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Cake day: June 14th, 2023

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  • The thing I freeze framed on was the close-up of the helm console. Here we see the warp speed control and the impulse and weapons controls.

    What’s interesting at the warp speed control is that it indicates the speed at Warp Factor 6.25, but that seems to be less than half speed. If the dots at the bottom of the throttle circle are correct, 6.25 is about two-fifths the top speed of the ship, which means theoretically they have a top speed of about Warp 15.6, which is just a bit higher than the Warp 14.1 we saw Kirk’s Enterprise achieve in TOS: “That Which Survives”, although Scotty said there that the ship wasn’t structured to even take Warp 11 for any length of time. The Kelvans did modify Enterprise to take that speed in TOS: “By Any other Name”, though. That being said, the specifications of the TOS-era Enterprise usually indicate a cruising speed of Warp 6 and a maximum speed of Warp 8.

    On the other side, the impulse throttle circle and the dots at the bottom seem to indicate that they are also at two-fifths impulse power (which may be different from speed), and there appears to be a speed limiter next to the circle, although the speed indicator on the inside goes about a third higher than that. That’s actually consistent with the idea that full impulse isn’t the top impulse setting but there’s a limit placed on it (traditionally 0.25c) so as to avoid time dilation issues.

    But I could be wrong and for all you know those dots are just to swipe left or right to get other controls visible.

    Another interesting bit is the weapons controls. SNW: “What is Starfleet?” stated that Enterprise had six phaser banks and two torpedo tubes. The buttons here indicate two forward phaser controls - one ready to fire and one ready to charge. There are also two photon torpedo buttons, one ready to fire and one ready to load. Does that mean a single button fires three phaser banks?

    There’s also a bunch of indicators above the impulse control (where Ortegas dismisses the warning pop-up alert) which seem to be communications or sensor indicators because they talk about band limits and Rx levels (received signal strengths).



























  • Oh, where do I start?

    It’s a really, really tight script, for one, with little or no filler. Unlike TMP, it moves swiftly from scene to scene, from setup to setup, establishing its themes of mortality, aging, the inability to let go of the past, the tragedy and joy of moving forward, of rebirth right off the bat, in so subtle ways that most don’t catch it until later or a rewatch.

    For fanservice, it makes good use of a loose end from TOS continuity which is simple enough for non-fans to get without much exposition, and memorable enough that old viewers will remember it. The relationship between the Big Three is no longer as broken as it was throughout most of TMP, and the banter naturalistic and enjoyable, even among the supporting crew.

    Nick Meyer adds all these little touches in the background that make it ripe for literary analysis. A Tale of Two Cities and its themes of sacrifice, Kirk’s fondness for antiques, never really established before, echoing his nostalgia for times past. In Khan’s cargo carrier, you see on the shelf as Chekov discovers the SS Botany Bay tag: Dante’s Inferno, stacked on top of Milton’s Paradise Lost/Paradise Regained, stacked on top of Moby Dick, showing the progression of Khan’s experiences on Ceti Alpha V, echoing his hope in reference to Milton at the end of “Space Seed” - to rule in Hell, build his own Paradise - now replaced by obsessive revenge.

    ST II also sets up TNG, in its way, by introducing Peter Preston, David Marcus and Saavik - essentially Scotty, Kirk and Spock’s offspring - the next generation of voyagers that the old guard are trying to give way to, but the past just won’t let them and indeed threatens that legacy.

    And then of course there’s the space battles - never really as well executed due to SFX limitations in TOS - but yet leaning so completely into the nautical and submarine metaphor established by Roddenberry and “Balance of Terror”. It was a risky move in an era dominated by adrenaline-fueled Star Wars dogfight-like starship combat, but Meyers’ direction made it work. There’s never a time you don’t know exactly what’s going on in that battle, or what tactics the two sides are employing.

    You’re right in the sense that it’s not traditionally what one expects of Star Trek, leaning more into the pulp adventure mold rather than the aliens and exploration mold. But to a degree it’s still an optimistic future. Kirk’s son and Spock’s daughter ready to take the reins, the Genesis Planet representing the potential for new life, Kirk himself experiencing a rebirth of sorts as he finds his youth restored as his best friends told him it would be - on the bridge of a starship. But who says the final frontier can’t be inside us, too? (Archer said as much)

    And in the end, it’s a complete movie. The forced-on-Meyer shot of Spock’s torpedo casing notwithstanding, it’s a complete story from start to finish, with no “The Human Adventure Is Just Beginning” tease or the sequelitist tones of the next two movies. All the information you need to know is in here. You could watch it without tying it to a larger universe and be completely satisfied with the experience. All you really need to know beforehand is that it’s connected to this TV show from the 60s.