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Cake day: September 25th, 2023

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  • Pike got his “that’s rough buddy” moment.

    I am very glad we got to revisit this storyline. There was a lot left to explain in that dimensional prison, and using it as a finale to neatly wrap a lot of different plot threads was great. I was really interested in that guardian figure from the earlier episode, knowing now that it ended up being Batel in a kind of asymptotic time loop is pretty crazy, but it is a very poetic ending. She can’t really live a life with Pike, and this is an ending that gives her meaning.

    When Batel’s hands started glowing for a moment I genuinely thought she was going to regenerate à la time lord. And in the end I guess she kind of did! I half expected her to start babbling about some cosmic koala when she had stars in her eyes, I’m glad she didn’t. The ending took a serious tone, and that worked very well.

    This episode uses what is effectively a dream sequence and those you have to be careful with. It works well here because the concept of time, cause, and effect have already been established as in play here so even if it never turned out as the actual in-universe outcome, it still feels like it has meaning. I note that the show giving us Pike’s alternate future had he not (will he have had not? tenses are hard with time travel) got in the accident for me cements the fact that he really is going to end up as his future vision told him. There’s no avoiding it now.

    I am not sure I really followed a lot of the treknobabble in this one. I don’t get how the entity managed to reconstruct itself, nor why there was a whole debate about phasers being complementary instead of additive. But as a plot device to get things moving it was serviceable. Also, just a note, if you’re firing a stream of ANTI protons into the atmosphere, one would expect the antimatter to annihilate on impact with the upper atmosphere. I did find it hilarious that there’s two massive red lasers with the same power as a star beaming in through the balcony and none of the natives there were bothered by it enough to get out of their seats!

    The planet design was really cool, the big floating churchey architecture was giving me Halo vibes. It’s interesting that the planet has no warp travel but still makes contact with alien races. I wonder if then the Feds would bother to help them out in the aftermath, or if they just left them to it. They kind of should take responsibility, given it was them that unleashed the evil in the first place. Even if it’s just to loan them that eye regeneration thing for a few hours.

    Overall, this was a nice finale, and given it didn’t end on a pointless cliffhanger, and wrapped up most of the threads well, one of the better ones as TV dramas go.


  • The story is reminiscent of more classic trek - away mission, something goes wrong, and the crew have to fix it. There was a lot of classic science fantasy tropes in here - right from the start with the blood magic to open the prison up. When immortality was first mentioned, my immediate thought was that immortality would involve consciousness transfer into another being, and we kind of got that, but not from the immortal beings themselves and instead from others that snuck in through the gaps in between dimensions. I guess these creatures are some sort of lovecraftian indescribable horrors. Seeing how Pelia and Batel both reacted to them suggests there is some shared history amongst many of the species that now exist, and that they all know instinctively to fear them.

    They killed off a named character (F for Gamble), which is surprising, but definitely raises the stakes for the rest of the show. I was really not expecting that, and getting such in your face gore (pardon the expression) was quite a lot to take in. The evil doesn’t really seem quite well contained in the pattern buffer, and I hope the crew notice this pretty quickly. If it’s messing with the computer system, if it can quantum phase itself around any barriers, it should be obvious fairly quickly something isn’t right. And the pattern buffer has shown that it can’t keep stuff stable forever without continually re-materialising it, which seems like a really bad idea, so that needs dealing with.

    Amongst the characters, Spock really shines out here as the voice of reason. If they had listened to him in the first place this whole thing could have been avoided. While I get where the archaeologists amongst the team were coming from, they should have been overruled, and Spock’s only flaw here was not putting his foot down. As security, La’an should have pushed behind him on this, and chapel shouldn’t have let her desire to explore cloud her judgement.

    On sets: Nothing beats a good quarry, love to see that. I really like the exterior and background visuals within the prison - reminds me of the videogame manifold garden (highly recommended if you like first person puzzlers). However, I did feel that the physicality of the room (or just floor) they were on made it very obvious it was a set. The background visuals felt detached from the area where the away team were standing and, backgrounds aside, was too bland for my liking. I think it is a pity we didn’t get to explore more because some parts, especially the exterior and the life form they found, had a really cool design.

    The directing was good. It was tense, it captured the confusion in the prison well. The chaos on the ship was exciting and felt like there was a risk of real damage. My only major nitpick was it made it very obvious when the evil was first making it’s presence known. I don’t know if this was an attempt to capture the fact that the evil was there all along and it could choose when to appear, or if it was just trying to signal to the audience “hey, right now something’s not right”, but I would have preferred if it had been more subtle and let us try to figure out what was going on.

    Great episode. With an episode like that I can see why they wanted to add some extra comedy ones around it, but I hope there are more like this. Though I could do without the eye gore, in future.








  • I’m not sure if centre-right is a characterisation you can make of ferengi politics in this way.

    I usually associate the left/right distinction as an indicator of mainly economic policy. We know that things like unions, worker rights, etc (leftist economic ideals) have never been big on fereginar. I don’t think there’s been that big a shift even with union man Rom at the helm.

    I think that attitudes towards social issues like women’s rights are completely orthogonal to economic ones. It’s easy looking at current human political tribalism to group everyone on a left/right binary, but consider that during DS9 Rom, the economic leftist, did not at all like his mother wearing clothes and being open. If anything, the economically right leaning quark was less bothered by it.








  • I’m not sure if this counts as gameplay mechanics or rather narrative structure, but games like Outer Wilds, Fez, Tunic, where the exploration and discovery of the game is the end goal of playing the game, not just getting to the game’s end state.

    I’m not sure if there’s an accepted term for these games, but I’ve always thought of them as “archaeology” games. There’s a bunch of stuff, both plot and gameplay, that is hidden (sometimes in plain sight), until you discover it and find out what meaning it carries.