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Tag: Star Trek: Voyager

  • The Best Moment in the Worst Episode of ‘Star Trek: Voyager,’ 30 Years Later

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    Thirty years ago, Star Trek: Voyager broadcast one of its most controversial episodes ever: “Threshold,” the episode that is now infamous as “The One Where Captain Janeway and Tom Paris Mutate Into Amphibians and Have Babies.” Over the years, revisitation has allowed the chance to reframe “Threshold” from one of the worst things that Star Trek has ever done to a charmingly memetic moment of camp to an episode that, while deeply flawed, still has sparks of potential.

    So to mark 30 years of this moment in Trek infamy, we decided to put aside the space amphibian sex jokes (aside from the ones we’ve already made—please, we’re only human) and look back at one of those sparks of potential, a bright spot in an otherwise very silly episode: what “Threshold” has to say about Voyager‘s rebellious conn officer, Tom Paris.

    In the early seasons of Star Trek: Voyager, one of the few recurring arcs the show engaged with on a regular basis from episode to episode was the reformation of Lieutenant Paris. Tom joins the show with a shockingly messy background: an ex-Starfleet officer drummed out of service for covering up a piloting error, jailed for pettily running into the arms of the Cardassian resistance group known as the Maquis, and then paroled by Captain Janeway on what was meant to be a brief trial run for her new ship rather than a 70,000 light-year journey home from an unexplored quadrant of the galaxy.

    Almost everyone on Voyager in its early days is operating with a sense of grief that their lives and futures they’d had planned were destroyed in the blink of an eye, but not Paris. Paris is living his dream, piloting a top-of-the-line starship, still getting to bite his thumb at the Maquis who joined Voyager‘s crew through necessary circumstances, and the only Starfleet authority to answer to is the woman who trusted him enough to give him a second chance in the first place. This largely manifests in one particular way in those early seasons: Tom is kind of a huge, cocky asshole, even when he is sincerely trying to prove the faith put in him was justified.

    That brings us to “Threshold” and Tom’s perfectly cocky, yet aspirational, idea of figuring out a way to breach the titular Warp 10 threshold—the long-established Star Trek lore that warp drives could not achieve faster-than-light speeds above that maximum. It’s a fascinating idea that a show with a premise like Voyager, about an isolated Starfleet vessel trapped tens of thousands of light-years from Federation space, is primed to tackle, even more so when one of its main characters is a cocky ace pilot with a chip on his padded uniform shoulder. That in and of itself is a brilliant way of the show engaging with Star Trek‘s broader legacy even while it’s isolated from it.

    But that’s not the moment we’re talking about. That moment comes after Tom’s first experimental test flights successfully see him manage a sustained speed above the warp threshold—and then have medical complications as his body undergoes what is ultimately revealed to be a rapid-onset acceleration of the evolutionary process. Tom’s body starts breaking down bit-by-bit, requiring nonstop medical treatment: his hair falls out, eyes glaze over, skin mottles and flakes, and his joints and limbs start fusing together. The dashing young hero of the hour has been turned into this broken, evolving-yet-devolving wreck of a thing.

    It’s in this form that “Threshold” delivers its greatest moment. It’s a fascinating grotesquerie: the body horror is incredibly effective for Trek and feels like Voyager building on its stunningly creepy effects work with the Vidiians the season prior, made all the more chilling by the fact that it’s one of our heroes who has been rendered horrifying. But it’s the breakdown of Paris’ persona that is most effective. The wild changes he’s undergone almost feel like the dropping of a mask, both metaphorically and literally, as parts of his face slough off.

    In one moment, he rails at Captain Janeway for taking pity on his gruesome form; the next, for her trying to diminish what he’s accomplished in breaking past warp 10. His ego, usually kept in check by his earnest desire to prove himself to the world and Janeway in particular, runs rampant, making for a scene that’s chilling and tragic in equal measures as he vacillates between the man we’ve come to know and this wretched figure. It’s a great character beat for Paris to find himself again at the heart of an accident caused by his own hubris and to respond to it by impulsively lashing out at the world around him—it’s just that this time the ugliness that marks his soul, and the filters he’s built up as he tried to redeem himself in Voyager‘s early days up to this point being stripped away in his despair and agony, are now reflected on the outside.

    Of course, that’s when we get to him kidnapping Janeway, forcing her to undergo the same process, and them having space amphibian sex before Voyager tries to move on from it, never bringing the workplace ethics nightmare of the millennia up ever again. But before that moment that would seal the infamous legacy of “Threshold” for decades to come, it shone with a moment of genuine brilliance. A fine example of even some of Star Trek‘s lowest lows having at least something worth thinking about.

    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    James Whitbrook

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  • I Tried My Best to Completely Mess Up the Pilot of ‘Star Trek: Voyager’

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    When we first heard about Star Trek Voyager: Across the Unknown, we were hooked on its killer premise: you take control of the starship Voyager after it’s flung 70,000 light-years into the Delta Quadrant and are tasked with the decisions to keep the ship in one piece. Managing resources, diffusing or engaging in conflict, monitoring your crew’s morale, assigning away teams where every choice matters—who lives, who dies, will you get Voyager home or will you chart another path?

    So when developer Gamexcite released a new demo for the game as part of this week’s Steam Next Fest, I knew I had to don my combadge, brew up a cup of Janeway’s favorite, and give it a try myself. But while there’s still a ton of promise in Across the Unknown, its opening moments are a little too guided to really let the game shine.

    © Gamexcite

    Across the Unknown‘s demo takes you through the broad tutorial section of the game, based around the events of Voyager‘s pilot, “Caretaker.” There are some acquiescences to breaks in that narrative in order to teach you about Across the Unknown‘s mechanics—most particularly resource management, scanning planets for places you can acquire new resources, and then managing a variety of systems aboard Voyager itself, from power capacity to crew morale, to researching new technology and fabrication, to, in the most interesting twist from the show itself, actually treating the ship’s 70,000-light-year jump as a catastrophic, ship-disabling event, necessitating you having to slowly but surely clear the vessel of debris and rebuild facilities as you and your resources see fit.

    But for the most part, you are following the events of “Caretaker,” and that by and large means you’re pretty isolated from the choice-based narrative decisions that are one of the more interesting things about the wider game. The general flow of this hour-long slice of the game is as any Trek fan already knows: you get zapped to the Delta Quadrant, there’s a mysterious array full of weird people playing banjos and enticing you with lemonade, crewmates go missing, you discover said array’s connection to a nearby planet called Ocampa, you encounter Kazon (the Kazon-Ogla, to be precise!), and you are then left with the choice of destroying the array to stop the Kazon from getting their hands on it or using it to get yourself back home to the Alpha Quadrant.

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    © Gamexcite

    For my first playthrough of the demo, I opted to try and keep it as faithful to the events of the original episode as possible. On away missions, I assigned people who actually went on those same missions in the series—something you’re subtly encouraged to do, at least for this first tutorial arc, by said characters having the right kinds of stats and expertise to get the most out of the various skill checks you face during these missions (largely told through an LCARS-esque window system, rather than in a particularly cinematic fashion—early it might be, to the point that the game is currently lacking any kind of voiceover dialogue, but Across the Unknown is definitely more a game about managing spreadsheets than it is about particularly lavish set pieces). When offered choices to make, like whether I attempted to rescue Chakotay or Torres from the Caretaker array’s lab storage, or ultimately whether I destroyed the array or used it to go home, I made those choices.

    As the demo ends after that choice, you can’t really continue to see the consequences of your actions up to that point quite yet, or how Across the Unknown will then balance introducing other classic Voyager stories into the rest of the game as you make more and more decisions. But overall, unsurprisingly for a tutorial-heavy section of the game, this largely felt like less about choice and more about handrails. Your impact on individual away mission choices, whether you succeeded or failed, didn’t feel like it could overwhelmingly alter the narrative yet. The one crossroad of choices about who you try to save on the array simply means you either get Chakotay and Tuvok as characters in your array of “heroes” you can send on away missions or assign to various areas of the ship for efficiency bonuses (and Harry goes missing, as he does in the show), or you get B’Ellana and Tuvok (and Paris goes missing instead).

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    © Gamexcite

    While the resource management and survival game layer of Across the Unknown was shining early on, even in this hand-hold-y phase of the game (space combat, however, leaves much to be desired so far, largely based on you deciding which enemy subsystem you want to shoot at and occasionally pressing a cooldown on an ability), the opportunity for you to make Voyager‘s journey home truly your own just didn’t feel like it was quite there yet. So when I “successfully” left Voyager in the Delta Quadrant at the end of my initial run, I hopped back in and made a decision: I was going to try and be the worst Captain Janeway possible.

    I deliberately neglected managing the ship outside of the bare minimum power and deuterium resources needed to keep the ship going—not assigning senior staff to workstations, nosediving the crew’s morale by denying them more than emergency rations in the mess hall, or not building even emergency rest quarters (but not too far—not having enough fuel to have the warp core running outside of “Grey mode” or lowering morale to a certain point, which leads eventual fail states). Whenever I could, I would make an aggressive decision, seeing how much I could break myself away from the events of “Caretaker.”

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    © Gamexcite

    On away missions, I tried to send the least-equipped people and made them take decisions that would lead to almost guaranteed failure during a skill check. Especially if it was a check that stated that it was a high-risk choice, and failure to achieve it could lead to the away team being injured or perhaps even killed. So when poor B’Ellana, Harry, and Neelix beamed down to Ocampa, got hit by a desert storm they couldn’t shelter from in time, aggressively made contact with the local Kazon, and then sloppily staged a tactical retreat after Neelix rescued Kes, I looked at all my failure states and these injured away team members and wondered who would get a Kazon phaser bolt to the back and not make it to transport, and how that would change the narrative going forward.

    Instead, I simply got hit with an immediate “Away Mission Failed” screen and was asked to reload my save. Which I only begrudgingly did and was less overtly set on failure this time, eeking by enough to make it back to Voyager in one piece so I could continue playing out the events of “Caretaker.” Ultimately, the only thing that changed about this run was that I chose to use the array to send Voyager home, which leads to a great, dark little sequence where Chakotay lambasts you for betraying his trust and abandoning the Ocampa, and you can then promptly decide if you want to arrest your Maquis “allies” or even if you’ll imply to Tom Paris that he’s going straight back to his penal colony (I did both, because again, worst Captain Janeway run). But in the full game that will likely end as the demo does: ending your run prematurely and just asking you to load the game back up again and make another attempt.

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    © Gamexcite

    Obviously, this is just a small slice of what Across the Unknown will have to offer when it comes out on PC and consoles at some point (a release date is still undecided). But I came away wishing to have gotten a better picture of its approach to choice outside of the particularly railroaded constraints of the early tutorials. As is, it’s hard to tell just how much the game is actually going to let you twist Voyager‘s fate, even with teasers that we’ll eventually be able to do things like let Tuvix live or work Borg technology to cut the trip home down.

    There are still a lot of interesting systems underneath that narrative layer that still give Across the Unknown a ton of potential as a survival and resource management game. But if you’re a Star Trek fan who wants to play god with a show’s premise that never quite could live up to its own potential, the jury is still out until whenever we get our hands on more of the game.

    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    James Whitbrook

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  • Yes, That Great-Looking ‘Star Trek: Voyager’ Game Will Let You Spare Tuvix

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    Last month, we were very excited to see the announcement of Star Trek: Voyager – Across the Unknown, a new survival game from Daedelic Entertainment and Gamexcite that tasks you with charting the U.S.S. Voyager‘s journey home from the Delta Quadrant as you repair the ship in the wake of the event that flung it 70,000 light-years across space in the first place, and make your own decisions from the captain’s chair about where to go, who to fight, and who’s on your crew.

    And yes, that means you will be able to decide whether or not there is justice for Tuvix.

    As part of a new gameplay trailer revealed for Across the Unknown today at Indie Fan Fest Fall 2025, we got to see much more of how Across the Unknown will actually be played, from the structure of its space combat to how players will be able to build out the interior of Voyager itself as they see fit (and gawk at a cross-section of the ship filled with the crew going about their day-to-day business). There’s also a brief glimpse of how decision-making on away missions will play out, as players leverage the skills of crew they’ve decided to bring on the assignment to pass skill checks or persuade arguments to go in your favor.

    And, yes, we do get a little tease of some of the big changes you can make to Voyager‘s journey home as we saw it in the show. Hilariously, it looks like you’ll be able to attempt to get back to the Alpha Quadrant almost immediately by not destroying the Caretaker’s array as Janeway did in the pilot for the series—if the game lets you end a run in record time like that, that’s quite fun, even if it means you have to boot up another one to actually play the game for an extended period of time.

    But it’ll be the other choice teased here that has people excited: the fact that you can choose whether to separate Tuvix back into Tuvok and Neelix after the transporter accident that created him. There’s no way a game like Across the Unknown wouldn’t have let us make that decision, of course, but it’s still good to see it laid out here, so people can finally put to bed for themselves what has been one of the longest-running debates about Janeway’s captaincy.

    Now I’m just waiting to see whether or not deleting the wife will become an important decision whenever my Voyager gets round to building a 19th century Irish village on the holodeck.

    Star Trek Voyager – Across the Unknown still doesn’t have a release window, but aside from being available to wishlist on Steam for PC players, it’s now been confirmed that the game is also coming to Xbox Series X and S as well as PS5.

    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    James Whitbrook

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  • An Ode to Star Trek’s Undershirt Moments

    An Ode to Star Trek’s Undershirt Moments

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    This week, Star Trek: Prodigy dropped the first trailer for its second season, and it’s full of all the sort of good Star Trek action you’d want—even more so if, like me, you’re a Voyager fan. But as a Voyager fan, there was one shot in particular that called to me: Admiral Janeway, her uniform jacket removed, down to her high-waisted pants and a grey, Starfleet-issue tank top.

    This is a ludicrous thing to have your attention drawn to, but being a Star Trek fan often involves having reactions and emotions about ludicrous things. And yet, here I was: tank top Janeway? Oh man, shit’s about to go down. To me, that’s “Macrocosm” Janeway, Ripley-ing her way through giant virus bugs on the compromised Voyager. It’s “Year of Hell” Janeway, hobbling through Krenim space as her ship and crew are picked apart around her.

    Sometimes the situations surrounding stripped-down Star Trek moments aren’t dire at all; we’ve seen people rocking the look casually, on hot planets, while working on something particularly strenuous. What, exactly, Starfleet officers wore under their black and division-color-accented uniforms from TNG onwards has always been in flux—there’s long-sleeved undershirts, vests like Janeway’s, t-shirts, all with varying design differences—but regardless of what was under them, regardless of the Trek show or the character, every time you saw them, it felt like you were witnessing something vulnerable, something revealing.

    We’re so used to the way the Starfleet uniforms look—and the situations they’re almost always worn in—that they become this symbol of professionalism-under-pressure that encapsulates Star Trek’s love of competence porn. You’re wearing that uniform on the bridge, you’re wearing it under fire, you’re wearing it at the bar, you’re wearing it on away missions, you’re wearing it knee-deep in isolinear chips working on some panel in the ass end of a Jeffries tube. No matter the situation, arguably no matter how impractical, a Starfleet officer does their job in that uniform, looking like a Starfleet officer. So when you strip away layers of that uniform, out of necessity or out of casual circumstance, you’re stripping away the layers of that mythos around it and revealing something about the person underneath.

    Screenshot: Paramount

    Think about the dishevelled look Sisko has by the end of “In the Pale Moonlight”, where, in the interstitial scenes set in the present, he increasingly undresses layers of his uniform until he’s in an unbuttoned vest and his command undershirt is zipped down to reveal his chest, embodying his reflection of the moral sacrifices he’s made over the course of the episode. Or how Picard in First Contact, the direr the situation gets, strips down further until he’s in nothing in his vest and trousers by the time he’s squaring off with the Borg Queen. The rare times we actually saw one of our heroes either in a situation casual enough to not warrant their full uniform, or stressful enough that they felt like they had to strip away parts of it, are somehow burned into your minds as significant—like they are for me when I see Janeway in that tank top, like it’s a different mode or form of her.

    It’s such a small, but clever bit of visual storytelling in Star Trek that doesn’t often come up all that much—but when it does, it hits something primal in your Trek-loving brain to draw attention to its significance.


    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    James Whitbrook

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