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Jammer's Reviews Latest Posts
  • 11 Jun 2024
    Now posted in the blog: An announcement about the upcoming second season of "Star Trek: Prodigy" and my plans for covering it.
  • 04 Jun 2024
    Review now posted. Thanks, everyone, for tagging along for this ride for the past five seasons over seven years. It's another Trek series in the books. This took a while to post mostly because of my much busier schedule now that summer is in full swing, but also because the length got up there. It's unclear when Lower Decks will be back (fall seems to be the best guess), or Prodigy, for that matter. So I'm not sure what the reviewing schedule for the remainder of the year looks like exactly. We'll see as it gets closer. I will now go back and read all of your comments. As always, I made a point not to read any of them since the episode was released, because I didn't want them to influence my thinking or the review. Looks like this is the most discussion we've had on an episode in awhile. Hopefully everyone has been enjoying the conversation the past several days.
  • 24 May 2024
    Review now posted.
  • 17 May 2024
    Review now posted.
  • 31 Aug 2024

    Now let's be clear. This isn't a new game but it is one that has stood the test of Star Trek time extremely well.

    Originally launched back in 2017, Star Trek Ascendancy pushed past the ship-to-ship combat of Wizkids Attack Wing and ventured into new and unexplored territory. Quite literally in fact. But why should we still be interested in this when there's Into the Unknown out there and GFN's own Away Missions? If you want galaxy building why not dip into Infinite on your PC?

    Because this one is all about tactics and empire building that's physically on your table and brings fans together in one place to play and chat Trek. Magnificent.

    It's a bigger galactic picture and offers varied gameplay versus those now established tabletop and digital experiences. This is going to take some time, a lot of thinking and a shuttlebay full of patience to manage so buckle in for a good long afternoon of gaming.

    With a base game box that is packed to the gills with tokens, playing pieces, control panels, planets, space lanes, hazards and a rule book that covered every scenario, it's a Trek fan's dream. Players could start from their homeworld and expand out across the galaxy, discovering new worlds, new civilisations and boldly... ok... you get the picture.

    Crucially Ascendancy has evolved through the last seven years of its life, adding in player expansion packs for the Vulcans, Cardassians, Ferengi, Andorians and Breen as well as two substantial game expansions with Borg Assimilation and The Dominion War. In comparison to Away Missions this is more galaxy spanning and fleet based rather than a set of characters on a single board so the two aren't competing for the same space.

    As we head towards the end of 2024 I pulled out the box and got ready for a steady session on the table because Gale Force Nine (GFN) are set to release a single box which will contain everything produced to date as well as some new and exciting content. Definitely a great sign for the game after seven years!

    So let's just refresh on the systems as we unpack the plethora of equipment.

    In the original starter box players could choose from the Federation, Romulans or Klingons with each faction offering different tactics. For instance the Klingons can't run from a fight and the Federation will never try and take over an established civilisation by force. These factors and others come into play when you reach out from your starting planet and influence how you interact with your discoveries.

    It's also an incredibly organic game because of how the stack of worlds may be played as they are "found" and each of these will only have a certain number of pathways that can be connected to it. As they are revealed by exiting the space lanes with your ship or fleet, each new destination will have some form of action to complete via the Exploration card that is turned when you "arrive".. It may be to make contact with an existing species, it could be to colonise an empty rock or worse, it might be to try and avoid a dangerous nebula or other such hazard lurking in the depths of space. New planets to colonise will offer space to acquire additional Production, Culture and Resource nodes that can be used in the Building Phase of each round to enhance your existing facilities from ships to bases to completing research.

    No two games will ever be the same but just make sure you're ready for a long haul because GFN expect that for every player on the board there's at least an hour of game time (three players, three hours). Each round of the game sees players Build (chips, assets etc), Command (exploring, combat) and Maintain (assessing victory qualifiers and collecting resources) but don't forget to keep an eye on where your adversaries are up to!

    If you're not looking for that kind of commitment then there is also a one player option that was introduced as part of the Borg pack. More on that shortly.

    Ultimately the aim of each player is to reach Five Ascendancy points which can be acquired by collecting and trading in your Culture tokens. In the case of the Federation should you flip over a Civilisation card when exploring a new world that will immediately give you a Culture token! Each level of Ascendancy unlocks new abilities so you can run more projects and fleets with each increase.

    One of the things that I levelled against this game back in the day was that it focused heavily on TNG and TOS without much care for Voyager or Deep Space Nine. In terms of the latter, some of that has been accomplished with one of the two larger supplements which includes the Bajoran wormhole and the Gamma Quadrant. There is still to be anything forthcoming from the Delta Quadrant however!

    But back to the main game for now and it can play out a few ways. Boundaries can be set and some players may choose to try and avoid other major races, instead choosing to cultivate new worlds and build up resources with which they can upgrade weapons, fleets and abilities while others may be looking for a fight. That's the genius of Ascendancy in that it can play out however you want it to. Each journey along a space lane opens up a new and unknown challenge. You'll never (probably!) get through the entire planet stack (Exploration deck) in a game so there's always going to be a variation from the off. Nor is it a given that the Federation moves first each time so you never know what order events will unfold or who will have that key tactical advantage. Uncovering a planet might be a good thing but it could also draw the attentions of an opponent keen to expand their resources of a particular type or simply add some territory to their sector of the board. GFN includes sets of ships to represent fleets in the box but players can supplement further with different ships, starbases and dice packs if they so wish although some of these are now verging on rare to impossible to locate (especially the Defiant pieces).

    Players can also be defeated if their homeworld is captured by an opposing force. The neat thing that the Dominion War expansion pack does is allow a conquered people to turn into a resistance force so that you're not left sitting out the rest of the game.

    The Borg expansion does add in a feature which makes it impossible to avoid the Collective as they will spawn and head directly for the nearest opponent. In a one player game that's a given and with their "AI" ability it actually becomes more of a challenge to see how long you can last out rather than attempting to defeat them which is near impossible.

    As with Attack Wing before it, the Borg dynamic is naturally overpowered and almost invincible meaning that any true attempt to defeat them would likely require at least two if not three or more players hounding their cubes until the bitter end. There's a ton of new content in the Borg packs beyond the ships such as additional/expanded rules, new nodes and tokens. For me this has become something of a go to where I can try out different factions against the Collective to see which is most effective. So far the results are not promising!

    One thing that frustrated me was how fast the Borg could come out of the gate and be on top of your home system. Best case three turns, worst case two - the margin was that fine. However, by a bit of YouTube research and just thinking more about strategy it's actually quite straight forward to elongate the game - just make sure that any pathways into your territory are completely used up. For example if a planet has four space lane options, use all of them to connect it into your network. This is where the additional resources and the built ships really come into play as otherwise players wouldn't stand a chance to build any form of defence.

    So to that Dominion pack and that's an entirely different twist again. Adding in the Dominion as their own faction there is the chance to use Changelings as infiltrators onto opponent worlds and also to battle through a campaign loosely tuned into the Deep Space Nine saga.

    This is a real step upon the multiplayer concept with the Dominion faction starting on the other side of the Bajoran Wormhole and having to make their way into the Alpha Quadrant as part of the initial setup. Of course they could just fly around the Gamma Quadrant but at some point trouble will come calling.

    The nice piece here is that the Gamma Quadrant systems can ONLY be used on that side of the wormhole and there's some familiar planets in there for the Karemma, Dosi and of course the Great Link.

    The problem with the Dominion War campaign is that four players are needed to form two alliances consisting of four already developed and explored worlds (ready for conquering). That's a lot of people to get together and at least a four hour play time both of which I would personally struggle with but may suit other gamers perfectly. I expect that in this case I may field the Dominion as a faction against the Borg or in a smaller 2/3 player scenario perhaps even without the wormhole piece.

    Ascendancy is a superb, detailed and in depth Star Trek game that does require some time and patience to get the most out of it. If you want quick and straight forward pick up some Fluxx cards or head for your copy of Away Missions but for a real test of your metal this is the game to do it. Will you try and conquer from the Gamma Quadrant? Dominate from the off with the Klingons? Offer peaceful co-existence via the Federation or watch your foes be assimilated by the Borg? You make the calls!

    Star Trek Ascendancy is available NOW from retailers stocking Gale Force Nine. Prices (for expansions) start from around £25 ranging to around £75 for the base game set.

  • 13 Aug 2024

    Ten years? Seriously? A decade of Attack Wing?

    Two starter sets, 30 waves of individual ships, prize events, faction packs, a total rehacking of the points system... and that's just the scant surface moments I can recall from those times.

    Now to commemorate the event we have These are the Voyages. Fortunately not a pack that focuses on the final episode of Enterprise but instead one that honours the legendary starship name.

    Containing five golden models, this new pack includes the NX, Constitution refit, Excelsior, Galaxy and Sovereign Classes plus 115 new and updated options to outfit them.

    Each of the classes can either be fielded as the Enterprise in its different registry guises or an alternative ship from including the NX-02 Columbia, USS Excelsior, USS Atlas or USS Galaxy. It also marks the first retail appearance of the USS Enterprise NCC-1701-A.

    Some of the ships, such as the Enterprise-D have seen modifications to their existing cards and a significant number are now superseded by the contents of These are the Voyages.

    As ship models go, there are no real surprises since these are repaints of the existing craft from older waves. My Constitution refit though does have horribly wonky nacelles which will require a bit of work to straighten out. That and the saucer is bent.

    Captain options are extensive with all possibilities including Styles, Harriman and Jellico included, each with their own neat twists to add. Crew options are exhaustive too with every canonical crew represented in almost every single way and that includes Porthos.

    The pack also continues the new updates of Lower Decks, First Officer and Night Shift although the latter of those three only appears on a couple of cards.

    That 115 card stack is something that might never make its way into your main card haul though because nestled into the bottom of the box is a brand new campaign that pits Enterprises of all generations against thew Q Continuum and some equally obnoxious foes. Taking it in turns to select a ship, captain and upgrades, players take on the Crystalline Entity, the Borg Queen's ship or the hard-as-nails Doomsday Machine in a battle for survival and bragging rights.

    There are some "obvious" choices to go for such as the E or the D but the A, B, refit and NX-01 aren't without their advantages since a smaller ship score allows for more upgrades and a thoroughly packed out starship.

    These Are the Voyages
    is a very unique set though and one that players/collectors may not want to directly add into their big box of cards. The Q scenario actually turns this more into a set to have available for one off game occasionally “stealing” cards from it to supplement an existing fleet. It also shows that there is still life in the game after a decade. New features abound, there is still some expansive thinking as to how to keep the game alive and with Into the Unknown requiring a re-mortgage or the sale of a kidney you can understand why players are choosing to remain firmly in the Attack Wing stable.

  • 08 Jun 2024

    With the arrival of the Delta Quadrant's Adversaries there had to be a pack designed to take them on.

    Lost in the Delta Quadrant provides just those ingredients. New versions of USS Voyager, USS Equinox, Delta Flyer and a brand new Raven. The latter is the first time this ship has been available in the main catalogue believe it or not!

    What we didn't mention in the review for Adversaries... was that a lot of the cards included with both of these expansions do effectively retire a chunk of older Attack Wing content. The costs of cards have dropped, the new features make these a lot more appealing to select and being in a set means there's some form of theme running through the options.

    Unusually here there are two Voyager card options as well as USS Nova and the Delta Flyer II but let's not get bogged down in the names because there's a lot packed into this set that needs unpicking.

    Aside from the cost changes which make Voyager an extremely appealing ship choice, the range of captains is certainly an eye opener with most of them also having the ability to double up as crew. Chakotay - in much the same way as with Turanj in the Adversaries... pack can be flipped to take command if the captain is lost. Big bonus there which keeps your ship with some form of command skill if things do go a bit pear shaped.

    But the biggest newcomers here are the Lower Decks and Night Shift cards in terms of crew and the revamping of craft with a hull value of two or less becoming Auxiliary Ships. These ships can only be part of a fleet if there is at least one ship in the party that has a hull value of four or more.

    But yes, Lower Decks and Night Shift. The former means that two cards bearing that text can take up a single Crew slot on your ship roster as long as they are from the same faction. With Night Shift, the text on the card listed under that heading is in play when your opponent has the Initiative Token. There are six of the Lower Decks cards in this pack offering the chance to disable opponent upgrades, take Time Tokens when another upgrade would be hit and even providing Free Actions. Night Shift seems to be limited to two cards in the form of Harry Kim as a Captain and the Elite Action, Coffee, Black.

    Personal thoughts on both of these new abilities is that it does provide the Federation faction with even more advantages with no hint that these new inclusions will be available for other factions in the future. It also seems these new features have really split the fanbase for the game with several notes that it's changed the dynamics completely. I guess sometimes you do need to stir things up and hey, it's not as if you HAVE to use these new packs or their additional spins. My thoughts would be to run this and the Adversaries pack as a campaign combo using the Delta Quadrant missions included. Then the new rules are kept enclosed to these ships. IF Wizkids do produce some more sets and further the Lower Decks and Night Shift rules into those then all the better.

    If new players are coming to the game with just a starter set and these packs then it's an even better deal to keep the game alive but that's just my own thoughts right now.

    Some of the other cards in here are well worth a punt too. Seven of Nine allows use of the singular Borg upgrade buried in the set. The XO, pilot and CMO from Caretaker are all discards (well played once again, Wizkids). You can upgrade your ships defences with Ablative Armour, add weapons in the form of Transphasic or Gravametric Torpedoes. Changing speed can be made through Variable Geometry Pylons. The Nova Class can benefit from Rechargeable Shield Emitters and even the Delta Flyer can pop some added Photonic Missiles.

    The Raven does seem under represented here with nothing "anti-Borg" or able to slip past the odd Cube. Perhaps a missed opportunity not to double-side Magnus Hansen as a Borg drone? Nor are there any references to the creatures the Equinox used to speed up their voyage home. Erin Hansen interestingly can only be equipped to the Raven - which I also feel should apply to her husband!

    Another point is that the symbol for the Luna Class turns up AGAIN on the Bio-Neural Circuitry card... surely this has to be a sign that the Titan is on the way? Otherwise, frankly what's the point.

Soul of Star Tek Latest Posts
  • 09 Sep 2023

    On September 8, 1966 the first season of the Star Trek series began. It explored strange new worlds in the galaxy of imagination as well as in television storytelling. But 57 years later, I wonder if it is truly exploring anything more than its own mythology. Star Trek today seems more and more to be about itself.

    The new Star Trek shows display excellent writing, acting, directing and visual effects. It produces entertaining television. The current series Star Trek: Strange New Worlds seems to have tried to recapture that original innocence, with its premise, its stand-alone episodes and that thrilling variation on the original opening with updated imagery. But most episodes seem to explore mostly the styles of presenting the established (if visually updated) Star Trek universe—comedy, horror, mixing animation with live action, musical comedy. Star Trek now seems to comments on itself more than any outside world, real or imagined, including the self-consciousness of Lower Decks.

    Discovery tried to push the envelope at times, and bravely explores diversity and the internal life of a starship in a different way, though its obsession with feelings feels excessive at times (in my weaker moments I’ve referred to Captain Burnham as Captain Emo.) While season 4 in particular pushed Star Trek forward, even in this series, Star Trek mythology generated lots of story.

    It’s not that these shows lack values or significant content. And it's not that decades and hundreds of Star Trek stories should be ignored. But maybe the emphasis seems different. Strange new worlds aren't primary. At best the new shows are about the characters and their relationships and interactions within the canonical Star Trek mythology. They seem to be less about exploring the previously unknown, or involved with testing our assumptions against what is found out there. Character-driven drama with technobabble is not all of what Star Trek started out to be.

    Maybe it’s at least partly inevitable. When Star Trek began, nothing like it had been done on television before. The series invented its story universe with every episode, and so every episode was exploring the unknown. Perhaps it’s impossible to get back that innocence.

    For a lot has happened in 57 years. Back when it began, Star Trek’s content was shaped more directly by generations of science fiction and not quite two decades of television drama.

    Science fiction that followed Jules Verne speculated on new technologies and what might be found on other planets, both imagined from the basis of known fact and science. The science fiction that followed H.G. Wells used imagined technologies, phenomena and forms of life as metaphors to illuminate aspects of human life. (This is how Margaret Atwood divides it, and it’s a good starting point.)

    Following either progenitor, s/f writers also explored highly speculative science with cosmological and philosophical implications—everything from alternative archeology and anthropology (some of which has turned out to have some basis in fact) to implications of quantum physics and the additions and alterations over the years suggested by new astronomical and sub-atomic data.

    Just as the Star Trek series adapted technologies and protocols seen in earlier sci-fi movies and television shows, the stories followed both Verne and Wells in speculating on a possible future while telling metaphorical tales, some of which applied to urgent contemporary social and political questions.

    While some of these stories came from science fiction writers, a great many were created by veteran television writers, sometimes re-purposing plots found everywhere, from ancient drama and classic fiction to TV westerns and Captain Video. This was television drama, but westerns and other shows also often told morality tales, and so did Star Trek.

    Yet as the first full-hour network drama set in the far future, Star Trek was also open-ended: everything was possible in locations in time and space where no one had gone before.

    But seeds of the current situation were also sown back then. Gene Roddenberry believed that for a series with continuing characters set in the strange new worlds of the future, the show had to create and maintain a self-consistent story universe.

    So besides envisioning the basic template of as diverse a crew as he could get away with (or perhaps as diverse as anyone could imagine existing in a few centuries), as well as assembling talented collaborators and working carefully on how the series would look, GR did what Wells and other designers of alternative worlds knew to do: he made rules.

    Every week would bring a new story, but the technologies would have the same capabilities and work the same way week after week. There was a chain of command aboard the Enterprise, and a set a standard procedures. As much as possible for a starship warping through the galaxy, the Enterprise was grounded.

    As writers introduced new planets and new aliens, later writers had to honor the basics of those planets and characters if they used them in subsequent stories. (There were periods of adjustment but once the template was found—for Klingons, say—it remained consistent.) Events in one story might inform later stories, until a kind of backstory was created for the main characters and Star Trek as a whole.

    Some of the “rules” were set forth in the Star Trek Writer’s Guide, which was revised as the series went on (I have before me the third revision: 31 typed and mimeographed pages dated April 17, 1967.) It provides character background, technology and capabilities. Believability in action is stressed, but also meaning, the metaphorical layer.

    The rules were needed because each episode had a different writer and director. That’s also why actors playing the major roles became caretakers of their characters and what they did and how they did it. Together they created the Star Trek universe.

    That universe expanded with new crews in a new century, beginning with The Next Generation. A rich storytelling universe supported hundreds of stories for five main crews and sets of characters, over nearly 40 years.

    In the meantime, the Star Trek universe generated other stories, principally in a series of novels. Though officially permitted by whatever entity owned Star Trek at the time, these novels often went their own ways in terms of story and characters. It was I believe in connection with the novels that the concept of “canon” was first introduced. “Canon” was meant to denote all the aspects of the “real” Star Trek universe, at first defined as everything in the television and motion picture stories (but not the novels.)

    Canon is an interesting concept, and today it is a powerful one. While the dictionary defines it as a general law or principle, its second definition is a collection of sacred books regarded as genuine. The Star Trek rules and guidelines (commonly called its Bible), along with that long history of story, had become canon law.

    Those of us raised as Catholics recognize canon law as the fundamentals of the institution of the Roman Catholic Church. Violations of canon were serious stuff, heavily sinful. Canon was zealously guarded by Church hierarchy. Violating canon was heresy, punished by excommunication (an early version of being blocked,unfriended or ghosted—in other words, excluded and exiled.) Canon today seems to have become a real factor in what stories are told.

    But the hierarchy in charge of Star Trek is not the only arbiter. Star Trek’s relationship to the corporate entities that made the shows was always complicated. According to GR, he was constantly fighting against corporate control. That control seems to have become more pronounced at the end of the Berman era. Today Star Trek is seen as a valuable “franchise,” and the changes in corporate ownership in recent years has been dizzying. The switch to streaming is still fluid, as evidenced by recent cancellations and the abrupt changes in access to the catalog.

    But there is another factor strongly in play, with roots in the original series era. With GR’s connivance, fans organized to write letters demanding that the original series be renewed after the first and second seasons. After the original series left the air, fans organized Star Trek conventions. There had been science fiction conventions where some attendees wore costumes, but there had been nothing the size and specific focus of those Star Trek conventions in the 1970s forward. With the letter campaigns and especially the conventions, the phenomenon of fandom was born—not just for Star Trek, but for everyone.

    Fandom then acquired new tools for expression. Mostly through the bulletin boards on sites devoted to Star Trek, the Internet started to have influence, especially in the final years of Star Trek: Enterprise and the Star Trek: Nemesis feature film. The negativity on the Internet, together with low ratings and box office failure, ended in the demise of the Rick Berman era in 2005, and the lineage from Gene Roddenberry through Berman was broken.

    By the time of the J.J. Abrams features, social media was prominent. Abrams and then the creators of Star Trek: Discovery and other television shows paid closer attention to social media, made producers and stars more accessible, and saw conventions as potent promotional opportunities.

    Meanwhile, fandom (which may be defined as a subset of the more diverse universe of Star Trek fans) was becoming more aware of the business side of Star Trek. Online discussions were at least as likely to be about production costs and box office as possible meanings in Star Trek stories. Corporate, producers and fandom were growing more aware of each other, and engaging more directly.

    Today fandom is a real force in Star Trek and its storytelling. In particular, fandom engages in questions of canon. Variations are closely debated, and though some are accepted, others are condemned. Star Trek canon is not enforced only by a corporate Vatican but by a hyper-informed and vigilant fandom. This process is not all destructive, but it is consequential.

    All these past Star Trek stories, with their basic consistencies and through-lines, form a kind of mythology, and fandom is deeply engaged with that mythology, its familiar characters and events. Thanks to social media and the structures of the entertainment business today, Star Trek producers cannot afford to offend fandom too much. They depend on fans who operate in social media, and vote by means of streaming subscriptions. In this context, it’s all fan service.

    Gene Roddenberry respected fans and interacted with them at conventions. But he was very direct and firm that fans would not dictate Star Trek content. Today fandom may not write the stories, but it is one factor that may be limiting the storytelling.

    These seem to me to be the chief factors leading to my impression that today’s Star Trek is less about exploring strange new worlds or ideas and their implications, and more about itself and its own mythology.

    The apparent emphasis on character interaction over situation and ideas may be another important factor. Taken together, the character emphasis and the self-referencing tendency may help to explain my impression that current Star Trek gives much lower priority than in its formative years to really engaging with urgent concerns of today’s world by means of exploring strange new worlds. In sometimes awkward but sometimes revelatory ways, that’s what the original series and TNG did. That to a great extent is what inspired Star Trek fans in the first place.

    Today’s Star Trek shows have revisited and expanded on issues that past Star Trek stories explored, for a new audience. They have dealt to some degree with certain implications of technology, though they seem oddly obsessed with cloning.

    But more powerful technology is no longer the chief source of urgent problems, if it ever was. Many of our concerns and our understanding of the world have changed in 57 years. We are much more aware of the roles of ecological factors and non-human life, as we are faced with the challenges of climate distortion and the imminent possibility of mass extinctions. We are more aware than ever of the dire consequences of a planet ruled by a few extremely wealthy individuals and corporations, with everyone else scrambling in uncertainty and insecurity.

    Engaging in such questions as race, the arms race and the nuclear age, cultural differences and such larger questions as a more complex reading of human nature, Star Trek formed its character: the essence, the soul of Star Trek. The commitment to retain that character by today’s Star Trek creators as well as viewers is heartening. It was the motivation for many over the years to become devoted Star Trek fans (whether or not they became vocal members of fandom.) But that commitment loses its power if it becomes the rote of canon. It has to be actualized.

    Perhaps I’m wrong about the current shows. My perspective is derived from watching Star Trek for all of those 57 years. That does not make me (in today’s terms) the target demographic, to say the least. Perhaps newer viewers see the same kinds of explorations, and feel themselves changed by them as we once did.

    But consider this possibility: at its best, Star Trek once engaged with the strange new worlds that illuminate our world—the world that television drama largely refused to examine. These were the urgent public problems and mysteries that most vexed us as viewers. Now Star Trek seems to live in the no-longer-strange old world of its own mythos. Mythologies can be defining and healthy, generating new stories and insights, but they can also become stultifying and irrelevant, until eventually they consume themselves.

  • 23 Jun 2023

    This is the ninth of a series of essays on the first ten Star Trek features, the Trekalog.

    by William Severini Kowinski

    Star Trek: Insurrection has become a problematic movie as the ninth in the original ten (or Trekalog) of Star Trek features. Even its title has become troublesome. (There’s no insurrection to overthrow the government in this story. We now know better what that looks like.) Though I have great affection for this film, I’ve been bothered by its shortcomings, from the first time I saw it in a theatre the week it was released in December 1998. I felt then it could have been a great Star Trek movie, as well as a brave one. In many respects, it dazzled me. I still believe thematically it remains a major evocation of the soul of Star Trek.

    This film, written by Michael Piller from a story by Piller and Rick Berman, and directed by Jonathan Frakes, has its fans. At the time it opened, critic Gene Siskel said it was the only Star Trek movie he truly enjoyed. (His TV partner, Roger Ebert, had a different view.)

    Others have come to value it over the years, or at least elements of it. Jerry Goldsmith’s score—especially the lovely Ba’ku theme—remains one of my favorites, and the acting, the characterizations, the humor gave it an attractive buoyancy. After many subsequent viewings, I’ve found more that’s annoying but I also retain that initial affection, and admire it even more for its courage.

    The conventional wisdom has become that it is more of a television episode than a movie. Insofar as I even know what that means, I take the opposite view: I think it tries too hard to be an action movie. Or more generally, it may simply be that the Star Trek features series started to run out of luck. Many if not most very good feature films have a pretty long history. They may have been conceived five or eight or ten years before they get made. Even some sequels take years to develop. But Star Trek movies rolled out at a faster pace—every two or three years. They typically emerged from assembling bits and pieces of screenplay drafts, often at the last minute, with lots of different imput. This fortuitously resulted in some excellent films. Unfortunately that kind of luck doesn’t always appear.

    But before wallowing in the details, the most important element of this movie is the core story, the principles that are at stake. In special features interviews for the first expanded DVD of this movie, writer Michael Piller said that he wanted to move away from the darker Star Trek (not only the previous feature, Star Trek: First Contact, but the ongoing television stories, particular of Deep Space Nine) and the darker path science fiction had been taking in general in the 1990s, to revive the optimistic spirit and idealistic modeling of Gene Roddenberry’s original vision. “I wanted to do one for Gene,” he said. So Insurrection pivoted on a moral issue with a real world history, as well as portraying a society that emphasized a different aspect of the soul of Star Trek.


    The title sequence—set to that lilting but slightly unconventional Goldsmith theme—depicts a happy, healthy and busy agrarian society with some pre-industrial mechanisms. But we quickly see hidden observers, Starfleet uniforms and unknown aliens (the Son’a), just before violence disrupts this peaceful day. The android Data has seemingly gone berserk, and has deliberately unmasked the hidden observers. He also appears to be wounded.

    Meanwhile the Enterprise-E is far away, on yet another minor diplomatic mission (“Does anyone remember when we were explorers?” Captain Picard asks.) After being contacted by an Admiral Dougherty requesting Data’s schematics, and then a brief conversation with the Admiral about Data apparently gone amok, Picard (against the Admiral’s wishes) diverts the Enterprise to the distant planet involved, in an untraveled pocket of the galaxy called the Briar Patch because its environment disrupts starship technologies.

    Maneuvering a shuttle and a bit of Gilbert and Sullivan, Picard and Worf disable Data, and Geordi La Forge learns what went wrong: Data had been attacked and engaged his ethical subprograms. But why was he attacking the Son’a and Federation personnel—everyone but the Ba’ku on the planet?

    Picard and an Enterprise team beam down to free the unmasked observers Dougherty tells him are hostages. They find instead peaceful, calm and intelligent villagers, treating the “off-worlders” as guests. Picard soon learns that the Ba’ku are warp-capable but have chosen a life without advanced technology, on this welcoming planet.

    Picard and the Ba’ku investigate what Data found that got him shot: a holo-ship, programmed to simulate the Ba’ku village. When several Son’a attack them, Picard realizes what is happening: a conspiracy to transport the Ba’ku onto the holo-ship and abduct them. “You go to sleep one night in the village. Wake up the next morning on this flying holodeck transported en masse. In a few days, you’re relocated on a similar planet without even realizing it.” But the question remains: why?

    By now some of the Enterprise crew are feeling and acting oddly. Riker and Troi are re-igniting their old romance, Worf is showing signs of going through Klingon puberty, and Picard himself feels a burst of vitality and exuberance. Having danced his way to a mirror to examine his jawline, he realizes what is happening, and returns to the planet to speak with Anij and the other Ba’ku, who confirm that the “metaphasic radiation,” a quality of the rings around the planet that continuously regenerates genetic structure, is keeping them young and even improves their health. Just being in orbit around the planet is enough to affect the Enterprise crew. Three centuries earlier, the Ba’ku left a war-torn planet and searched for an isolated haven to establish a peaceful culture, ending up here.

    Picard now realizes that the planned Ba’ku abduction has something to do with the “fountain of youth” effects of the planet’s rings. He vows to prevent it, and in explaining his reason to Anij, Picard states in plain language the moral core of this story: “Some of the darkest chapters in the history of my world involve the forced relocation of a small group of people to satisfy the demands of a large one. I’d hoped we had learned from our mistakes, but…it seems that some of us haven’t.”

    Those forced relocations and related behaviors (up to and including genocide) have happened multiple times on every inhabited continent on Earth, from ancient days through our own time in the 21st century. Many would observe that they are still happening.

    But the instance Michael Piller said was foremost in his mind when he wrote this script was the removal over several centuries of a series of American Indian peoples, most graphically represented by the Trail of Tears that resulted from what was literally called the Indian Removal Act in 1830. Cherokee, Seminole and other tribal groups were driven from their communities in the southeast (near where gold was discovered) and forced—including force-marched—thousands of miles to reservations in the West. Thousands died of starvation and disease along the way, while others perished shortly after their arrival.

    Later, in his confrontation with Admiral Dougherty, Picard asserted that removal “will destroy the Ba’ku, just as cultures have been destroyed in every other forced relocation throughout history.” Relocation and related oppressions certainly destroyed American Indian cultures that had flourished for many centuries.

    In this confrontation, Dougherty makes the case for kidnapping the Ba’ku. The Son’a have developed a way to extract the youth-preserving qualities of the planet’s rings but the process would render the planet “uninhabitable for many generations.” They will deploy the huge, eye-catching particles collector, with technology the Federation can't duplicate. But the planet (oddly, it is never named) is in Federation space, so for this mission the Son’a and the Federation are partners, sanctioned by the Federation Council.

    After Dougherty parries his proposals to delay the procedure for further study of alternatives while the Son’a and Ba’ku share the planet, Picard lays it on the line: “We are betraying the principles upon which the Federation was founded. It’s an attack upon its very soul.”

    Though there are technical interpretations of how the Prime Directive does or doesn’t apply, Picard is consistent in his assertion about history. For him, the nuances of “non-interference” are based upon a hard-won founding principle, which in a TNG episode he spelled out to his crew: “We are not invaders. We are explorers.”

    The distinction is basic, and a huge change. Historically, explorers were the scouts for invaders. Again, we have to look no further than the Americas. Explorers, financed by governments and commercial interests, returned with news of lands to inhabit and resources to plunder and bring back to Europe. Columbus thought the friendly natives might make good slaves.

    When the Federation was founded, it committed to not repeating this history, to respecting the cultures and the lifeforms on planets it explored. A number of Next Generation stories were about this very subject.

    This is what Starfleet’s Prime Directive is really about. It is what makes the Federation different, not only in the fictional universe it inhabits, but in our universe as a vision of justice, diversity, and respect for all life. It is as Picard said, an element of the Federation’s soul, and a major expression of the soul of Star Trek that has inspired so many for generations.

    Dougherty counters: “Jean-Luc, we are only moving six hundred people.”

    “How many people does it take, Admiral, before it becomes wrong?” Picard replies. “A thousand? Fifty thousand? A million? How many people does it take, Admiral?”

    With its swelling music tag, this speech is a popular moment with many Trek fans. Personally I feel this choice of tone makes Picard sound too pompous and self-righteous—he’s not really asking the question, he’s being indignant. It’s no wonder that Dougherty dismisses his objections and orders him to another part of the galaxy. But his point is solid—and controversial.

    Many people, evidently including some members of the cast, see sense and maybe a more persuasive case based on the numbers: Dougherty said that the regenerative properties of the rings’ radiation could benefit billions. Doesn’t helping billions justify moving six hundred people (and probably sacrificing their current perpetual youthfulness, perhaps condemning them to imminent death)? Don’t the needs of the many outweigh the needs of the few?

    By positing billions against 600, this script forces a hard look at the core principles. Doubtless the European invaders thought timber from American forests for sailing ships and other purposes, as well as crops like tobacco, would benefit millions in Europe, and therefore justified getting rid of the cultures of hundreds or thousands living in those forests and on those lands that were in the way. Just as they justified the Trail of Tears because gold would help their country’s economy, and therefore more people.

    Invasion and exploitation always justifies itself on supposed principles, as long as they don’t get in the way of the invader’s gain. What may look like a sensible calculus is usually a convenient rationalization for greed, based on greater military power and (almost always) assumptions of racial and cultural superiority. Even the implication that the Federation can do what it wants with this planet because it is in "Federation space," (and apparently the Ba'ku who live there don't have to be consulted) is a species of imperialism.

    Picard had allowed himself to be swayed by this calculus before, in the seventh season episode “Journey’s End,” as described in an earlier post. In that story it was young Wesley Crusher who rebelled against the forced relocation of a group of American Indians. Perhaps it was this incident, augmented by the youthful idealism and rebelliousness revived by the rings, that reminded Picard so forcefully of the costs of violating this principle—as well as the price of upholding it.

    The rest of the story involves Picard and his core crew—the Magnificent Seven—and their championing of the Ba’ku. There is a final twist—the discovery that the Son’a and Ba’ku are the same race, the grotesquely aging children against their perpetually youthful parents. The Son’a’s motives are revealed to include revenge.

    There are also a few scenes involving the Ba’ku culture, particularly two conversations between Picard and Anij, as they grow closer. In essence, Anij talks about fully inhabiting the present moment, without reviewing the past or planning for the future. “You explore the universe,” Anij says to Picard. “We have discovered that a single moment in time can be a universe in itself, full of powerful forces. Most people aren’t aware enough of the now to even notice.”

    Here on Earth, mindfully exploring the present moment is a both meditation technique and its intention, developed in Zen and other Buddhist practice, only recently adapted in American and European contexts. A different approach to valuing the present moment was a theme in Star Trek: Generations, where it was a consequence of mortality, rather than a lesson of immorality.

    Later Anij demonstrates the ability to slow time down, or at least the perception of time. (Making the water drops visible as they fall, or the hummingbird’s visible wings may remind some viewers of effects of a certain herb, and of spending seeming hours watching smoke curl under a lamp.) The Ba’ku insights may suggest the value that can be derived from different “alien” cultures, even small and isolated ones, like Tibet (though forms of Buddhism are prominent in many Asian countries.) Perhaps what the Ba’ku have to teach would be more valuable than what the rings of their planet can offer.

    Though our own (often small) Native cultures were crushed before many of their profound insights were known or understood, some of those cultures made deep impressions on the dominant culture, and that continues to happen. For instance, the Haudenosaunee (or Iroquois) Confederation of tribes existed democratically, probably for longer than the United States has so far. Contacts with Founding Fathers and others, some scholars say, meaningfully influenced the idea and structure of the United States. In turn, it influences the United Federation of Planets, though the Haudenosaunee had a different Prime Directive than Starfleet: In every decision, consider the impact on the seventh generation to come. (For us, seven generations takes us into the 23rd century.)


    J
    .M. Dillard’s novelization, published to coincide with the movie’s initial release, was based on a slightly earlier version of the script, but differs in plot details mostly in a different ending, in which Ru’afo escapes the collector but plunges into the rings, speedily becoming younger and younger until he disappears. Apparently this was changed during shooting when that ending didn’t seem to be working. The actual ending is disappointing: Picard and the villain climbing and fighting against a ticking clock to get to a control panel replicates the Generations climax and there are similar scenes in First Contact, while the blue background (meant to be the rings outside?) screams unfinished visual effect.

    The Son’a’s appearance is different in the novelization—not the wrinkled wraiths we see on the screen but with surgically thin baby smooth skin, and ostentatiously adorned in robes and jewels. Perhaps this was too close to a Hollywood reality. Apart from their skin stretching salon, just about the only remnant of the Son’a’s conspicuous love of luxury is the incongruous sofa that is Ru’afo’s command chair on the bridge of his ship. (In the film, the Son’a have two alien slave races: the Ellora, who look like Vegas showgirls in body paint, and the Tarlac, who resemble the aliens in Buckaroo Banzai.)

    Apart from some Harlequin romance level descriptions, Dillard does elaborate on motives and intentions. The duck-blind observation of the Ba’ku, in her interpretation, was itself always a ruse, to mask the secret of what the Son’a and Admiral Dougherty were up to. It takes an extra step to realize this from the actual movie, for the only hint I got was the implication of Dougherty saying the Ba’ku originally came from elsewhere in space (and hence weren’t covered by the Prime Directive), suggesting he mus have known they weren’t a pre-warp society that required secrecy to study.

    Towards the end, when Admiral Dougherty learns the true relationship of the Son’a and Ba’ku, Dillard has him realizing that Ru’afo was primarily seeking revenge, and that he never intended to share the youth-giving technology or its fruits with the Federation. Similarly, Picard has a flash of recognition as he confronts Ru’afo on the collector: just as he had been driven by vengeance against the Borg in the events depicted in Star Trek: First Contact, so Ru’afo was obsessed with revenge against the Ba’ku who had rejected and exiled him. Even though revenge seems the default motivation for Star Trek movie villains, this movie might have benefited from such clarifying moments.

    Dillard also elaborates earlier on Picard’s thoughts from his initial confrontation with Dougherty. He reasons that the Federation would probably need no more than a few years to figure out a better way to benefit from the cellular regeneration effects of the rings, and that the Son’a were rushing things for reasons of their own. He doubts that the full and true plan had ever been presented to the Federation Council. Clearer indications of Dougherty’s and Picard’s suspicions and realizations in the movie (perhaps as Dillard developed them) might have added texture and interest to the movie’s story, making it more of the unraveling of a mystery.

    I don’t want to belabor what I experienced as flaws in the film. Every film has flaws, but some are serious enough—or there is an accumulation of them—to weaken the credibility and flow of the movie, or to engender confusion and raise questions, all of which are harmful when they take the viewer out of the story. My disappointments are no doubt heightened by my conclusion that this could have been the best of the TNG features.

    My first impression that this was a movie that just missed being really good was based on what seemed to be a confusing rhythm, a sense that, despite some slow scenes and comic moments, it just rushed on, with no rhythm but momentum. I felt it needed more pace; it needs to breathe. It’s not as if running time was a problem—this was the shortest of all Star Trek features.

    I felt this most acutely on first view in the cut from Geordi’s viewing of a sunrise—the first time in his life he’d seen one with normal vision, due to the planet’s regeneration effect. In his original commentary to First Contact, director Jonathan Frakes noted the temptation to cut off a scene too quickly just to keep the movie moving. The quick cut from the sunrise and Geordi’s eyes to an overview of orbiting ships was jarring, and to me trivialized what could have been a more powerful moment.

    I was also taken out of the flow by elements of the story that didn't seem credible, like the simpleminded plan to relocate the Ba’ku (they weren’t going to notice they were no longer on their planet, with its hills and sky?) or Data and the others in their invisibility suits tromping around supposedly undetected, as if the Ba’ku had no other sense but sight.

    I was always uneasy with the portrayal of the Ba’ku, though the actors rescued it for me. Subsequent viewings suggest why they seem less credible than symbolic: their gracefully styled but rigidly earth-tone clothing, their uniformly pristine village buildings-- more elegant versions of a Phoenix suburb (as Marina Sirtis suggests in a recent commentary) and (as Jonathan Frakes notes) their unbroken whiteness.

    Then there are the missed opportunities, including a clearer sense (perhaps from a single point of view, like Picard’s) of the contrast between the trivial hurry of the Enterprise greeting a new Federation member, and the slower, fuller life on the planet, absent phaser fire. Another is the assertion that deploying the collector would destroy life on the planet for generations, implying for more than its people. So even if the Ba’ku were removed, all other planetary life would be destroyed, an act of geocide that would have been a major concern in a TNG episode. (And if Ru’aflo didn’t misspeak when he said “everything in this sector will be dead or dying," on more than one planet.)

    I get the impression now that not everybody making this movie was on the same page, contributing to a lack of clarity and pace that can prevent viewers from just riding along on a voyage, with its ups and downs, sidetracks and problems solved together. Confusion and disagreement about the core issues probably also contributed. Even in the third season of Picard, Captain Shaw’s erroneous if funny description of this movie’s events, particularly that it was Picard who violated the Prime Directive, suggests this confusion, as well as how the story might be whispered about at the time so that the Federation saves face.)

    Yet a lot of the pieces are there: the exodus from the village, the Enterprise space battle, the transporter and holoship trickery on the Son'a, the hummingbirds. Some fans reacted against the humor, and the change in characterizations. I enjoyed all of that. (Sure, Data in the haystack was sappy and forced, but so goofy that isolated it remains an awkward highlight.) The Enterprise crew didn’t need an alien virus to get a little silly, as in The Naked Now/Time—just an infusion of youth. It’s fun watching these actors do humor, and do it well. In this (as well as other respects) it reminded me of Star Trek IV: The Voyage Home, when the Kirk Enterprise crew loosened up. It also turns out to be a kind of preview to aspects of the TNG characters as they appear in Picard season 3.

    If the viewer gets swept past the incongruities, then the buoyancy and the scenery in this movie combine for a bright ride. There are plenty of incidents, a fine romance for Captain Picard and Anij (though their kiss got cut entirely) and along with the main cast there are solid performances by F. Murray Abraham (Ru’afo), Anthony Zerbe (Admiral Dougherty) and Donna Murphy (Anij) as well as Gregg Henry (Son’a Gallatin),Daniel Hugh Kelly (Ba’ku Sojef) and a very young Michael Welch (Ba’ku child Artim.)

    Director Frakes had approached First Contact’s Enterprise scenes as a horror story, using some traditional horror movie moves. Those scenes were dark—often literally. Everyone—from Paramount to Rick Berman to Patrick Stewart, credited for the first time as a producer, wanted something lighter for this film. So this time Frakes directed an action adventure out in the bright daylight, like a western. That final shot of the seven Enterprise officers all lined up, capped the reference to The Magnificent Seven heroes defending a helpless village.

    The CGI is now a little outdated (this was the first Trek film to use it exclusively) but the Briar Patch is visually stunning, and the action scenes are fun. Despite its reputation, this movie didn’t do so badly at the box office, either. It’s too bad that it couldn’t more seamlessly bring together its moral center, the story and the mood, as did its model predecessor, The Voyage Home.

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1924 Mark Lenard is born.
1929 Leon Harris is born.
1937 Ralph Garrett is born.
1945 Alan Oliney is born.
1948 Paul Rossilli is born.
1949 Forest G. Brown is born.
1952 Jeff Allin is born.
1953 Anthony Fredrickson is born.
1954 Connor Freff Cochran is born.
1958 Renée Jones is born.
1959 Kellie Flanagan is born.
1968 Second day of filming on TOS: "Whom Gods Destroy".
1970 Judith Jones is born.
1976 Richard Redlefsen is born.
1979 Publication of Star Trek Speaks by Susan Sackett, Fred Goldstein and Stan Goldstein from Wallaby.
1983 Last strip of the The Retirement of Admiral Kirk comic story arc is published.
1984 Tiffany Abney is born.
1987 Sixth day of filming on TNG: "Too Short A Season". The score for TNG: "Lonely Among Us" is recorded at Paramount Stage M, conducted by Ron Jones.
1988 Julian Davidson dies.
1990 TNG: "Suddenly Human" airs.
1991 Sixth day of filming on TNG: "New Ground".
1992 Final draft script for TNG: "Chain Of Command, Part II" is submitted.
1993 Sixth day of filming on TNG: "Parallels".
1994 Johnny Mandell dies. Josh Moreno is born.
1996 Second day of filming on DS9: "Rapture".
1997 Fifth day of filming on DS9: "The Magnificent Ferengi". Fifth day of filming on VOY: "Waking Moments".
1999 Second day of filming on VOY: "Blink of an Eye".
2002 Third day of filming on ENT: "Precious Cargo".
2003 ENT: "Exile" airs. Fourth day of filming on ENT: "Carpenter Street".
2004 ENT: "Storm Front, Part II" airs. Third day of filming on ENT: "Daedalus".
2015 Seventy-third and final day of filming on Star Trek Beyond. Principal photography wrapped in Dubai.
2017 DIS: "Choose Your Pain" and AT: Choose Your Pain" both air.
2020 DIS: "That Hope Is You, Part 1" airs.


Memory Alpha New Articles
  • 19 Aug 2024

    Presented below is the complete set of final prices realized for the 289 lots of Star Trek memorabilia that were offered in the Prop Store August 15 - 18, 2024 Entertainment Memorabilia Live Auction, which featured a total of 118 lots of Star Trek screen used items and production artifacts from the personal collection of the legendary Scenic Artists / Graphic Designers Michael and Denise Okuda. This memorable auction concluded yesterday afternoon in a live online bidding session at the Prop Store ( https://propstoreauction.com) auction site.

    The most expensive Star Trek related item in the sale was Lot # 356, the Star Trek: The Original Series Spock "Day of the Dove" Tricorder which realized a final price of $94,500 (including the 26% buyers premium). Lot # 368, a group of full-size Original Series-style USS Defiant Bridge Set workstations and Turbolift entrance from the Star Trek: Enterprise 4th season two-part episode "In A Mirror, Darkly" sold for $63,000 including the buyers premium, and Lot # 367, a full-size Enterprise-D Holodeck Doors and Wall fixture from the Star Trek: Enterprise series finale episode "These Are the Voyages ..." witnessed a final value of $50,400 with premium. Lot # 385, an Anson Mount worn Captain Pike Starfleet Uniform with Badge from Star Trek: Strange New Worlds also realized a final price of $50,400 including buyers premium.

    The following results show the final amounts realized for the various memorabilia lots, which includes the 26% buyers premium. Just click on any of the images below to view an enlarged version ...



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