Thursday, 15 October 2026

Star Wars Zero Company



The former developers of XCOM turn (see what I did there?) their attention to the Clone Wars in a galaxy far, far away...

Guest post by Søren Kamper

Bit Reactor turns cover, squad bonds, and one missed shot into a surprisingly human Star Wars story.

There is a very particular kind of silence that follows a missed shot in a turn-based strategy game. A moment earlier, everything looked perfectly sensible. The enemy was exposed, your soldier had a respectable chance of hitting, and the rest of the plan depended on that blaster bolt finding its target. Then it misses. The battle droid is still standing there, apparently delighted with itself, and three other enemies have suddenly acquired some rather exciting ideas about your squad's immediate future.

In a Star Wars film, somebody would shout a warning, and John Williams would arrive to save the scene. In Star Wars Zero Company, you stare at the battlefield and realise that the person responsible for this disaster is sitting in your chair. That is the essential appeal of Bit Reactor's new tactical adventure. It puts the Clone Wars into your hands, then asks you to live with what those hands have done.

After spending substantial time with Zero Company, I think its finest achievement is not the lightsaber combat, the spectacular environments, or even the surprisingly generous character creator. It is something smaller. Zero Company makes you care about the people who would ordinarily vanish behind the grand machinery of Star Wars. Not legendary bloodlines or the fate of the Jedi Order, but a clone with a battered past, a Jedi Padawan who cannot solve everything alone, an astromech whose contribution is mostly measured in excellent timing, and whichever unlucky recruit you decided to bring along because you thought the mission looked easy. They are not merely a collection of colourful abilities. If Bit Reactor's systems click with you, they become your people. And then the game has the nerve to put them in danger.

The Clone Wars, without the safety net

The first thing to understand is that Zero Company is not an action game in which you happen to pause occasionally. It is a proper turn-based tactics game, made by people who clearly understand the peculiar terror of an XCOM percentage. Former Republic officer Hawks leads an unconventional group of Operators during the twilight of the Clone Wars, hunting the sinister Infinite Coil and its leader, Kundri Fathom. The broad setup is familiar Star Wars material: an obscure threat, a galaxy exhausted by war, and several people with complicated loyalties being asked to trust one another.

The perspective is what makes it interesting.

Nick Smith has already looked at the Clone Wars in When Clones Attack!, where a familiar war gains new texture through the soldiers caught inside it. Zero Company takes that same human-scale idea and makes it mechanical. A squad member's place in the story is not guaranteed by a screenplay; sometimes it depends on whether you remember to put them behind something sturdier than a decorative crate.

Each Operator normally works with three Action Points, and the clarity of that basic economy is one of the game's strengths. Moving, attacking, preparing Overwatch, or using a special ability is never quite as simple as clicking the largest icon. Half-cover offers reassurance until an enemy moves around it. Elevation changes an engagement. A good flanking position might be worth more than one extra shot, while moving too far can leave a perfectly competent soldier stranded in the sort of place military instructors use in cautionary presentations. Zero Company rewards preparation, but it also understands the pleasures of improvisation. An ambitious plan can collapse in seconds, and recovering from it often produces a better story than executing it flawlessly.

The small miracles of a working squad

What separates the combat from a competent imitation of XCOM is how naturally the Operators begin to work together. Successful attacks generate Advantage, a shared resource that supports powerful team abilities without simply duplicating the ordinary Action Point system. That means a routine shot can become the beginning of something larger: an ally moves a target, another Operator exploits the opening, and a final attack finishes the job before the enemy gets a chance to object. The best turns feel less like operating four separate characters and more like conducting a slightly irresponsible orchestra. The instruments happen to include blaster rifles, Force abilities, and the occasional astromech that appears to have been built specifically to embarrass the rest of the army.

I particularly like the way the game treats its Jedi. A lightsaber is exciting, and it should be, but a Jedi is not an automatic solution to every problem. Tel-Rea can reshape a battlefield, yet her value becomes greater when those Force moves create opportunities for everyone else. Likewise, a clone trooper's firepower, a support Operator's utility, and a custom recruit's carefully chosen Specialisation all matter because no single member can comfortably do every job.

This is Star Wars remembering something that Republic Commando and the older LucasArts tradition understood: a galaxy becomes more convincing when its heroes have professions, limitations, and colleagues, rather than merely impressive entrance music.

There are a few rough edges. When multiple abilities, cover states and reactions overlap, the interface can become busier than the underlying decision really deserves. Some of the strongest combinations are so rewarding that they tempt you to return to comfortable routines rather than experiment. But these are complaints about the friction around an unusually enjoyable tactical core. Most missions leave room to find a different solution, and a good decision has a satisfying physical result: a target displaced, a defensive line opened, a vulnerable squadmate rescued. You can see the plan working. Better still, you can usually see exactly why it failed.

The Den is where the war follows you home

Between deployments, Zero Company retreats to the Den, a battered base aboard a ship at the Ring of Kafrene. This is where you recruit and customise Operators, manage equipment, handle injuries, and decide which opportunities deserve the squad's attention. On paper, it sounds like the familiar management half of a tactics game. In practice, it is where the combat begins to acquire memory. People who repeatedly fight together develop Bonds that can improve the way they support each other. Training and Specialisations give you room to build unexpected partnerships. A recruit who initially seems like a temporary answer to a missing role can gradually become central to the whole operation. Conversely, an injured favourite can leave a very noticeable hole in a carefully balanced squad. Your decisions on one mission have a habit of waiting for you when the next one begins.

The larger campaign runs on Cycles, so opportunities do not necessarily wait politely while you finish every available errand. Operations, tactical missions, resources and upgrades compete for attention. It gives the galaxy a valuable sense that events continue beyond the four people currently exchanging laser fire. It can also be frustrating. There are moments when the strategic clock adds tension, and others when it feels like being handed a particularly complicated appointment diary in the middle of a war. The Den itself sometimes asks you to spend more time in menus than the emotional weight of the next decision can justify. Zero Company is most absorbing when the base is a place to remember what happened on the battlefield; it is less compelling when it becomes a shopping trip with unusually high mortality rates.

One of the best design decisions is that building a squad is not confined to selecting whoever has the biggest damage number. Specialisations can complement each other in ways that make two ordinary Operators more useful than one glamorous hero. Bonds reward continuity without making experimentation entirely pointless. Injury and optional permadeath make the consequences of a disastrous turn linger beyond the victory screen.

Star Wars: Gaming's complete Star Wars Zero Company guide gathers the class breakdowns, squad builds, bonds, campaign progression and more advanced tactics in one place. But there is a good argument for spending your first hours making mistakes. The game is unusually good at turning a badly timed decision into a lesson you will remember.

A Star Wars story that doesn't need another Skywalker

The storytelling is strongest when it trusts the squad's own relationships. Hawks is a useful anchor because a former Republic officer can plausibly gather people whose experiences of the war have been very different. Trick's clone background, Tel-Rea's connection to the Jedi, and the other authored characters give the group enough texture to feel more like uneasy colleagues than four interchangeable equipment slots. The custom Operators add something equally important: they allow the player to supply a little of the imagination that Star Wars has always invited. You begin by choosing a species, a face and a role. A few missions later, the same recruit has earned a reputation in your head that no character editor could possibly have supplied.

That is not to say the script is consistently wonderful. Kundri Fathom and the Infinite Coil make an ominous enemy, but the central threat is occasionally more interesting as atmosphere than as drama. The conspiracy has the familiar problem of many modern Star Wars stories: it must sound important enough to threaten the galaxy even though the smaller, personal conflicts are often what we most want to follow. Some dialogue carries its exposition a little too proudly. But the cast helps compensate, and the tactical structure does something a cutscene cannot: it makes relationships useful without reducing them to a simple friendship meter. The moments that stay with me are not necessarily the dramatic revelations. They are the missions where somebody survived because another Operator had exactly one action left.

The presentation generally understands the assignment. Battlefields feel worn, industrial and convincingly inhabited, rather than like generic grids decorated with familiar logos. Clone armour, Separatist machines, cluttered installations and alien faces supply the visual shorthand of the era, while the combat animations make successful moves feel appropriately decisive. It is a nice companion to the argument in Generation Star Wars' feature about how Lucasfilm Games kept the franchise alive between films: Star Wars has always benefited when games let us visit the less glamorous working parts of its universe. Zero Company is full of those places. It makes the war feel enormous precisely by refusing to put us in command of the entire thing.

The cost of another turn

After dozens of hours, the game's strengths are clear. Combat offers enough information for a thoughtful plan and enough uncertainty to keep that plan interesting. The shared Advantage system and squad Bonds push you toward cooperation rather than simply building four individual killing machines. Customisation is deep enough to make different campaigns feel personal, while the strategic layer gives successes and mistakes some staying power. The weaknesses are real too. Menu-heavy stretches can slow the pace, a few campaign systems need more explanation than they receive, and the central villain never becomes as compelling as the squad trying to stop her.

Players who dislike turn-based tactics are unlikely to have a conversion experience just because the uniforms are from Star Wars. This is a game that asks you to enjoy thinking before shooting.

Yet that commitment is also what makes Zero Company such a pleasant surprise. Just as Star Wars: Galactic Racer found a personality beyond Star Wars: Episode I: Racer nostalgia, Bit Reactor has resisted the obvious temptation to make its game a parade of famous faces with a few tactical buttons attached. It has built a real strategy game and allowed Star Wars to grow around the rules.

Where a film shows a heroic charge, Zero Company asks who covered the retreat, who needed medical attention afterwards, and whether the people involved can trust one another on the next assignment. Those are questions that belong naturally to the Clone Wars, but a tactics game can make them feel like your responsibility.

There is a reason that missed shot at the beginning matters so much. A film can make a character's death tragic through music, dialogue and a beautifully timed close-up. Zero Company has another method. It allows you to train somebody, equip them, build relationships around them and watch them become indispensable. Then it places them behind half-cover, offers you a percentage that looks perfectly reasonable, and waits for you to make a decision.

Sometimes you win. Sometimes you learn.

Occasionally, you spend the next ten minutes explaining to yourself why the plan was sound even though the evidence suggests otherwise. That is a very Star Wars kind of heroism, only without the guarantee that the next scene will rescue you. The galaxy has plenty of legendary warriors. Zero Company reminds us that the people keeping it together were often the ones who never expected to become legends.

Score: 8.5/10

Buy Star Wars Zero Company at Amazon (affiliate link).

Are you playing Star Wars Zero Company? Let me know in the comments below.

Søren Ahrensborg Kamper has written about Star Wars games, their history and the communities around them since 2009. He is the editor of Star Wars: Gaming, where he covers new releases, game history and the strange decisions that become much more reasonable once somebody adds a hyperdrive.

Tuesday, 13 October 2026

LEGO Ideas Star Wars Marvel mash-up



At New York Comic Con (NYCC), the LEGO Group announced a first-of-its-kind LEGO Ideas challenge. For the first time ever, fans are invited to mash-up Star Wars and Marvel by reimagining characters, vehicles and scenes from the two universes in LEGO form.

What’s more, the LEGO Ideas platform means that once the build has been submitted and fans have voted on the design, the favourite submissions will then become immortalised as an official LEGO product.

Fede Begher, Senior Vice President and Head of Product Group at the LEGO Group, said: “This challenge is a milestone for LEGO Ideas and our fan community. For the first time ever, fans can build with both Marvel and Star Wars in a single LEGO Ideas challenge, unlocking entirely new possibilities for creativity and storytelling. We know our fans never stop imagining new ways to bring their favourite worlds together, and we’re excited to see the originality, passion and innovation they bring to this unique crossover.”

As a tribute to the landmark 50th anniversary of the Star Wars franchise in 2027, the Star Wars/Marvel: Hope Assembles comic series was unveiled this past summer. Launching in January, it’s the first-ever crossover between the Star Wars and Marvel Comics universes. The LEGO Ideas challenge celebrates that crossover and honours the 50th anniversary.

Open from today, fans simply need to visit ideas.lego.com, choose from three challenge themes of mashing up Star Wars and Marvel vehicles, characters or scenes, review all challenge rules and guidelines, and then get building with LEGO elements. Voting for the submissions begins December 15, 2026, with the Grand Prize Selections being announced next year.

Discover LEGO Star Wars on LEGO AU, CA, UK and US (affiliate links).

Will you be submitting an idea? Let me know in the comments below.

Monday, 12 October 2026

Return of the Atari 800XL



As an Atari-age kid, I always wanted an 800XL! It was the Porsche of 8-bit home computers, and Atari has a storied history with Lucasfilm, spawning Atari/Lucasfilm Games in 1982.

I’ve written about how Atari was my gateway into playing video games when I was gifted an older cousin's unwanted Video Computer System (VCS) on my 8th birthday in 1980.

After school, I avidly played Space Invaders, Frogger, Donkey Kong, Pitfall, Star Wars: The Empire Strikes Back, and many more with childhood friend Kevin Simpson.

My first family computer was a Sinclair ZX Spectrum 48K. However, the Atari XL line was alluring, with its sleek look and premium price tag. Atari and Retro Games Ltd are bringing the 800XL back as a full-sized modern recreation in 2027. This coincides with the 50th anniversary of the Atari VCS and Star Wars.

“The 800XL represents an important moment in Atari’s history, when home computers were becoming a gateway to gaming, programming and creativity,” said Matt Burnett, VP of Strategic Operations at Atari. “It gave an entire generation the opportunity to discover what they could do with a computer, while offering an incredible catalog of games and software. That combination is what makes the 800XL such an important part of Atari’s legacy, and working with Retro Games Ltd. and Plaion we are excited to bring back this modernized version.”

Beautiful beige box.

“The 800XL was one of those rare machines that really showed what an 8-bit home computer could be capable of,” said Stuart Chiplin, COO at Retro Games Ltd. “When recreating it, we wanted to capture not just how the original looked, but what made it such a compelling computer – the freedom it gave people to play, program and create. A lot of work has gone into making THE 800XL feel authentic while bringing the experience up to date for today’s players.”

THE 800XL is £199.99. Pre-orders are open now, with shipping in late April 2027. I hope to review THE 800XL as soon as possible.

Pre-order THE 800XL at Amazon (affiliate link).

Will you be adding THE 800XL to your retro collection? What are your favourite Atari 8-bit video games? Let me know in the comments below.

Friday, 9 October 2026

Star Wars: Galactic Racer



Can Star Wars: Galactic Racer recapture the high-octane thrills of fan-favourite Star Wars: Episode I: Racer on PlayStation 5 (PS5), XBOX Series X|S and PC?

Star Wars: Gaming's Søren Kamper goes back to Jakku.

Guest post by Søren Kamper

In February, Generation Star Wars looked at the first proper gameplay trailer for Star Wars: Galactic Racer and wondered whether Lucasfilm Games had finally found a way back to the thrill of Star Wars: Episode I: Racer. That was the obvious question. It was also, as it turns out, slightly unfair to the finished game.

Memories of the 1999 classic have had twenty-seven years to become smoother, faster and rather better behaved than the original hardware ever was. Star Wars: Galactic Racer knows those memories are waiting at the starting line. It gives us podracers, Sebulba and machinery that appears to have been designed by engineers who regarded safety regulations as a challenge. Then it does something more useful: it keeps going.

After spending the last couple of days buried in the campaign, multiplayer and vehicle systems, my biggest surprise is not that Fuse Games understands why Star Wars racing was fun. It is that the studio has found a way to make racing feel like a living part of the galaxy again.

A racer, not a nostalgia exhibit

The first thing Star Wars: Galactic Racer gets right is the simple part that racing games cannot fake: movement feels good.

Landspeeders are broad, physical machines that like to be thrown into corners. Speeder bikes are quicker and far less forgiving. Skim speeders reward smooth lines and a willingness to think about the track in three dimensions. Podracers are the dangerous end of the family tree, and they remain exactly as unreasonable as they should be.

The differences are important because they change how you read a circuit. A corner that feels generous in a landspeeder can become an invitation to disaster on a bike. A gap that looks decorative in one class may become a viable route in another. This is where Star Wars: Galactic Racer starts to separate itself from licensed racing games that offer a garage full of vehicles which all feel suspiciously related.

There is also a welcome amount of aggression. Boost management, heat, contact and takedowns keep races busy without turning them into a floating weapons arena. The Criterion and Burnout heritage around Fuse Games is easy to feel, but Star Wars: Galactic Racer never forgets that the fastest line still matters. Smashing a rival into scenery is satisfying. Doing it while preserving enough speed to make the next corner is better.

The result is immediately readable and surprisingly deep. You can enjoy the spectacle after a few minutes, but there is enough beneath it to reward players who learn the handling rather than simply holding the accelerator and hoping the Force has an unusually generous insurance policy.

The campaign changes what losing means

The stranger decision is the campaign.

Instead of a fixed sequence of races, Shade moves through Tours built around branching events, temporary upgrades and choices about what to risk next. Some progress survives failure, but a strong run can still collapse if you push the wrong machine too far or take one dangerous event too many.

On paper, attaching runs-based design to a Star Wars racing game sounds like something produced during a particularly excitable whiteboard meeting. In practice, it gives the campaign a reason to keep asking questions after the racing itself has already proved enjoyable.

Do you take the event with the better reward, even though the vehicle is already carrying damage? Do you improve straight-line speed or make the next few corners easier? Do you keep leaning into the build that is working, or spend resources preparing for a weakness you know is coming?

That makes failure more interesting than a normal restart screen. A bad race can affect the next one. A good part can reshape the rest of a Tour. A vehicle that felt ordinary at the start can become a wonderfully specific little monster by the final events.

It also means the game avoids the old racing-game problem where progression becomes a list of cups to tick off. Star Wars: Galactic Racer has a rhythm of preparation, risk, recovery and another attempt. I often found myself telling myself that one more event would be enough for the evening. This was rarely true.

Star Wars: Gaming's complete Star Wars: Galactic Racer guide dives deeper into the campaign, vehicles and progression for readers who want the nuts-and-bolts version of the systems.

The Galactic League feels like Star Wars from the side streets

The setting helps. Shade enters the Galactic League after the fall of the Empire, in a galaxy where military hardware, old rivalries and people with questionable employment histories have all found their way into an underground racing culture. That gives the game a useful distance from the usual Star Wars obsession with galactic destiny.

Nobody needs to save the Force before bedtime. Nobody is waiting to reveal that a minor mechanic is secretly descended from somebody important. The world works because Star Wars has always been full of machines, smugglers, gamblers, pilots and people making a living in places the films only pass through.

That fits nicely with the point we made in our earlier Generation Star Wars feature about how Lucasfilm Games kept the galaxy alive between movies. Games are often at their best when they take a familiar corner of Star Wars and ask what everyday life might actually look like there. Star Wars: Galactic Racer turns that idea into motorsport.

The paddocks are a big part of the effect. Walking around between events, talking to rivals and mechanics, and seeing the League as a community gives the campaign personality. Kestar Bool provides the obvious target, while Hibi and the wider cast make the competition feel less like a menu and more like a travelling circus with engines.

There is a price for that ambition. The story and the runs-based structure do not always move at the same pace. Sometimes the next conversation arrives exactly when the campaign needs it. At other times, the game asks you to walk across the paddock when every part of your brain is already sitting on the next starting grid.

It never becomes a serious problem, but Star Wars: Galactic Racer is better at making me care about the League than it is at making Shade the most interesting person in it.

The galaxy is beautiful at several hundred kilometres per hour

The environments are frequently spectacular.

Jakku is an obvious highlight because racing through the wreckage of the Galactic Civil War gives the game an immediate sense of scale. The remains of Star Destroyers stop being background scenery and become geography. Elsewhere, ice, industrial structures, caves and hostile terrain change both the look and the rhythm of the circuits.

The downside is that tracks sharing the same planet can occasionally blend together. Star Wars: Galactic Racer has strong worlds, but not every individual circuit has the one unforgettable corner, hazard or silhouette that makes a racing track live in the memory for years.

That is one area where Star Wars: Episode I: Racer still casts a long shadow. The old game could be crude, but its best courses had sections you remembered instantly. Generation Star Wars revisited Star Wars: Episode I: Racer when the classic returned on Nintendo Switch in 2020, and that comparison is useful because the new game ultimately succeeds by refusing to behave like a remake. The older title is still there in the DNA, especially when podracers arrive, but Star Wars: Galactic Racer is not trying to preserve 1999 under glass.

Multiplayer keeps the garage door open

The online side gives the game another reason to last beyond the campaign.

Multiplayer Tours carry the same build mentality into competition, letting temporary setups develop across a sequence rather than treating every race as an isolated event. That makes the garage choices matter online too. You are not only racing another player, but you are also racing the decisions that got both of you to the grid.

At its best, this creates wonderful chaos. Players arrive with different strengths, different levels of confidence and, judging by some of the opening laps, very different opinions about whether braking is mandatory.

At its worst, the same chaos can become noise. A large group, aggressive contact and environmental hazards can turn a clean plan into debris very quickly. That will delight some players more than others. I enjoy the fact that Star Wars: Galactic Racer allows races to become stories, but competitive players looking for clinical purity may occasionally want the galaxy to calm down.

Still, multiplayer feels like an extension of the central design rather than a box ticked on the back of the package. That matters.

Verdict

Star Wars: Galactic Racer has rough edges. The story occasionally interrupts the momentum it is trying to build, some circuits within the same world need more individual character, and the game can become gloriously messy when too many systems collide at once.

None of that changes the central result.

The racing itself is excellent. The vehicle classes genuinely alter how the game is played. The campaign makes upgrades and failure meaningful without burying the fun beneath spreadsheets. The Galactic League gives Star Wars racing a culture rather than simply a collection of tracks.

Most importantly, Fuse Games has not spent twenty-seven years staring backwards.

When Generation Star Wars covered the gameplay trailer earlier this year, the easy hope was that Star Wars: Galactic Racer might be a worthy successor to Star Wars: Episode I: Racer. It is. The more interesting achievement is that, after a few hours, being a successor stops feeling like the most important thing about it.

Star Wars: Galactic Racer has its own identity, its own rhythm and enough ideas to survive once the first wave of nostalgia has passed. Star Wars racing did not need another museum piece. It needed somewhere new to go.

After a very long wait, it finally has one.

Score: 8.5/10

Buy Star Wars: Galactic Racer at Amazon (affiliate link).

Are you playing Star Wars: Galactic Racer? Let me know in the comments below.

Søren Ahrensborg Kamper has written about Star Wars games, their history and the communities around them since 2009. He is the editor of Star Wars: Gaming, where he covers new releases, game history and the strange decisions that become much more reasonable once somebody adds a hyperdrive.

Wednesday, 7 October 2026

Line of Duty creator bids on Doctor Who



According to Deadline, Line of Duty creator Jed Mercurio has tendered a bid for Doctor Who.

Mercurio, a pre-eminent TV writer responsible for shows including Trigger Point and Bodyguard, has submitted his interest via Hat Trick Mercurio (HTM), the production company he co-founded with Jimmy Mulville.

Mercurio is a sci-fi fan and created the BBC series Invasion: Earth in the 1990s.

The BBC will announce the successful tender in March 2027.

Whatever happens, BBC Studios will remain in control of the TARDIS, handling distribution, licensing, consumer products, digital, and immersive experiences.

In the meantime, Whovians (myself included) can look forward to seeing The Satan Pit: Extended Movie Cut in cinemas on Doctor Who Day, and the BBC has commissioned an animated series, Doctor Who: TARDIS Crew, coming to CBeebies.

Who would you like to win the tender for a new Doctor Who series? Let me know in the comments below.

Tuesday, 6 October 2026

Doctor Who: TARDIS Crew coming to CBeebies



While Doctor Who fans (myself included) await the outcome of the BBC tender for the next live-action series, an animated adventure is coming to CBeebies and BBC iPlayer.

BBC Children's and Education has unveiled a first look at Doctor Who: TARDIS Crew, a brand-new animated preschool series that introduces younger audiences to the wonder, adventure and endless possibilities of the Whoniverse.

Kate Morton, Senior Head of Commissioning for CBeebies, said: "The TARDIS is ready for its youngest crew yet. Packed with imagination, humour and adventure, Doctor Who: TARDIS Crew will inspire children to be curious, courageous and kind as they explore incredible worlds across time and space. It's everything families love about Doctor Who, wonder, excitement and endless possibility, reimagined for CBeebies' youngest explorers."

Created for CBeebies viewers, the series follows the Doctor, a young Time Lord, and his friends Hannah, Beastie and Toast-IE as they embark on extraordinary adventures through time and space. Travelling aboard the iconic TARDIS, they encounter incredible creatures, discover amazing new worlds and come face-to-face with legendary Doctor Who foes, including the Daleks.

Doctor Who: TARDIS Crew will arrive on CBeebies and BBC iPlayer in late 2027/early 2028.

Monday, 5 October 2026

The Satan Pit in cinemas on Doctor Who Day



Doctor Who fans (myself included) can watch The Satan Pit: Extended Movie Cut on the big screen on Doctor Who Day!

For the first time ever in cinemas, the acclaimed two-part adventure The Impossible Planet and The Satan Pit have been specially re-edited into a single movie-length presentation, created exclusively for theatrical audiences.

Join the Doctor (David Tennant) and Rose (Billie Piper) as they travel to Sanctuary Base 6, a remote outpost perched on a planet orbiting a black hole.

When an ancient force awakens beneath the surface, the crew find themselves trapped in a battle against an evil older than time itself.

This special Doctor Who Day screening also includes exclusive bonus material, featuring previously unseen content and a brand-new interview with a special guest, reflecting on the making of one of the most celebrated stories of the modern era – from encounters with the Ood to facing the terrifying Beast, alongside behind-the-scenes memories from the set.

Natasha Spence, Global Events Director, BBC Studios, said: “Part of what makes Doctor Who so extraordinary is that there is always more to discover. Even with a story as loved as The Impossible Planet and The Satan Pit, we’re able to offer fans something they haven’t experienced before, with previously deleted scenes restored into the adventure and never-before-seen extended footage included in this special cinema cut. Doctor Who Day is the perfect moment to celebrate that sense of discovery with fans. We’re delighted to be working with CinemaLive again to bring this unforgettable Tenth Doctor and Rose story to the big screen, and to give audiences the chance to experience it together in cinemas for the first time.”

John Travers, Head of Acquisitions & Distribution, CinemaLive, said: "Following the incredible reaction from fans in UK & Irish cinemas to last year's Doctor Who season finale, we're thrilled to be partnering with BBC Studios again and expanding the scope of this very special Doctor Who Day cinema event so that Whovians from the USA, Canada, Australia and New Zealand can also come together and join in this big screen celebration."

Pre-order The Satan Pit: Extended Movie Cut at Amazon (affiliate link).

Are you going to see The Satan Pit: Extended Movie Cut in cinemas on Doctor Who Day? Let me know in the comments below.

Saturday, 3 October 2026

Paramount-Warner Bros. named Skydance



Skydance is the new name for the company formed by the merger of Paramount Skydance and Warner Bros. Discovery, announced by CEO David Ellison on X (formerly Twitter).

“We will honor what makes Paramount and Warner Bros. special — giving both studios the opportunity to grow, tell more great stories and bring those stories to even broader audiences around the world, powered by the scale and capabilities of Skydance,” he wrote in a statement announcing the branding change Friday.

The $110 billion merger is expected to be finalised on Tuesday after a year-long pursuit by Ellison and a two-month delay caused by antitrust lawsuits by 12 states and the Writers Guild of America.

From Batman to Star Trek, a Skydance-branded app merging HBO Max and Paramount+ would be a strong streaming challenger to Netflix and Disney+. However, it seems Paramount+ and HBO Max will remain standalone subscription services for now.

“I don’t want to comment on what is going to happen or anything like that, but I would point to the HBO Max-Disney bundle, which has been very successful,” Ellison said, adding, “So, could you see something like that happening? That would make a lot of sense.”

HBO Max launched to much fanfare last March in the UK. It was a complicated rollout as HBO has a storied history with Sky (owned by Comcast). Sky Atlantic has been the exclusive home to the award-winning Game of Thrones, The Last of Us, Westworld and many more prestige dramas from HBO. This may be subject to change in the wake of the merger.

What are your thoughts on the name Skydance? Let me know in the comments below.

Friday, 2 October 2026

Age of Ultron continues in VisionQuest



On Thursday, Marvel Television dropped an official trailer for VisionQuest coming soon to Disney+.



Read the official synopsis:

"VisionQuest marks the final chapter in the trilogy that started with Marvel Television’s WandaVision, where a grieving Wanda Maximoff conjured a new Vision and life in a world that wasn’t real. Now, rebuilt and rebooted, Vision possesses all of his former self’s memories, but none of his virtue, and searches for new meaning."

Vision, rebooted and having escaped from those who sought to weaponise him, has been in hiding. Searching for new meaning, he consults the AI personas embedded in his programming, including F.R.I.D.A.Y., E.D.I.T.H., J.A.R.V.I.S., and the infamous Ultron. His discreet existence ends when a bounty placed on his head thrusts him on the run with Thomas Shepherd, a mysterious boy who may be Vision’s son, reincarnated. As Vision evades capture, he must confront his nature, resist Ultron's influence, and unravel the enigma that is his young companion if he’s to survive.

VisionQuest stars Paul Bettany, James Spader, Ruaridh Mollica, Todd Stashwick, T’Nia Miller, Lauren Morais, Orla Brady, Diane Morgan, Polly Frame, Henry Lewis, Jonathan Sayer, with Emily Hampshire, and James D’Arcy. The series is directed by Christopher J. Byrne, Gandja Monteiro, Vincenzo Natali, Terry Matalas, and written by Terry Matalas, Cindy Appel, Christopher Monfette, Nicole Falsetti, and Matthew Okumura.

Watch the two-episode premiere of Marvel Television’s VisionQuest on 14th October, only on Disney+.

Are you ready for VisionQuest on Disney+? Let me know in the comments below.

Thursday, 1 October 2026

BBC boss on AI-generated Doctor Who



BBC boss Matt Brittin, formerly at Google, commented on a fan-made, AI-generated Doctor Who episode.

"Somebody sent me a 50-minute episode of Doctor Who that was AI-generated the other day," Brittin said, speaking at the Royal Television Society (RTS) conference in London this week.

"It's pretty good. I mean, it's not going to replace humans, and we'll come on to that.

While Brittin didn't disclose the AI-generated episode, many media outlets speculate it may be the controversial episode, The Curse of Kilmorag, from The Unmade Season, featuring the regeneration of the Fourteenth Doctor (David Tennant) that was removed from YouTube after a copyright claim.

"So everyone's a creator. Not all the creativity is bad," Brittin continued. "Everyone's got the ability in their hands — or six billion people have — to create content at the standard of a Hollywood studio."

The BBC needs to save £500 million over the next 3 years, has experimented with generative AI, and put Doctor Who out to tender. Russell T Davies and Bad Wolf have departed the series now that the Disney+ deal has ended, and the previously announced Christmas special will not go ahead as the BBC instead focuses on Doctor Who’s long-term future.

With Amazon, Disney and more pivoting to AI-generated content to save money, this may be an AI battle the Doctor can't win.

What are your thoughts on an AI-generated Doctor Who series? Let me know in the comments below.