Longtime readers of the rec.arts.startrek newsgroups may remember me from my
reviews of episode of Star Trek: The Next Generation (and early episodes of
Deep Space Nine) circa 1990-1993. I was one of the "loyal opposition", as I
sometimes called it: The few people who thought NextGen was a big step down
from Classic Star Trek (largely due to the poor quality of the writing), but
who were still big enough fans of Trek to enjoy participating in the
newsgroup.
Eventually, though, I decided that NextGen and its spin-offs just didn't have
what I enjoyed about Star Trek or science fiction, so around 1993 I stopped
watching Trek even semi-regularly - only a random episode here and there.
When Enterprise started up last year, I decided to give it a look. It sounded
like Enterprise might even have some sort of ongoing storyline, about the
eventual founding of the Federation.
Having watched almost all of the first season, I've been moved to write this
set of articles about the series. This is part one of three parts.
SPOILER WARNING: This post and its fellows contain spoilers for episodes of
the first season of Enterprise. If you're concerned about any episodes being
spoiled for you, I suggest skipping this post.
Part One: Premise and Design
I. The Premise
At a glance, Enterprise's premise seems novel, by the standards of
second-generation Trek. Executive Producer Brannon Braga was quoted (at
http://www.brannonbraga.com/september_2001.htm in the September 6 entry) as saying:
"We felt that to just put another crew on another spaceship with a new name or
to set it at the Academy on Earth at the same time as the other shows, with
the same aliens and political situations wasn't fresh enough. We needed an
impetus to tell new, exciting kinds of stories and character arcs. Setting
something even further in the future than Janeway's time felt odd because
every time we try to do that we end up with ships that look a little sleeker
and suits that are a little tighter, so going back seemed like a nifty way to
reinvigorate the whole thing."
But what do we get in the first season of Enterprise? It's, well, another
group of people on a starship, off to explore strange new worlds and seek out
new life and new civilizations. We even have tight suits and a sleek ship.
During the course of the first season, two things became clear:
- The creators are still mainly interested in doing one-off episodes facing
the alien and/or menace of the week, and throwing in faux "character" bits
to lend it a veneer (but only a veneer) of texture.
- The time and setting don't really provide any advantages over - or
significant differences from - any of the other second-generation Trek
series. If anything, they've boxed themselves in a corner since their
ability to develop their universe is limited by what we know occurs later.
The result is that the series has basically the same premise as the subsequent
shows (a bunch of humans and a few aliens in a ship exploring the unknown),
except that some of the things which are familiar to us are new to the crew.
There's still some room for novelty in there: The technology is older, the
procedures for dealing with the unknown still unmapped. But even here
Enterprise disdains a sophisticated approach. We don't actually see any of
the older tech that humanity was supposedly using: "Hull plating" seems
effectively to be shields with a different name. The torpedoes look basically
the same. Our heroes have primitive phasers, but they behave the same as the
newer models; wouldn't it have been neat to see our heroes using slug-throwers
(i.e., bullet-firing pistols)? The only nod to the tech of the time period is
that our heroes get around using shuttlecraft rather than the transporter.
That's about it, though.
The show's approach to procedures and protocol is completely undermined by the
sheer lack of common sense that the crew displays. "Strange New World" is
nothing more than a sterling example of just how dumb our heroes are, when
Archer refuses to do proper scans of the new world, sends down a landing party
without proper protection, and then leaves them there overnight without an
easy way to return to the ship. (There are echoes of this sort of stupidity
in Trip's visit to the alien ship in "Unexpected", and the rampant silliness
of Trip and Malcolm's misadventures in "Two Days and Two Nights".)
If the show has any theme which sets it apart from other second-generation
Trek series, it's that it involves constant tension between the Vulcans and
the humans, mostly involving the latter demonstrating how they're more
complete beings, mentally and emotionally, than the Vulcans (although
sometimes choosing strange times to show it). Of course, this was a major
theme of the original Star Trek series, so this, too, isn't really new, except
that the tension is taken up to the governmental level.
The bottom line is that the premise of Enterprise hasn't done anything to
reinvigorate the franchise. It's pasted a very thin veneer of antiquity over
the essential premise, but the approach to the stories are basically the same
as previous series. Enterprise is, for the most part, warmed-over Next
Generation. And since NextGen itself generally seemed like it had been left
on the table a few hours too many, you know that's not a good thing.
II. The Design
Star Trek has rarely tried to be innovative in its design, whether you mean
its format, episodic structure, visual design, or use of audio. The original
Trek might be an exception to this - for its era - in its use of special
effects and sound, though 35 years later that's hardly more interesting than
the innovation of Space: 1999 in the special effects realm. The world has
moved on so far since then, that rooting around in Classic Trek looking for
"innovation" seems fruitless.
What's more interesting is to consider NextGen and its offspring - Deep Space
Nine, Voyager, and now Enterprise - since they represent a fairly continuous
body of work produced by several TV-generations of people who seem to approach
it with similar mindsets.
The designers of all four of these series seem to be targeting three groups of
people, in this order:
- The general TV-watching public.
- Fans of Star Trek.
- General science fiction fans.
The problem with this is that the general public - the largest and most
important group in this list - isn't interested in being challenged, or in
seeing new ground being broken. What the general public mostly wants is to be
entertained, and to some degree reassured. Sophistication isn't necessary,
and cynicism is actually something of a turn-off. This helps explain why (to
compare two excellent TV series) The West Wing has been a hit show, while
Homicide: Life on the Street struggled to find an audience over six-plus
years.
As a result, NextGen and its successors have generally been engineered to be
"safe": Bright colors, pleasing visual designs, intelligent and well-spoken
and -mannered characters, and lots of "cute" character bits. This resulted in
a series which mainly appeals to fans of the original series who liked its
optimistic view of the future of humanity.
What got thrown out, on the other hand, were the gritty and hard-fought
battles such as "Balance of Terror", the morally ambiguous themes such as
"Errand of Mercy", and the stories based around deeply flawed humans such as
"The Ultimate Computer" and "The Doomsday Machine". The heroes are heroes,
and if there is much complexity or subtle politics or social issues, it often
felt like the writers were straining to poke those issues through the show's
veneer without doing so much that they might be controversial or
thought-provoking.
NextGen, in short, strove for the lowest common denominator. And succeeded.
Despite being 15 years newer than NextGen, Enterprise feels like it's very
much followed the same design sensibilities. The creators have found a
"comfort zone" (and found it 15 years ago!) and almost every move modern Trek
series make seems to underscore their reluctance to move out of that comfort
zone.
What about the "look and feel" of the series on-screen?
a. Uniforms
The Enterprise crew's uniforms look like they were lifted largely from the
Babylon 5 sequel Crusade. That's probably not entirely fair, since the
uniforms in both cases are fairly generic blue jumpsuits, but it is something
that struck me as soon as I saw the uniforms.
The main exception, of course, is T'Pol, who wears a form-fitting grayish
uniform. While one might argue that it's a functional outfit in some ways,
the fact that the outfit seems starkly at odds with anything we've previously
seen Vulcans wear (outside of the NextGen-era Starfleet uniforms) forces one
to cynically conclude that the outfit was mainly designed for cheesecake
effect. Jolene Blalock is certainly a striking woman, and Trek has certainly
designed with sex appeal in mind before (remember Counselor Cleavage?), but
usually such designs were either a bad idea, or were done for semi-comical
effect.
Considering that T'Pol is Archer's primary antagonist on the ship, this outfit
undercuts her dramatic effectiveness. It's a bad idea. (One especially
sarcastic critic - not me, surprisingly enough - observed that "The best thing
about Enterprise is that the Vulcan has a great rack.")
b. Enterprise Sets
The sets mostly seem nondescript, hewing to the same pleasing pastel colors of
previous sets, with some here-and-there attention paid to making the
Enterprise of this series seem more primitive: Consoles in rectangular boxes
on the Bridge, the cramped nature of Archer's quarters. Beyond this, there
isn't much in the visual design of the ship to really distinguish it from the
original series' designs. Maybe this is intentional. But again it raises the
issue: Classic Trek has already been done; why not do something new?
c. Aliens and alien sets
I have fairly little to say about the aliens and otherworldly sets in the
show. Second-generation Trek has rarely done well with designing visually (or
otherwise) interesting aliens, especially the one constructed for one-off
episodes. Enterprise hasn't really broken that trend. The most memorable
aliens in the series are the Andorians, who of course were resurrected from
Classic Trek. And they're not especially interesting as aliens, but largely
as foils for the Vulcans.
The show's other major aliens are Doctor Phlox, who comes from the long and
silly heritage of "guys with funny bumps on their heads", and the Suliban, who
come from the even longer and almost as silly heritage of "guys covered in a
layer of latex".
d. Special effects
When NextGen debuted, one of its most talked-about points was the fact that it
cost about $1 million per episode, and the inference was that much of that was
spent on state-of-the-art special effects. Whether or not this was true, a
few years later it was clear that:
- The effects may have been state of the art for television, but they weren't
really all that impressive overall.
- The creators didn't really know how to use their effects, well,
effectively.
Enterprise continues this tradition by doing its best not to push the envelope
of special effects.
Are these effects state-of-the-art? How can we tell? For the most part, the
special effects don't look any more sophisticated than NextGen's effects.
They're a bunch of ships flying around, sometimes firing at each other, or
people on the ground with the occasional phaser blast, or a CGI rendering of a
cityscape or landscape.
Some of this is a failure of design sense: Trek ships look like Trek ships,
and we're been watching things like them for 20 years or more. They don't
really engage our imagination much. For that matter, the show's premise
requires that things look somewhat familiar, which undercuts most of what they
could do with the effects.
e. Directing
I've always been perplexed by the laudatory comments aimed at previous second
generation Trek directors, as there have been few directorial moments in
NextGen or since which seem memorable. Camera angles range from the mundane
(simple establishing shots at eye level) to the amusingly melodramatic
(close-ups of an aggrieved captain's face). Scenes of the starships always
seem entirely pedestrian (although "Yesterday's Enterprise" was a good
episode, the space battles seem tediously slow, and lack any of the
compositional peculiarities of a dozen Babylon 5 episode, with ships passing
at odd angles and unusual, eye-catching visual compositions).
Enterprise has continued this tradition (if you can call it that), as far as I
can tell. The directing has been capable, but not notable. Now, great
directing isn't exactly a hallmark of television, but it's eerie - in these
days following series like Homicide: Life on the Street - to see just how much
things haven't changed on this front in the Star Trek franchise.
f. Music
Second-generation Trek has always worked - quite consciously, it seems - to
minimize the impact of its incidental music. After a brief moment of
interesting composition during second- and third-season NextGen, the music has
been generic, unobtrusive and uninteresting. Enterprise has stuck to this
formula pretty rigidly.
I've always lamented this approach, since the incidental music was a major
contributor to the artistic success of Classic Trek and the earlier films. It
was also a key element of Babylon 5 (not to mention shows a diverse as The
Avengers and the aforementioned Homicide). The music in Enterprise might as
well not be there. It's unfortunate, and it's a decision that I still don't
understand.
As for the main title music, well, the less said the better, and I know I'm
not the first one (or even the five thousandth) to express that opinion. What
were they thinking?
Overall, Enterprise doesn't feel cutting-edge or even particularly fresh.
It's staying in that "comfort zone" being careful not to challenge the casual
viewer and thus not giving the more serious fan much to get intrigued about.
Television SF has always tended to be shallower than written SF, but
Enterprise - like its recent predecessors - has not even managed to take good
advantage of the differences its medium afford it. It's not especially pretty
to look at, little about it makes you go "Wow!" or "How did they do that?" or
feel admiration for the skills of the creators in crafting a future world.
In this way, it's the same old thing.
But wait, there's more.
NEXT: Characters and Continuity
hits since 4 November 2002.
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