moebius Foundation, and Duran is not secretly an agent of the turbo-Overmind.

The final missions on Char are only slightly different. General Warfield is a decent enough character and makes more sense as the leader of a major assault than Nova, so he can stay. Nova needs a few stray lines of dialogue so that we know she’s here, too, but not more than that. Gates of Hell can be pretty much identical, but Belly of the Beast and Shatter the Sky are cut in favor of going straight to All-In. Naturally, this means that either one version of All-In needs to become the only version, or else both need to be combined in some kind of balanced way.

We also need some mechanical differences and some changes to the opening dialogue to make those differences clear. First, it is not required to keep the artifact alive. Instead, the mission objective is to destroy Kerrigan’s primary hive cluster, and allowing the artifact to charge to maximum does this automatically. So at the beginning, we need a line from Valerian or Warfield about how, without the artifact, the only choice is to destroy the hive cluster through conventional means, and Tychus can chime in that a conventional assault on the hive cluster would be a suicide mission. Tychus is the one to say this because he says the same thing about a straight fight with the Zerg in Smash and Grab and he’s wrong. Even on Brutal difficulty, it is possible to wipe both the Zerg and Tal’darim Protoss in that mission, and on Normal difficulty it isn’t even particularly hard.

Rather than a few generic supervillain taunts whenever she spawns, Kerrigan and Raynor are actually going to resolve their fucking character arc here with dialogues trickled out over the course of the Zerg attack waves.

This is the last time we’re going to have an evil Kerrigan around, so Zeratul also needs to resolve his grievances with her, although there’s a lot less to unpack here. He swears revenge for the death of Raszagal and all of Kerrigan’s treachery. For a moment on Shakuras, Zeratul almost trusted her. That, Kerrigan says, was Zeratul’s first and last mistake. Kerrigan can probably also dig some barbs in about how the fall of Aiur is Zeratul’s fault, something the games otherwise never seem to notice. He gave the location of Aiur away to the Overmind when he killed the Garm Brood, which was getting its ass continuously kicked by Tassadar across Chau Sara and Mar Sara and didn’t seem to be doing particularly well against the Sons of Korhal on Antiga Prime. Trading Garm for the location of Aiur was a massive windfall for the Overmind and Tassadar has to sacrifice himself to reverse that mistake. Plus, Zeratul killed Raszagal for basically no reason? Like, Protoss live for centuries, there was plenty of time to steal her back from Kerrigan, who did not particularly benefit from holding onto her any longer besides the fact that Kerrigan seems to enjoy building a fan club of psionically enslaved minions. The worst thing Kerrigan could do with Raszagal at that point was kill her, and then Zeratul did that anyway.

And that dialogue can segue nicely into how inept Jim Raynor is without Mengsk, Tassadar, or Kerrigan herself to hold his hand. He lost Mar Sara to the Zerg – luckily Tassadar was there to clean up his mess – and then ran with the Sons of Korhal for a while, and even managed to give Mengsk and Duke a black eye on his way out after breaking with them, but then he failed to rescue Kerrigan from the Zerg, failed to rescue Tassadar or Zeratul from the Zerg (Artanis had to come and bail them out), failed to hold the warp gate rearguard on Aiur after Tassadar died, failed to defeat Kerrigan on Korhal even with Fenix and Duke helping him, and failed to do any meaningful damage to Mengsk in the four years since.

Which can segue us into Jim demanding to know why Kerrigan killed Fenix. Kerrigan tells him it’s because Fenix was in the way, standing between her and Mengsk. When Jim protests that Fenix never would’ve sided with Mengsk over her, Kerrigan asks what makes Jim so sure of that? Fenix hated the Zerg, and considered Kerrigan his greatest enemy despite their alliance of convenience. It was only a matter of time before Fenix betrayed her, Kerrigan just beat him to the punch. Worth noting here that Kerrigan was already planning to betray Fenix before he referred to her as his “greatest enemy” on Moria, so Kerrigan thinks that comment vindicated her existing assessment that Fenix was an ongoing threat who needed to be gotten rid of, it didn’t prompt her betrayal. The actual dialogue here doesn’t need to pick that nit, but since this is an outline not super concerned with line-by-line pacing, I thought I’d stop and note that I am aware that some of the details of the implication being made here are false, it’s just more important to draw attention to Kerrigan’s motivations (mostly undiscussed in Brood War) over the exact order of events.

Kerrigan’s last exchange with Jim before the climax is a promise to correct the mistake she made when she first emerged from her chrysalis in letting him go. Jim asks what the Hell she expected him to do, and her response is “I don’t know, Jim, find some worthless backwater to play cowboy on. You always said that being the marshal of Mar Sara was the only thing that made you happy. But you just can’t leave well enough alone. Fine, then, die here, die on Char where you should’ve died four years ago!”

Once the artifact is nearly charged, a dialogue with Warfield, Tychus, and Stettmann is needed to make two things clear: First, the last Zerg attack wave is Kerrigan throwing everything she’s got at the base. There won’t be any more continuous attacks afterwards. This also gives us a chance to have Kerrigan screaming vitriol at Jim as she’s pushed to the brink and terrified that the betrayal that finally kills her will be the one person she consistently chose not to kill after being infested, kicking herself for thinking Jim wouldn’t betray her the way Mengsk would when, in the end, as she should’ve guessed from the start, he just took a while to get around to it. But second, it gives Tychus and Warfield a chance to make it clear that they are going to activate the artifact the second it finishes charging, and here is where it is important to make it clear that the artifact is only one way to complete the mission: The player can choose to blow it up themselves to prevent it from going off.

If the player does this, Jim says he’s all-in (get it?!) on saving Kerrigan, and now you have to defeat Kerrigan’s hive clusters conventionally. Her endless assault waves are disabled, but she can still convert minerals and vespene gas into units and fling them at you like a regular StarCraft mission, of the sort we haven’t had even one of since the fucking build tutorial back on Mar Sara. One thing I really dislike about taking the plot in this direction is that this is an RTS, so unless Jim is being piloted by an expert player doing a challenge run, he’s going to sacrifice some double- if not triple-digit number of his troops to rescuing Kerrigan, who absolutely does not deserve the second/third chance he’s throwing her.

The jaws I’m caught between here are that Jim Raynor swears to kill Kerrigan at the de facto end of Brood War (the tactical situation continues unfolding for another four missions, but the only meaningful character development is that Zeratul is given a personal reason to absolutely hate Kerrigan), but Wings of Liberty dedicates itself to Kerrigan’s deinfestation and therefore doesn’t really give me any plot developments to work with to make a “Jim Raynor makes good on his promise to kill Kerrigan” story that’s anything other than Jim Raynor methodically working towards that goal with no meaningful character growth along the way. I can imagine the cut scene itself of Jim Raynor killing infested Kerrigan, finally laying to rest the hope that he could have the old Sarah back, but if I wanted to pursue that path, I would basically have to tear down Wings of Liberty completely to rewrite the whole game from scratch. That’s more than I’m willing to do for a free blog post, so, just don’t think about the the dozen-ish viking and banshee pilots who are going to die during the push against Kerrigan’s primary hive cluster because Jimmy blew up the instant-win button so he could get his girlfriend back.

There’s two toggles that determine how this will go. First, did you side with Tosh or Nova back at the end of Tosh’s sub-plot? If you went with Tosh, then he drops a bunch of Dominion nukes on Kerrigan’s hive cluster right after you finish cracking the base. Kerrigan is atomized before she can be captured. If you sided with Nova, then Tosh isn’t integrated with your forces, so even with Warfield and Valerian agreeing to help stab you in the back, Tosh just isn’t in a position to drop the ordinance directly on Kerrigan this way. Instead, he drops the nukes on an expansion base after you clear out the Zerg and Tychus and Warfield float some base buildings from off-screen to set up their own base there, and now you have to fight them and Kerrigan.

Second, did you side with the colonists or the Protoss at the end of the Hanson sub-plot? If you sided with the Protoss, then there’s not anything to do except kill Kerrigan at the end of the siege crawl. If you got here by destroying the artifact yourself, then, uh, that was dumb. If you sided with the colonists, then you can use medics to deinfest Terrans, including Kerrigan.

If you successfully deinfest Kerrigan, you get a third mission where Tychus, Zeratul, and Kerrigan’s former bootlick infested Duran are coming to kill/reinfest Kerrigan, capping off the campaign with a fight against all three factions. Zeratul’s opposition in particular raises the question of whether or not Jim is doing the right thing, here, but the original StarCraft was not about a galactic conflict of good vs. evil the way StarCraft II was. It was an interfactional free-for-all in which alliances formed and dissolved based on the astropolitical situation and the personal motivations of the leaders. Raynor turned on Mengsk not because Mengsk had been possessed by galactic Satan or something, but because Mengsk had sacrificed Kerrigan to his ambitions and Raynor wasn’t okay with that. That didn’t mean Mengsk joined a coalition of Supreme Evil with the Overmind, and instead we see three-way battles between Raynor, Mengsk’s General Duke, and the Overmind on Char, and later a three-way fight between Tassadar, the Conclave, and the Overmind on Aiur. Alliances shift rapidly in Brood War, with Artanis allying with Kerrigan against Dagoth, breaking the alliance when Kerrigan assassinates Aldaris, re-allying with Kerrigan when the UED becomes the dominant power in the sector, and then gets betrayed by Kerrigan after the UED is pushed on the back foot. Jim Raynor going to blows with Zeratul over giving Kerrigan a deeply unearned second chance is completely consistent with the style of storytelling StarCraft set up.

Heart of the Swarm posits Kerrigan pretty much immediately reinfesting herself, and while it takes her a while to go full Queen of Blades, she’s interacting exclusively with other Zerg for 80% of the game. This would suggest that Kerrigan being deinfested is the canon ending to this version of Wings of Liberty, and the others are basically non-standard game overs. Except actually this is a terrible premise for Heart of the Swarm. Heart of the Swarm needs to be something else. Maybe a prequel, de-emphasizing the accumulation of personal power (although the mechanics of leveling up Kerrigan to unlock new powers can stay – it’s not really clear why Jim had to re-unlock goliaths when last we played as him he was wiping Mengsk and Duke from an entire orbital platform with a fleet of battlecruisers, and no one cared about that) to instead be the story of Kerrigan making her move on Mengsk for her final revenge.

This also gives us an entire campaign to set up Kerrigan’s otherwise mostly-unstated motivations in Brood War for the sake of this Wings of Liberty rewrite, which can be used pretty much completely unaltered. Line-by-line dialogue will have to be edited to reflect the fact that the Dominion is firmly on the back foot, but we’re already trying to de-emphasize their narrative role as compared to that of Kerrigan’s swarm, since she is the ultimate villain. Rather than teaming up with the Dominion for an attack on Char that makes it seem like Kerrigan is at-best fighting a peer conflict and at-worst has bitten off way more than she can chew with the Dominion, capturing a few lightly guarded border worlds in exchange for an attack on her primary hive cluster that immediately does severe damage, this is instead the Dominion pulling its last remaining ships and troops together for a desperate gamble on Char after firmly losing the conventional war in Heart of the Swarm.

Maybe instead it’s about deinfested Kerrigan grappling with the fact that everyone except Jim Raynor hates her and expects her to betray them at any minute, and that this is a perfectly reasonable thing for them to feel and believe which makes it very hard for Kerrigan to defend herself. This premise means it’s a Terran/Zerg campaign where you have Terran workers at a Terran base making Terran units, but also you can take control of Zerg units and have hero powers that summon Zerg reinforcements (and get them much earlier than Heart of the Swarm as it is, which reserves them for Kerrigan’s final power), thus emphasizing that Kerrigan retains some control over the Zerg but is not herself a Zerg. At the absolute minimum, Kerrigan would be interacting with Terrans a lot, and those Terrans wouldn’t immediately accept that she’s on their side, to the point where early missions might involve controlling the Zerg exclusively because no Terran will help her (especially true if we retain the plot point that Jim Raynor has been captured by the Dominion, which I think is a good idea, since it leaves Kerrigan alone with people who would very much like to literally kill her and only aren’t because of how much they like and respect Raynor – this significantly increases the drama of Kerrigan using the Zerg compared to if she had Raynor around to literally hold her hand through the whole process). It would make sense for that to lead her to reinfesting herself completely, but that’s still narratively bad because it erases what we just did in Wings of Liberty.

Of course, this means the campaign is narratively dissonant with doing awesome Zerg shit like sneaking a single brood mother onto a Protoss ship and destroying it from within, or besieging Korhal with wave upon wave of organic orbital drop pods to overrun the defenses with whatever gets through alive. Heart of the Swarm is really good at making missions which are individually very good and feel very Zerg-y, they’re just completely out of place with being a sequel to a campaign where the whole point is deinfesting Kerrigan. This is why I lead with the idea that Heart of the Swarm should come chronologically first, since it lets you retain all the cool Zerg missions without immediately doubling back on the narrative of Wings of Liberty.

The basic structure of the campaign also works surprisingly well as a retelling of Kerrigan’s story starting immediately after being abandoned on Tarsonis, with early movement tutorials focusing on evading the Zerg on the surface only to be caught in the end, subconsciously controlling the Zerg as a chrysalis for the early building tutorials, and then going off to Char to fight Edmund Duke and get shittalked by other Zerg who don’t believe in the Overmind’s new pet, only for the Overmind to then die, leading to Zerus missions, which may or may not take place on Zerus but are certainly a literal war against other broods, the Kaldir missions, where you play out an abbreivated version of the Artanis plotline from Brood War from Kerrigan’s perspective, and then the Dominion Space and Skygeirr Station missions replace the UED with some foreshadowing of Amon (ditch Kerrigan being the prophecy girl, though, Amon is the villain of the Protoss campaign, he should be the Protoss’ problem), and have the emotional climax be the invasion of Korhal to kill General Duke followed by Kerrigan’s betrayal of her allies to kill Fenix.

People really liked Brood War and aren’t going to appreciate that this version isn’t just a retelling, but retcons the UED to be either completely absent or else completely the Terrans’ and Protoss’ problem with Kerrigan completely ignoring them. It is nice to put Kerrigan’s story, especially in Brood War, in a form playable by casual players that StarCraft II wants to accommodate, and you can make it clear that this retelling is not intended to retcon the other one, it’s just a compressed retelling for the sake of people who aren’t good enough to beat Brood War (which gets punishingly difficult pretty quickly).

That still means the entire campaign is going to be literally retreading ground from Kerrigan’s existing story, and while being upfront about that means it doesn’t make the ongoing StarCraft II narrative feel inconsequential, that anything which gets done might be immediately undone for the sake of a cool mission, it does have the problem that the plot doesn’t really advance at all for an entire campaign. Returning players who did beat Brood War might feel kind of cheated, so this is probably the worst idea of the three, but it’s something I noticed while playing Heart of the Swarm.

And while I’m tying things off, Legacy of the Void also doesn’t need a major rewrite except in that Kerrigan needs to be excised from it. The Protoss are the protagonists of LotV, they can defeat Amon by themselves, we don’t need her tagging along on Ulnar to set up an epilogue where she turns into psychic space Jesus. Admittedly, the last mission of the epilogue is pretty fucking sweet mechanically and you’d probably want to salvage that somehow, but it would be very easy to rewrite it into a Daelaam/Nerazim/Tal’darim team-up instead of a Zerg/Terran/Protoss team-up.

Binary Doesn’t Work That Way

This is a really tiny nitpick, but I wanted to do something for 1024 (2^10) and this is the first thing that popped into my head. There’s an episode of Star Trek TNG about the binars, aliens who have merged with computers to the point where their primary language is binary. They hijack the Enterprise to upload their consciousness into its databanks and then download it somewhere else safe. When asked why they didn’t just ask for help from the Federation, they say that there was a chance they would say no and their mission was too important to accept no for an answer. Riker says, with enough confidence that the show pretty clearly intends this to be taken as fact, that this is a result of their binary computer thinking, they can’t deal with probabilities.

So, I guess they dedicated exactly one bit of memory to storing the probability of success for asking the Federation for help, and rounded down. Rather than, for example, setting aside ten bits so they can store 1,024 different points on a spectrum of probabilty.

Tasha Yar’s Death Was Dumb

Tasha Yar’s death near the end of the first season of TNG was the first step of the show growing the beard. Tasha Yar was an okay character and Worf makes much more sense as Chief of Security than as helmsman or whatever he was doing in the first season. So I’m sympathetic to the plight the writers had landed themselves in at the end of that first season: Tasha Yar had to go to make room for Worf’s character to grow, and that had to be some kind of plot point. Having her die was a good idea to make it clear that being on an away team wasn’t necessarily safe, particularly since, at her rank, it wouldn’t make much sense to transfer away from the Enterprise unless she had some kind of strong personal reason to prefer a different mission, which slams us into the problem that Tasha Yar’s backstory is dumb and offensive. It was close to being cool – a refugee from a wartorn failed state who joined Starfleet after they evacuated her.

Unfortunately they decided that the defining feature of the failed state was going to be “rape gangs.” Which are gangs assembled for an indefinite period of time primarily for the purpose of rape? Or is this the only planet in the galaxy whose gangs commit rape at all? Both are dumb and just the words “rape gang” are so overly edgy that I feel second-hand embarrassment on behalf of the writers just repeating them. Like, rape gangs exist in places with extreme violent crime problems, but they’re not a career path the way gangs that focus on smuggling and extortion are. They’re more like a fucked up hobby club.

Refocusing away from “rape gangs” and onto general violent chaos could’ve salvaged her character the same way Riker got salvaged further down the road. That would take time, though, time during which Worf is left on helm, so given we need to get rid of Tasha in one episode and the less said about her backstory the better, easiest thing to do is to kill her.

The problem is the monster of the week selected for the killing is a pile of black goo who’s having a real rough time in tenth grade. Plus they lean a lot on Tasha’s pre-recorded funeral speech at the end to see the character off. Data’s moment with Picard where he asks if he missed the point of the funeral because it seemed to be more about the living than the dead was pretty good, but Tasha’s recorded speech itself was mediocre. General pattern of the first season, really, Data, Geordi, Picard, and Dr. Crusher are already firing more-or-less on all cylinders, but Riker, Worf, Tasha, Troi, and Wesley are all dragging things down. Some of these characters would be salvaged, others would be cut. Cutting Tasha was the first step along that path (bafflingly, this was soon followed by cutting Dr. Crusher, who was a perfectly good character even in season one – I’m guessing this was something to do with the actor’s career, but I like to imagine Crusher got hit by splash damage when they nuked Wesley who, narrative cockroach that the character is, survived the explosion). Shame about the execution, though, because she was one of the more salvageable of the dud characters. Presumably that’s why they killed her again in an alternate timeline episode. Tasha practically turned to camera and declared she was determined to have a cooler death than the one she got in the Alpha Timeline.