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Star Trek: Voyager – Renaissance Man (Review)

Renaissance Man is a poor episode of television. However, it is not an especially misguided one.

The flaws with Renaissance Man are largely structural and familiar. They are the flaws that define Star Trek: Voyager, from a storytelling point of few. The plotting is loose. The characterisation is threadbare. There are good ideas, but the manner in which those ideas are developed and explores leaves a lot to be desired. There are flashes of a much better episode, but it is unclear that even the production team realise what those flashes are. The pacing is awkward, with act breaks positioned very poorly. There is an unnecessary secondary climax that muddies the episode.

Leaps and bounds ahead.

However, Renaissance Man largely avoids the more fundamental philosophical problems that have haunted so much of the seventh season before it. Renaissance Man seems cobbled together from stray ideas seeded in earlier episodes of the season, but those ideas are not inherently toxic or bad. Following on from the deeply uncomfortable isolationist and xenophobic triptych of Friendship One, Natural Law and Homestead, there is something refreshing in the fact that Renaissance Man is not explicitly about how people should keep to themselves.

Renaissance Man is underwhelming, but it is not a spectacular misfire. At this point in the season, that counts for much more than it really should.

I, EMH.

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Star Trek: Voyager – Homestead (Review)

Homestead represents the culmination of certain impulses within Star Trek: Voyager.

To be fair, some of those impulses were baked into the show from the outset. The end of Caretaker immediately and effectively established the central premise of the series. Voyager was to be a story about a crew trying to get “home.” Of course, the question of what “home” actually meant was always up for debate. Perhaps “home” could be the unlikely bond that this crew formed with one another, a strange alliance of misfits who found a way to belong together in a way they never could apart; the idea of “home” at the heart of Star Trek: Deep Space Nine, for example.

“Home.”

However, over the following seven seasons, the idea of “home” came into sharp focus. “Home” was not so much about finding an abstract place where a person might belong. “Home” was about returning to a point of origin. “Home” was a not place that could be created or developed, it was a nostalgic ideal. “Home” was not somewhere that could be found on “the final frontier.” In fact, it was the exact opposite. It was a fixed place that was (by definition) as far from the frontier as possible. This theme was heavily articulated in the show’s seventh and final season.

Of course, this very narrow and rigid definition of “home” creates a problem for one member of the cast. Voyager repeatedly and consciously assumes that all of its cast belong in the Alpha Quadrant, because they originated there. It does not matter that Tom Paris never fit in at home, or that the Maquis characters never integrated into Starfleet. It does not matter that Seven of Nine cannot remember Earth. These characters are going back to their point of origin, because that is what “home” means. What, then, of Neelix? How does Neelix get to go “home”?

“Home.”

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Star Trek: Voyager – Friendship One (Review)

Friendship One finds Star Trek: Voyager trapped between its own past and the future of the larger Star Trek franchise.

Of course, there’s no small irony that that future would take the form of Star Trek: Enterprise, a prequel set almost a century before the original series and (to date) the television series set at the earliest point in the larger continuity. This gets at something very strange about the seventh season of Voyager, where it seems to be looking both back at and forwards to the past. In some ways, it is the ultimately literalisation of the “end of history” ambiance that pervades the series, articulated in stories like Future’s End, Part I and Future’s End, Part II. There is no future. There is just the past.

What ship can cause antimatter annihilation and has room for two people?
A friendship?

So Friendship One seems caught between two different versions of the past. In its most obvious sense, it is trapped in Voyager‘s own idea of the past. It is an atomic-era creature feature about the horrors of radiation, a pulpy fifties schlock-fest that feels of a piece with everything from Jetrel to The 37’s to Cathexis to Macrocosm to In the Flesh to Bride of Chaotica! This is the future as it looked in the fifties, the atomic (rather than “post-atomic”) horror. However, it also gestures very strongly towards Enterprise, even accidentally encapsulating some of the core anxieties of the fourth Star Trek spin-off in an eerily prescient manner.

The result is an episode that feels like it is suffocating in its own past, with no idea of how to chart a course forward.

Does anything really (anti)matter?

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Star Trek: Voyager – Q2 (Review)

Q2 is an episode very much in keeping with the ethos of Star Trek: Voyager, particularly at this point in its run.

It isn’t just the strange nostalgia that permeates the episode, opening with an extended oral presentation from Icheb on the heroic exploits of James Tiberius Kirk from the original Star Trek and extending through to the unnecessary return of a beloved recurring guest character from Star Trek: The Next Generation. Nor is it the awkwardness with which Q2 affects a half-hearted compromise in its final act, with the series paying lip service to the fact that its omnipotent (and mostly friendly) guest star could get the crew home with a click of his fingers, while refusing to do that because it would break the series.

“Q2 ratings are way up!”

The essential Voyager-ness at the heart of Q2 is much more profound than all of that. It has to do with how the series treats is returning guest star. Q has been a part of the Star Trek universe dating back to Encounter at Farpoint. John de Lancie has been a recurring guest star on the franchise for thirteen-and-a-half years. Although de Lancie has aged relatively well, and although suspension of belief easily allows for it, even Q himself seems much older between his first and last appearances in the television franchise.

However, Q2 takes a character who was introduced as an immortal and all-powerful trickster god in The Next Generation, and transform him into a stressed middle-aged parent by the end of Voyager. This is a very Voyager approach to characterisation and development. It is how the series has approach many of its characters. In Caretaker, Chakotay was a rebel, Paris as a rogue, and Neelix was a free-wheeling trader; within the show’s first season, all of those rough edges have been filed off. The decision to do that with a character who is effectively a trickster god speaks a lot to the central philosophy of Voyager.

Not kidding around.

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Star Trek: Voyager – Human Error (Review)

Human Error is a staggering act of creative cowardice.

Star Trek: Voyager is in the literal home stretch of its final season; only seven more episodes remain. By this point in its final season, Star Trek: Deep Space Nine was mapping out an impressive and ambitious epic tying together seven years of threads into something loosely resembling a single tapestry; the “final chapter” was kicking into high gear with Strange Bedfellows. While Star Trek: The Next Generation was less assuredly wrapping things up, as Star Trek: Generations loomed, there was an air of finality and closure to stories like Journey’s End or Firstborn.

What a dish.

Voyager shows little real sign of progress in the final stretch. There is the occasional piece of housekeeping, such as the awkward decision to get Neelix off the ship in Homestead. There are occasional flashes of thematic reflection on the end of the journey, as in Workforce, Part I and Workforce, Part II. There are also episodes asserting the show’s place within the larger franchise, espousing hollow takes on familiar franchise storytelling in episodes like Critical Care or RepentanceVoyager even shows flashes of anxiety about the franchise iteration that will replace it, in episodes like Friendship One.

Watching the seventh season of Voyager, there is never any doubt that this will be the final season. There is a funereal atmosphere running through the season, that awkward sense of an exhausted athlete grasping desperately for the respite of the finish line. Watching the seventh season of Voyager, fatigue hangs in the air; it is abundantly clear that nobody involved expects an eighth season. However, it is equally obvious that nobody involved with the show has any idea what to do with the seventh season itself.

Not feeling herself.

On its own terms, Human Error is a disappointment in a manner similar to a lot of late Voyager episodes. The premise is highly derivative of a number of relatively recent episodes. As with Imperfection, Seven of Nine experiences a technological malfunction that may kill her due to her Borg implants. As with Someone to Watch Over Me, Seven of Nine experiments with her humanity. As with Pathfinder (and much earlier Hollow Pursuits), a character finds themselves escaping from reality into holographic fantasy. As with Fair Haven, a lead character falls in love with a holographic partner.

Human Error is dull and drab in terms of plotting. Its structure is fairly conventional. It’s secondary plot is underdeveloped, unnecessary and distracting. Its resolution is trite, with Seven of Nine naturally redeeming her earlier failures by saving the crew at the last possible minute using techno-babble and hazily-defined stakes. All of this is pretty standard Voyager plotting. It is not an aberration. There is very little to be said about these elements of the episode. These have been problems with the show for years, and Human Error is not even the most egregious example of any of them.

More like Chako-bae.

The big problem with Human Error is lack of conviction. Human Error is an episode with a premise that requires and demands proper development and exploration. It is an episode that lays down a marker, one that exists primarily so that it can be honoured over the final stretch of the season. Despite the problems within the episode itself, Human Error gambles in a big way on how the rest of the season builds off it. Naturally, Human Error loses this bet, its set-ups never honoured by the episodes that follow. This deals the episode a fatal blow, undercutting it brutally. Human Error is dull and drab, but also pointless.

To be clear, Human Error is not making an unreasonable request of the seven episodes that follow. The premise flowing from Human Error isn’t especially ambitious in the context of early twenty-first century television. Both The Next Generation and Deep Space Nine have built skilfully off individual episodes like Human Error, using these set-ups as stepping stones to build something more impressive. Even Voyager has employed that sort of storytelling before, albeit to mixed effect. There is no reason for Human Error to crash so spectacularly, beyond a complete disinterest from Voyager itself.

Don’t bottle it.

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Star Trek: Voyager – Workforce, Part II (Review)

Workforce, Part I and Workforce, Part II form an interesting two-parter.

A large part of this is purely structural, and down to the role that they play within the larger arc of the seventh season of Star Trek: Voyager. One of the most common, and biggest, criticisms of Endgame is that the episode doesn’t actually offer any meaningful pay-off to the seven-year journey. The characters never actually get set foot on Earth, never get to come home. The final shot of the series is the ship itself approaching Earth, with no sense of what it was like for those characters to return to the home that they had sought for more than half a decade. To be fair to Endgame, the finale does open with a flash-forward that features a crew reunion decades after their return, but that timeline is erased by the events that follow.

Chakotay or the highway.

Season finales tend to offer some indication of what happens to the characters after the end of the television series, an assurance to the audience that their journey is over and that their lives will work out. On Star Trek: Deep Space Nine, What You Leave Behind resolved the Dominion War in its opening sixty minutes before spending thirty minutes wrapping up various plot threads. On Star Trek: The Next Generation, the future timeline in All Good Things… hinted at potential futures for the characters. Even on Star Trek: Enterprise, the much-maligned These Are the Voyages… featured the characters bringing the ship home to be decommissioned so that Archer could lay the groundwork for the Federation.

In contrast, Voyager just stops. There is no real consideration of what happens to the crew; Admiral Owen Paris never gets to meet his granddaughter, the Maquis never get their pardons, Janeway never reunites with Mollie. There is no sense of how they settle into life after their adventure, no question of what happens to them when they aren’t defined by their seventy-thousand-light-year journey across the galaxy. Oddly enough, this complete absence in Endgame makes Workforce, Part I and Workforce, Part II feel much more important in the larger context of the season.

Over the moon about it.

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Star Trek: Voyager – Prophecy (Review)

The big surprise with Prophecy is not that Star Trek: Voyager is doing a Klingon-centric story, despite being set on the other side of the galaxy. The big surprise with Prophecy is that it took the series so long to get around to it.

Of course, there are lots of very good reasons why Voyager should never have had to resort to a Klingon-centric story. After all, Voyager is a series about a ship stranded half-way across the galaxy. The whole premise of the series is to get away from the familiar and established Star Trek aliens, to take a break from the familiar and iconic races like the Romulans or the Klingons, and to introduce new aliens like the Kazon, the Vidiians, the Hirogen, the Malon. Caretaker threw the crew into the Delta Quadrant to give the show a clean break.

Klingon in there!

However, the pull of the familiar is strong. Voyager wasted little time in building episodes around familiar alien menaces; Eye of the Needle featured a Romulan, Death Wish featured Q, False Profits featured two Ferengi, Blood Fever reintroduced the Borg as a potential menace. Few Star Trek aliens are as iconic as the Klingons. Even the most casual of audience members knows the name “Klingon” and probably has an understanding of how the culture works. Next to Vulcans – and even then, arguably just Spock – Klingons are Star Trek to casual viewers.

Indeed, Prophecy is far from the first time that Voyager has indulged its fascination with Klingon culture. Torres was split into human and Klingon halves in Faces. Holographic Klingons played significant roles in episodes like Day of Honour, The Killing Game, Part I and The Killing Game, Part II. Ronald D. Moore only worked on Voyager for a very short time, but – with the assistance of Bryan Fuller – helped to send Torres to the Klingon afterlife in Barge of the Dead. Indeed, even Endgame will feature recurring actor Vaughn Armstrong as a secondary Klingon character.

“You can’t make a mess in here, this is the mess hall!”

All of which is to say that while Voyager took its time to do an episode built around a major guest cast of new flesh-and-blood Klingon characters, the series had a long-standing interest in these most memorable and distinctive of Star Trek aliens. In its own weird way, the inclusion of such an overtly Klingon-centric episode plays into the seventh season’s weird fixation on the perceived “Star-Trek-ness” of Voyager, a strong desire to assert the aspects of Voyager that connected it to the larger Star Trek canon.

However, as with a lot of these recurring “Star-Trek-y” elements in the seventh season of Voyager, there is a strong sense with Prophecy that the production team have no greater understanding of the Klingons than their long-standing connection to Star Trek lore.

Today is a good day to try.

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