Star Trek

Borag Thung, Earthlets! Sometime in the early, early eighties, the BBC showed what seemed like an endless rerun of the original Star Trek series. I watched every episode (they seemed to be on each weekday, at an appropriately post-school hour), but if you’d asked me at the time whether I liked Star Trek, I’d have replied with a definite no.

Why? Because I was a Doctor Who fan, of course! In my near-teens, it was a question of Catholic/Protestant proportions. If nothing else, Star Trek was US, Doctor Who was Brit. (And there was a general US invasion of British TV at the time, most of it rubbish — probably slightly better rubbish than our rubbish, but that wasn’t the point.) On a more practical level, BBC2 were showing whole weekdays-worth of original Star Trek, but no Doctor Who! And this was at a time when, thanks to collecting the Target novelisations and faithfully buying every issue of Doctor Who Weekly (then Monthly), I was desperate to see some of the old Doctor Who’s that I’d read so much about, and seen so many tantalising photos of — actually, in those pre-video days, I’d have been just as happy to see repeats of stories I’d already seen. Anything for more Doctor Who! Instead, what I got was endless Star Trek.

But, really, I enjoyed them, and it only occurred to me a few weeks ago that I’d never seen any of the original Star Trek episodes since those early eighties repeats — and certainly I’d never watched any of them while actually allowing myself to like them. So I bought the first season on DVD, and have started watching it. (I never got into the spinoffs. They seemed a bit too self-conscious of the weight of the tradition they were following; they lacked the sheer wackiness and innocence of the original series. Perhaps TV SF will never be as free again, simply because it’s become successful.)

I was at first disappointed to find that, as well as being remastered, the original show had had as many effects shots as possible replaced by computer-generated digital sequences. I was prepared to be outraged. But, having watched a few — and though I do miss those endless shots of the Enterprise orbiting a different-coloured but otherwise identical swirly-atmosphered planet each episode — I have to admit the new effects don’t at all stand out like the fistful of sore thumbs I was expecting. They fit right in. (The important thing is that those studio-bound planet sets are still there — so much a part of the feel of the original series, just as the studio-bound alien landscapes of Doctor Who’s like “The Brain of Morbius” or “Planet of Evil” are. I don’t care about their lack of realism, I even quite like their obvious theatricality.)

It’s been strange seeing the show after a gap of — eek! — almost thirty years. No doubt because of the age I was when I first watched it, I remembered the show begin quite different. I thought it was all action and sci-fi fantasy, but now I’m seeing a lot more character stuff than I ever was aware of at ten or eleven. Also, genuine SF-style ideas! Not every episode, but the one I’ve just watched (“The Enemy Within”) does present its theory of what makes a hero a hero, a captain a captain, with its story of Kirk’s tussle with his darker side. (An episode written by Richard Matheson, I note. That’s one thing I was never aware of when I saw the series originally: the fact that there were some big SF names involved. But then again, I’d never heard of Harlan Ellison or Richard Matheson when I saw Star Trek the first time.)

One question I had to answer was what order to watch the episodes. There seem to be so many options — by stardate (internal chronology), by production date, or by original broadcast date. I went with original broadcast date, and my initial reaction, on watching the first, “The Man Trap”, was to wonder how anyone watching it could have understood it. There was no effort at introducing the characters, let alone the SF ideas — transporters, phasers — that the show relied on. But obviously it worked.

The next thing that struck me was how every one of the five episodes I’ve watched so far — the first five to be broadcast — were about some sort of enemy within, or an enemy masquerading as a human. The Enterprise may have had its mission to explore strange new worlds, seek out new life and new civilisations, but its first five stories are really all about the invasion of the Enterprise itself. (Well, as Nietzsche said, “if you gaze into the abyss, the abyss gazes also into you”.) We have a shape-changing alien, two lots of humans transformed into monsters by the acquisition of super powers, and then two lots of strange influences that cause the crew of the Enterprise to become a danger to itself. Just when I thought this had to end, episode five was entitled “The Enemy Within”! Was this all post-McCarthy communist witch-hunt aftershocks? Or pre-shocks of the coming flower-power revolution? (The show seems to have one foot planted in the fifties — in Forbidden Planet rocket-power and spaceward-ho optimism — and another in sixties introspection, self-exploration and far-out-ness. The episode “Charlie X”, for instance, gives us a teen very much in the bryl-haired fifties mould, still innocent enough at the age of 17 to have some respect for authority, while the crew’s women are, generally, very much of the hive-hairdoed, cone-bra’d fifties type; while “The Naked Time” seems almost explicitly to be about the coming drop-out generation’s “let it all hang out” philosophy — and its use of LSD — alongside fears of society’s fragmentation as a result. The Enterprise is on a five-year trip, man.)

One obvious difference between Star Trek and Doctor Who is that the main characters in Star Trek all wear uniforms. They’re integrated parts of an established (and admirably inclusive) society. The Doctor, on the other hand, is not just an individual, he’s an outcast, an outsider, one who has rejected his originating society. This isn’t by any means a criticism of Star Trek, but it is something that makes these “enemy within” style stories possible, perhaps even necessary. Doctor Who has done something similar (right near the beginning, with the TARDIS-bound paranoia-fest, “The Edge of Destruction”), but certainly not on the scale of Star Trek. Star Trek is about a society venturing into space, facing the unknown; Doctor Who is about an individual (or a small, disparate gang) bumming around, turning up at random, doing good on principle rather than by mandate. Star Trek, which really seems more rooted in Forbidden Planet than merely its use of Commander John J Adam and crew’s mission to other planets, is much more about facing “the Monster from the Id”, and that whole Freudian idea that man can never truly live as himself in a well-ordered society, but must suppress his wilder, weirder, more alien, impulses. Doctor Who (which, if it has a single story-seed, would of course be The Time Machine, with the Thals and Daleks as its Eloi and Morlocks), though it has of course battled with its own “Monsters from the Id” (in “Planet of Evil”, it’s own Forbidden Planet rip-off), is less Freudian and perhaps more Jungian, with the Doctor’s impulse to explore the universe more along the lines of the sort of quest for individuation Jung saw as the prime psychological motive for us doing what we do.

But enough amateur psychology, I’m off to enjoy another episode.

Live long and prosper!

(Oh, and talking of Forbidden Planet, I’m really looking forward to this coming out.)

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BioShock 1 & 2

I play one or two video games a year, partly because I don’t spend many hours per week playing them, and partly because my tastes (and gaming abilities) seem to be different enough from the marketplace in general that I can’t find many I know I’m going to enjoy. (And also, of course, because they’re expensive, which puts me off too much experimentation.) I like, above all, games which tell stories — and I don’t just mean those which have a cutscene or two to explain why we’re moving from level one to level two, but games with some sort of genuine emotional content. Failing that, games which allow me to explore an atmospheric environment. Among the former, I’d place the Myst series (particularly Myst III), Final Fantasy VIII, and Ico; among the latter, the early Tomb Raider games. (I haven’t finished any of the more recent Tomb Raider offerings, but the first five are among the few I’ve played twice, all the way through.)

BioShock 2, which I finished recently, sits sort of halfway between.

The BioShock games take place in the city of Rapture, built in the 1950s by plutocrat Andrew Ryan, whose idea was to create a place in which people could live without government interference — specifically, without the government placing any limits on what profit-hungry businessmen and knowledge-hungry scientists could get up to. And as the only place to build such a city is the bottom of the Atlantic Ocean, that’s where he builds it: a magnificent Art Deco temple to consumerism, leisure, and wild genetic experimentation. In its later, semi-ruined state, it makes a wonderfully weird game environment.

Ryan’s ideals are based on those of the writer Ayn Rand. What little I know about Rand comes from my one attempt at reading her brick of a book, Atlas Shrugged, which seemed to be mostly about self-indulgent industrialists moaning at how labour laws interfere with their profit margins. Rand believed governments shouldn’t get in the way of business tycoons by imposing such things as minimum wages and worker’s rights. Life, for Rand, was meant to be a fight for survival in which the strong impose their will on the weak as much as their strength allows. Rapture was conceived of as the living example of her ideals, but it quickly descends into chaos, and by the time you visit it as an outsider in the first BioShock game, it’s nothing but a once-beautiful ruin populated by deranged, feral “gene splicers”, and a handful of holed-in entrepreneurs clinging to their failed ideals.

But the core story of BioShock is about rescuing innocence. Fifties America, from which the games get so much of their look and feel, was one of the last modern eras to have a culturally-accepted idea of innocence. It was an era that allowed itself to believe in simple ideals. This tends to be seen, nowadays, as a veneer over the decade’s intolerance and repression — as typified by the image of the housewife going quietly insane trying to live up to advertisers’ ideals of perfection, or the awful race riots in the country at the time — and anyway it was all put paid to by a combination of Senator McCarthy’s paranoia, the fear of atomic war, the disaster of Vietnam, and the assassination of JFK, among other things. By the sixties, the belief in innocence was relegated to the hippie counterculture, and then was pretty much laughed out of court. Since then, cynicism has become the cultural norm, to the point that it’s often referred to as realism.

The ruined Art Deco beauty of the city of Rapture is ruined innocence in concrete, glass and formica. But it’s the figures of the Little Sisters who are the real focal point. The Little Sisters are little girls, dressed to the girliest in Alice bows and petticoated dresses, but who have evilly glowing eyes and go around draining corpses of the gene-modifying substance known as “Adam” with monstrous syringes. In this, they’re accompanied by their protectors, the Big Daddies — dumb, lumbering giants looking like old-fashioned deep sea divers, who tramp obediently after their charges and attack anyone who gets too near. But the Little Sisters are in fact real little girls — orphans, as if the screw needed a further turn — who’ve been genetically altered by Rapture’s scientists to harvest Adam. The story of both BioShock 1 & 2 is ultimately about freeing these little girls from the tyranny of Rapture, and returning them to being innocent children once more.

BioShock allows its players to make a few moral choices. You need to capture Little Sisters to get supplies of Adam, for instance, but having captured them, you can choose to rescue them, or harvest them (which gets you more Adam, but kills the girl). I, being an awful softie, just couldn’t harvest them, even to find out how it alters the game’s outcome.

Other than that, BioShock is basically a shoot-em-up. The story part progresses mostly through taped journals from a variety of characters you find throughout the game, but the gameplay generally consists of collecting a wide variety of ammo and blasting the hell out of gene-splicers and Big Daddies.

Which was fun.

As a game, I found both BioShock 1 and 2 to be wonderfully playable, and though the story never quite reached the heights of the games that really involved me in their characters (Final Fantasy VIII, Myst III), it at least had some thought-provoking ideas behind it. Games achieve their effects in a different way from films and books; the major factor is the time you spend in the game’s world, doing the same sort of action (exploring, puzzle-solving, fighting) over and over again. It’s in this area that the real meaning of a game comes out, not in the cut-scenes. And it’s in this area — the gameplay — that BioShock works best.

Nice to know there’s a bit of artistry as well as mere commercialism in games, still.

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The Films That Time Forgot

Time for a Doug McClure triple bill! Once upon a time, it seemed you could always catch a Doug McClure, a Ray Harryhausen Sinbad, or George Pal’s The Time Machine on a Sunday afternoon. As a kid, I watched them all, religiously, each and every time they were repeated — to the extent that, once, my dad had to set up a black & white portable telly in the car so my brother and I could watch At the Earth’s Core as he drove us back from visiting our Gran & Grandad in Selsey.

Writing about Tom Baker in Nicholas and Alexandra a few mewsings ago led to me wanting to watch one such film, The Golden Voyage of Sinbad, again, and that urge led to me buying the whole Harryhausen Sinbad trio and watching the lot. (Golden Voyage remains my favourite, with Tom Baker the best Sinbad sorcerer-villain, and Kali the coolest Harryhausen monster.) That led to the even stranger urge of wanting to watch a Doug McClure film or two. I say “even stranger” because, well, at least with the Sinbads, I knew the monster sequences would stand up to a re-watch, but even as a kid I knew the monsters in those 70s Doug McClure films were not exactly convincing. Still, the urge was there, and The Doug McClure Fantasy Adventure Triple Bill box-set called…

The Land that Time Forgot was the first. Released in 1975, based on the 1918 Edgar Rice Burroughs novel, it starts with a German U-Boat torpedoing a civilian vessel, from which only a handful of survivors escape. Among their number, of course, is the heroically-chinned Doug McClure, who immediately sets about organising a rowboat attack on the Germans. What I didn’t know about this film all those many times I watched it as a kid was that it was scripted by Michael Moorcock and James Cawthorn. And the script is one of two things that really stands out in this film — the story develops at a good, even pace, with it being a full half hour before there’s even a hint of the fantasy element to come. Before that, it’s all about the tension between the British and Germans as they struggle to gain or regain control of the U-Boat. And the good script goes hand in hand with the other plus point that makes this the best of the three films in this box-set: the actors. Like so many British films (such as the Harry Potter films nowadays), even the minor roles are taken by faces you know or half-know from British TV and films. Here, we have Anthony Ainley (later to play the Master in 80s Doctor Who) and Susan Penhaligon (who played Lucy in the 1977 BBC adaptation of Dracula — the best adaptation of the novel, in my opinion), to name just two.

It’s only after that half-hour of tussling for control of the U-Boat that we get a brief shock-glimpse of the first of the film’s monsters. This, the one element that got me watching these films as a kid, is the part that least stands up now, but it’s not the total disaster I was afraid it’d be. In The Land that Time Forgot, the monsters are mostly puppets, and when they’re on their own, while they wouldn’t ever be described as convincing, they’re at least not bad, as long as you enter into the spirit of things. It’s when they do what Harryhausen does so well — a battle between humans and monsters — that things don’t go so well. The dinosaurs of The Land that Time Forgot have a tendency, when fired upon, to just stand there roaring and waving their paws until, after a tedious back and forth between roaring monsters and firing humans, the monsters cave in and fall over (usually rather stiffly). It’s almost as if, as puppets, they know there’s a line they can’t cross, and their human prey are on the other side of it. There are a couple of examples of life-size props being used in human-monster fights (a pterodactyl taking a neanderthal in its jaws and gliding woodenly away, a bendy-necked lake dinosaur jabbing at Doug McClure), but the monsters are always at their most effective in short bursts. The trouble is, the film tends to milk them a little too long. (That first, very brief, appearance of a lake monster lunging at the U-Boat’s periscope is the best monster moment in the film, if not the entire box-set.)

At the Earth’s Core, another Burroughs adaptation, was released in 1976, and this, perhaps because it’s studio-bound, has much more of a period feel. Here, there’s barely ten minutes build-up before we’re in the lost world of Pellucidar, with its glaringly artificial pink light and its drastic step backwards in monster effects: for the puppets have been replaced by men in suits, complete with stiff but rubbery-flappy taloned feet and dry wobbly rubber tongues. But Earth’s Core is less of a serious affair, with Peter Cushing playing a stiff-backed professor almost like a reprise of his earlier take on Doctor Who (for the same studio, Hammer’s rival, Amicus). Meanwhile, there’s a lot more action, which means a lot of rather dull fights between square-chinned Doug and an array of thuggish men in varying degrees of masks & make-up.

This, really, is how Edgar Rice Burroughs should be adapted. I know there’s a big-budget version of A Princess of Mars in production at the moment, and I’m sure its CG Barsoom will look brilliant; all the same, there’ll always be a part of me that feels Burroughs is better served by this style of slightly naff effects, by-the-numbers acting, and general air of filmic pulpiness.

If The Land that Time Forgot worked pretty well as a film, At the Earth’s Core is at least fun. We’ve got Peter Cushing’s comic turn, Caroline Munroe giving us a twirl, and the malevolent Mahars… I don’t know what it is about these reptilian super-parrots with their stiffly blinking eyes and complete rubber-suited lack of grace, but they still have an air of menace about them. Plus, they explode when they die!

Between At the Earth’s Core and the next film in the box-set, Warlords of Atlantis, everything changed. Earth’s Core was 1976. Warlords was 1978. And in 1977, of course, there was Star Wars. As a result Warlords of Atlantis was not an Amicus film, nor was it predominately British in cast. It also had a proper budget behind it, which meant some pretty good sets and plenty of location work. What it didn’t mean, though, was better monsters. We’ve still got the men in suits. The suits are slightly better (with more reptilian warts, if nothing else), and they are, also, occasionally doused in water, which makes them a little bit more realistic, but some of them — particularly the four-legged ones — move with less grace and realism than a pantomime horse, and the humans-versus-monsters sequences are still a question of cutting between shots of the humans firing guns and the monsters standing back and roaring. If this is how the dinosaurs behaved, it’s no wonder they became extinct.

Ah well. But at least there was a surprise waiting for me in the credits. The screenplay was written by Brian Hayles, who provided some classic Doctor Who scripts, including The Celestial Toymaker, The Ice Warriors, and the two Peladon stories, as well as writing a number of Target novelisations. And the plot of Warlords could well be a repurposed Doctor Who submission, with Atlantis the remnant of a destroyed planet, hidden on Earth, kidnapping mariners (by use of a giant octopus) to use as slaves to repair and defend their crumbling, once-great cities. The Atlanteans themselves have mastered such mind-powers as levitation and being able to see into the future, but nothing, nothing, nothing can prepare them for the mighty chin and fist of Doug McClure. He socks them good, and they go down.

Warlords of Atlantis is the only original (non-Burroughs adaptation) of the three. It’s also, despite its bigger budget — or perhaps because of it — the most disappointing. Perhaps because the nice sets and glittering costumes hint at the better film that could have been made if only they hadn’t stuck to the men-in-rubber-suits philosophy, or perhaps it’s just that the pulpy man-fights-Empire-with-his-bare-fists storyline was so much better suited to a low-budget, creaky-effects approach than something that looked as though it had, at last, seen the light of Star Wars. (The monster sounds are a lot better, which helps. Perhaps that was a Star Wars influence.)

Overall, the films are enjoyable, pulpy, adventurous fare. Perhaps it’s because I grew up watching them, but I was more than happy to make allowance for the naffness of the effects as long as the storylines were working. In a way (and I want to write a mewsings on this at some point), I prefer effects that are obviously artificial — not necessarily creaky, but stylised, artful, like Ray Harryhausen’s Kali. They give an air of magic, of something other than reality, and call for an imaginative response from the viewer which super-dooper CG lets you all-too-easily opt out of.

There was another Amicus Doug McClure film, The People that Time Forgot, in 1977. I can’t say I’m quite inspired to track it down and actually pay to see it, but if it comes on TV again, some idle Sunday afternoon (not that I have many of those anymore), I’m certain to watch it.

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