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Star Trek: Voyager – Endgame (Review)

Appropriately enough, Star Trek: Voyager ends with a betrayal of itself.

Endgame even frames that betrayal in terms of its own internal logic. The first scene after the teaser finds what remains of the crew attending a tenth anniversary reunion following the successful completion of their mission and their return to Earth. Reginald Barclay, “adopted” member of the family and veteran of Star Trek: The Next Generation, offers a toast. “Twenty three years together made you a family, one I’m proud to have been adopted by. Let’s raise our glasses to the journey.” The room toasts, “To the journey.”

Toast of the town…

This is first point of betrayal. Her glass raised, Admiral Janeway suggests a modification of the toast. “And to those who aren’t here to celebrate it with us.” It is a fair toast given how many crew members Janeway had lost over the course of the journey. However, it also suggests the central thesis of Endgame, which is itself the central thesis of Voyager. It was never really about the journey, despite what any of the crew might say at any given point in the show’s run. It was never about the time spent together, or the family forged. It was never even about the people.

It was about getting home. It was about completing the journey. It was about reaching the end point at the designated time. The journey, the adventure, the exploration; these were never the focus. All that potential, all that possibility, was squandered. Endgame is the story of how Admiral Janeway erases sixteen years of exploration, sixteen years of growth, sixteen years of character development. Admiral Janeway does that so that Voyager can complete its journey after the designated seven years, the expected one-hundred-and-seventy-eight episodes.

Living with herself…

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Star Trek: Voyager – Child’s Play (Review)

Interesting, isn’t it?

What?

With all their technology, their opportunity to explore the galaxy, the thing they want most is to get home.

A Trek away from the Stars.

Child’s Play is a fascinating episode of Star Trek: Voyager, in that it might be seen as a firm rejection of some of the show’s core conservatism.

Voyager has always been the most conservative of the Star Trek franchise, the series most likely to panic about gang violence for two whole seasons starting in Caretaker or to rail against immigration in Displaced or to voice its anxieties about refugees in Day of Honour. More than that, what are episodes like Remember or Distant Origin or Living Witness or Memorial but expressions of literal anxieties about the erosion of the certainty of history to postmodernism and moral relativism? At its core, Voyager is a series about nostalgia, about the yearning to recapture what once was, how the only journey is the journey home.

“Everything the light touches is your kingdom…”

Child’s Play is interesting as a firm rejection of the idea of the traditional family unit in favour of a more modern (and less rigidly defined) idea of a “found family.” It is a story about how a child’s best interests do not always lie with their biological parents, and about how some of the strongest and most loving bonds in a young person’s life can be forged by chance rather than biology. Child’s Play is essentially an ode to the kind of complicated family dynamics that were entering the mainstream at the turn of the millennium, a staunch defense of a liberal and inclusive definition of family.

More than that, the episode also seems to be making several very pointed jabs at Voyager‘s traditionally conservative outlook.

“I want to be out there…”

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Star Trek: Voyager – Collective (Review)

Watching Collective, it’s strange to imagine a time when the Borg were considered a credible threat to the larger Star Trek universe.

Collective alludes to this palpable sense of menace in its opening scene. Several members of the crew are playing poker in the Delta Flyer. They are playing in the cockpit, for some reason, rather than in the aft section that would seem to lend itself to such recreational activities. The reason for this storytelling decision comes at the end of the teaser, when something catches Paris’ eye in the middle of one hand. The other members of the away mission follow his gaze, spotting a Borg Cube in the shuttle’s path. Panic ensues. The crew rush to their stations. This, Collective seems to scream, is a big deal.

Baby on Borg.

Of course, this is not actually a big deal. Collective focuses on a Borg Cube that has effectively run aground, a ship that has been disabled. The crew are dead, the result of “a space-borne virus that adapted to Borg physiology” that Child’s Play would reveal to be a form of biological warfare. It should be noted that “the crew discover a disabled Borg Cube” is something of a recurring trope on Star Trek: Voyager, with a similar plot beat employed in both Unity and Scorpion, Part I during the third season. When Kim talks about “bad memories” while skulking through the Cube, it initially seems like he might be referencing the latter.

(Ultimately, Kim is not referring to his traumatic experiences in Scorpion, Part I, which left the character on the verge of death after being attacked by a member of Species 8472. Although the Borg Cube in Collective evokes such memories for the audience, Kim is insulated by Voyager‘s stubborn refusal to acknowledge its own internal continuity. As a result, the memories stoked by the trip to the Borg Cube are generic in nature, of “a haunted house [his] parents took me to when [he] was six.” This is never referenced again. This reveals nothing of Harry Kim. It is just empty filler.)

Dead circuits.

There are plenty of reasons why Voyager keeps stumbling across damaged and derelict Borg Cubes. From a narrative perspective, it allows Voyager to tells stories featuring the Borg without have the crew overwhelmed. Voyager has allowed its characters major victories over the Borg in episodes like Drone or Dark Frontier, Part I and Dark Frontier, Part II, but understands that having a lone lost ship triumph repeatedly over the Borg Collective would strain credulity. So having the ship repeatedly encounter broken-down Borg Cubes allows the series to involve the Borg in these stories while nominally preserving their menace.

However, there is also a sense that there might just be something more at work here, that the sad and story state of the Borg Collective across the seven-season run of Voyager might reflect more than just the demands of the production team. It would seem to hint at a broader sense of social anxieties.

“For the promo!”

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Star Trek: Voyager – Survival Instinct (Review)

Survival Instinct marks the beginning and the end of Ronald D. Moore’s involvement with Star Trek: Voyager.

Moore had been one of the most influential writers on Star Trek: The Next Generation and Star Trek: Deep Space Nine. Moore had famously been drafted into the Star Trek franchise with no outside experience; The Bonding was based upon a speculative script that he wrote, and he had been invited to join the staff when The Defector proved that he was not a one-script wonder. Moore had inspired producer Michael Piller to open the franchise to speculative scripts, a decision which led to the recruitment of writers like Bryan Fuller and Rene Echevarria.

Drone warfare.

Moore had consistently pushed the envelope in terms of what Star Trek could be. Several of Moore’s scripts feel like trailblazers, expanding the storytelling language of an established science-fiction franchise; the Klingon-centric script for Sins of the Father, the quieter character drama of Family, the epic scale of Redemption, Part I and Redemption, Part II. Paired with Ira Steven Behr on Deep Space Nine, Moore really pushed the boundaries of what Star Trek could be; Soldiers of the Empire looked at life on a Klingon ship, In the Pale Moonlight stretched (and maybe broke) Star Trek morality.

All of the other writers on Deep Space Nine chose to bow out gracefully with What You Leave Behind, to part ways with the franchise having provided their own unique take on the Star Trek mythos. However, Moore was convinced to migrate across from Deep Space Nine to Voyager. There are any number of reasons why Moore might have chosen to stay when writers like Behr and Echevarria chose to take their exit; Moore was the longest continuous-serving writer on the Star Trek franchise to that point. In terms of second-generation Star Trek, only Rick Berman could have claimed to have a deeper impression.

Armed and dangerous.

Moore arrived on the sixth season of Voyager and immediately looked to make his mark. Like Brannon Braga, Moore had always been an extremely productive Star Trek writer. He was typically credited on six or seven scripts in a season of The Next Generation and Voyager, while also scripting Star Trek: Generations and Star Trek: First Contact. Although not credited on the script, Moore was actively involved in the back-and-forth over the script to Equinox, Part II. He scripted the second episode, Survival Instinct. He was working on the story to third, Barge of the Dead.

And then the unthinkable happened. Like so much of Voyager, Moore’s arrival proved to be something of a false dawn. In early July 1999, Ronald D. Moore left Star Trek. This was within a month of the broadcast of What You Leave Behind, and nearly three months before the premier of the sixth season of Voyager. Even before Moore and Braga elaborated upon the particulars of what had happened, it was clear that something had gone disastrously wrong.

What We Left Behind.

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Star Trek: Voyager – Dark Frontier, Part II (Review)

Star Trek: Voyager has a morbid fascination with the Borg. Quite literally.

Time and time again, the series returns to the image of the Borg dead and dying. Blood Fever ends with the discovery of a Borg corpse. Unity features the extended autopsy of that corpse. In Scorpion, Part I, Kes is haunted by the image of a grotesque mound of Borg drones, torn apart and reassembled. In Unimatrix Zero, Part I, the Borg Queen tears the heads off her drones and mounts them on spikes. There is a very similar image in Dark Frontier, Part I, where Janeway wanders casually through the wreckage of a Borg ship.

Queen of minds.

Star Trek: The Next Generation worked hard to establish the Borg as a credible threat. If the Borg were associated with death, it was only because they delivered something akin to it. In The Neutral Zone, the Borg scooped an entire outpost off the surface of a planet. In Q Who?, Picard had to literally beg Q to save the Enterprise after the loss of eighteen crewmembers. In The Best of Both Worlds, Part I and The Best of Both Worlds, Part II, the Borg tore through the Federation like it was made of tissue paper. The trauma of that invasion informed Emissary.

In contrast, Voyager seems preoccupied with the destruction and desecration of the Borg Collective. This is an interesting creative choice on a number of levels. Most obviously, it severely undercuts the menace and threat posed by the Borg Collective. Janeway seems to travel through the Delta Quadrant leaving a trail of broken Borg bodies in her wake. It is hard to believe that the Borg are a big deal, when Janeway seems to decorate her ship with their remains. The Kazon, the Vidians and the Hirogen have all taken Voyager at some point. The Borg have never.

Green light for reassimilation.

Perhaps this fascination with Borg corpses and remains simply speaks to their visual aesthetic. With their pale skin and their lack of individual identity, the Borg have always evoked the walking dead; Star Trek: First Contact was essentially a zombie movie in deep space. However, perhaps this desecration of the Borg speaks to something buried deeper within the psyche of Voyager. The Borg are perhaps the most iconic aliens of the Berman era; they represent the moment that The Next Generation came into its own. Perhaps their decay mirrors that of the Berman era itself.

Dark Frontier, Part I and Dark Frontier, Part II represent something of a final frontier for the Borg Collective. While the Borg had been in decline for some time, Dark Frontier, Part I and Dark Frontier, Part II marked a point of no return. Regeneration is an underrated return to form for the iconic cyborgs, but it is too little and too late. Dark Frontier, Part I and Dark Frontier, Part II is effectively a funeral for the most iconic adversaries of the Berman era. However, they would remain shuffling lifeless for another two-and-a-half seasons.

Subject to change.

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Star Trek: Voyager – Infinite Regress (Review)

As with One from late in the fourth season, Infinite Regress is an episode that uses Seven of Nine’s cybernetic mind as a vehicle for psychological horror.

Producer Brannon Braga has always been interested in constructing psychological thrillers within the science-fiction framework of Star Trek, using the franchise’s pseudo-science trappings as a way to explore themes of mental deterioration or disconnect. Frame of Mind is probably the first example, but there are many others. Braga is very interested in having his characters question the nature of their reality, of trapping them within their own minds, of undercutting their sense of self. That interest bled into the shows around him.

Self-image.

Star Trek: Voyager presented the writers with an artificial computer-generated character who could more readily combine the writer’s fascination with psychological thrillers and the franchise’s engagement with advanced technology. The EMH was a character whose mind was comprised entirely of computer protocols and software code. His mind could be unfurled on monitors, buffered in memory, fragmented on the hard drive. Episodes like Projections, The Swarm and Darkling suggested a character prone to psychosis, reinforced by Dejaren’s breakdown in Revulsion.

However, the addition of Seven of Nine to the cast in Scorpion, Part II seemed to provide the the Voyager writers (and Braga in particular) with character who could function as an even more effective vehicle for these sorts of stories. Seven is a fusion of human and machine, an organic brain augmented by technological components. She is a character whose mind is in many ways already divided, whose sense of self is understandably fragile. As such, Seven is ideally suited to stories like Infinite Regress.

Mind your step.

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Star Trek: Voyager – Drone (Review)

Drone is a solid episode, one elevated by two central performances.

In many respects, Drone is a standard Star Trek: Voyager episode. It is something of an archetypal Star Trek story, an exploration of the human condition in which the regular characters must bestow upon a naive and inexperienced alien what it means to be human. There are countless examples in the canon, from Picard’s relationship with Data in Star Trek: The Next Generation to more specific examples like the relationship between Data and Lal in The Offspring. However, Drone has a more direct antecedent, with One evoking Hugh from I, Borg.

The view is always greener on the other side…

Drone is also very heavily plot-driven, although it is decidedly cleaner and leaner in execution than many Voyager episodes. Compared to the other Star Trek series, Voyager can often feel like a list of plot developments arranged to pad out forty-five minutes of television. This approach to storytelling can often seem quite frantic, with episodes like Worst Case Scenario, Waking Moments, Demon or Night effectively switching plot in the middle of the episode to keep it going. Drone is a much more linear story, much tighter in its construction and its flow.

The result is an effective piece of television, one strongly anchored in the two central performances of J. Paul Boehmer and Jeri Ryan.

“Was he going on to you about the alcoves?”

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