DS9 Stories/News: Star Trek: Deep Space Nine – Crossroads of Time (Genesis/Mega Drive) (4)

Oh right, I forgot about this bit. I have go systematically speak to every NPC on the station until one of them says something useful, then go do it all over again until one of them finally lets me go on a mission.

LATER.

Are you the one I’m supposed to be talking to now? No? Right, okay, moving on.

LATER.

AAAAAGGGGHHHH, this is driving me crazy!

EVENTUALLY…

Finally they let me have a little more gameplay! This time I’m flying a spaceship through a wormhole. I’m tasked with flying up, and sometimes down, to avoid hitting the… glowy strands of blue.

I’m sure this doesn’t actually go on for two hours, but that’s what it felt like.

Then I get to do five minutes of shooting against some asteroids and some poor ship that doesn’t fire back, and it’s back to the station.

And then it’s back to running around. Talking to every damn NPC. Again.

I know it’s a Star Trek game and everything, but I really wouldn’t have minded if there was less talking and more gameplay. Don’t get me wrong, if (for instance) Bethesda had actually made that Star Trek RPG they were thinking about before deciding they loved Fallout more I’d be all for talking to those NPCs. But this is just annoying.

LATER.

Level three at last!

I’m free, I’m finally free! Free to jump around these shitty looking wooden beams covered in thorns and evil fruit that jumps off and tries to kill me!

Oh fuck it, I’m just going to walk.

And then three steps later I fall down an invisible underwater pit and instantly die.

They’re putting me all the way back here again? Seriously? You know, if I’d started back at the beginning of the wooden beam planet I probably would have kept playing, but there’s no way I’m going through this NPC scavenger hunt again.

And then they never made another Star Trek platformer again. I hope.

Next game!

http://superadventuresingaming.blogspot.com/2011/12/star-trek-deep-space-nine-crossroads-of.html

DS9 Stories/News: Star Trek: Deep Space Nine – Crossroads of Time (Genesis/Mega Drive) (3)

Shit! I’m not liking this inventory. I have to hold down the A button to bring it up and assign an item to my hand, and tap it to switch between assigned items. There’s two problems with this:

  1. I can’t quick draw my phaser and gun down my enemies if I’ve forgotten to assign it to a hand.
  2. I have to hold down A to use the lifts too. So half the time when I’m trying to move a lift around, I end up bringing my items up instead. And I can’t make a quick escape when my inventory screen’s open.

And every time I get killed I’m thrown back to the password screen and have to reassign my items.

Seven seconds left. Damn, I’m really cutting it close on some of these grenades. Plus I’ll probably have to spend three seconds trying to line him up with the ejection tube correctly so he’ll flush the thing.

Still, I’m just glad I found the damn tube for once. Half the time I end up totally lost and get blown up by the bomb in my hand.

On the next section they start throwing these tricorder jammers in too. I can’t tell where nearby bombs are on my radar until I find and break the jammers.

Yeah, the inventory popping up when I’m on a lift isn’t getting any less annoying. I’ve got a time limit here!

Okay I admit, it’s my fault. If I was properly centered on the lift the menu wouldn’t come up. But I don’t have time to properly center myself on every lift, I’ve got a time limit here!

I’ve finally reached the third section of the level, and it’s getting very Prince of Persia now. There’s no lift to ride here, so I have to jump from ledge to ledge to reach the bombs. Then back down again to flush them.

And every time I miss a ledge and fall I’m put all the way back at the start of the level again. Crap.

A FEW DEATHS LATER.

I don’t actually mind jumping between a maze of ledges over a fatal drop. I don’t even mind the time limit. The thing that’s really starting to annoy me though, is that I have to replay this huge level every time I fuck up. That’s two entire sections of bomb disposal I have to repeat, over and over and over.

I should probably quit now, but I can’t help being implausibly curious about what’s on the next level. It can’t all be bomb disposal to the end, right?

TWO AND A HALF SECTIONS OF BOMB DISPOSAL LATER.

Okay, made a jump. So far so good. I’ll have to keep throwing myself at ledges like this until I find the next bomb, and even a single missed jump is likely to get Sisko killed.

And then when I find the bomb I’ve got seconds to jump all the way back down again.

The SNES version’s still pretty similar, and no less annoying. Well I guess it doesn’t have the inventory/lift button problem, so it has that going for it.

The hero sprite seems a bit invisible in these shots, but he shows up pretty well in game thanks to the parallax scrolling background. These lift rails look way too much like platforms I can stand on though.

THREE MILLION MISSED JUMPS LATER.

I… don’t believe I actually did it. Hah!

Level complete and I NEVER HAVE TO DO IT AGAIN.

BUT THEN…

DS9 Stories/News: Goodbyes

Source: http://deflipside.com/?page_id=1693

by Christopher DeFilippis

DeFlip Side, Vol. 1, No. 6
(First Appeared: June/July, 1999;
First Light E-zine, Issue #82)

This is going to be short and sweet, folks. My original plan for this month’s column was to bid a fond farewell to Deep Space Nine, until recently the best show on television. I was going to do an in-depth review of the final episode, exploring whether or not it brought the Dominion war arc to a satisfying conclusion, as well as if it proved a fitting send-off to the best Trek series ever; my swan song to the swan song, so to speak. But those ne’er do-wells at Paramount took the wind out of my sails. After watching the finale, I came to only one inescapable conclusion: It’s not over.

After all, Sisko left his baseball behind.

Of course, there’s also the question of his unborn child, his career in Starfleet, a new Defiant that needs to be broken in, an unfinished real estate transaction on Bajor and his promise that he would return “in a year from now or yesterday.” But the baseball is the cincher. He doesn’t leave home without it, much less take up permanent residence in Prophet limbo. We haven’t heard the last from him or the rest of these characters. I don’t know when or in what format, but we’ll see them again. Bet on it.

This fact colors my opinion of the two-hour series finale. As a final good-bye, it would have left too many loose ends. But as a “so long for now” it was perfect. It brought enough closure to satisfy, but egged us on just enough to keep our expectations for a return simmering on a low frame somewhere in the back of our brains. Like Kira and Jake, we’re all gazing out of a portal on the Promenade, waiting patiently to see what happens next.

I’ll spare you all a long-winded essay on what I liked and why. Different parts of the finale will have appealed to different people for different reasons. But there is no call for excess exposition. After all, we’re not talking about “Mirror Image” here (the legendarily confusing finale to the TV series Quantum Leap). Instead, I’ll be as succinct as possible:

The Good Stuff:

  • The death of Kai Winn.
  • The kick-ass battle scenes.
  • Kai Winn’s unfortunate demise.
  • Garak’s revenge on Weyoun.
  • Barbecued Kai.
  • Nog’s promotion.
  • Pah Wraiths 1, Kai Winn 0
  • Kira’s ironic role in the liberation of Cardassia.
  • Kai Winn all gone.
  • Ezri’s nearly exposed breasts.
  • Bye bye Kai.
  • Sisko plowing Dukat over the cliff’s edge in a flying tackle.
  • The old bag bites it.
  • Martok’s self-satisfied belt of blood wine while standing on bloated enemy corpses.
  • She’ll finally shut up.
  • The faint hope that once O’Brien accepts a teaching position at the academy, he’ll attain some kind of rank (Where does “Chief” fall, anyway? As far as I can tell, it’s somewhere between ensign and lieutenant. So Nog outranks him now? Not a proud legacy for more than a decade in uniform…).
  • Winn-kabob.
  • Damar’s last stand.
  • Burn Winnie burn.
  • Worf’s new-found honor and influence with the Klingon council.
  • Are those Kai burgers I smell?
  • Bashir finally gets some.
  • Armagedd-Winn.

The Bad Stuff:

  • Vic Fontaine’s schmaltzy send-off.
  • A too-short stand-off between Dukat and Sisko that smacked of the
  • Kirk/Mitchell showdown in “Where No Man has Gone Before” (“Get on your knees and pray to me, James”).
  • A tuxedo-clad Odo melting into the Great Link.
  • The use of stock footage of a Klingon getting blown down a corridor on a wave of fire (from The Undiscovered Country, I think).
  • Worf’s flashback sequence that held not a smidgen of Jadzia memories. (I guess Paramount didn’t want to have to pay residuals to Terry Farrell.)

 

As you can see, the good clearly outweighed the bad. I think the very best thing about the episode, and the series over all, was that I could never tell exactly how things would turn out. And even when I did have a pretty good idea of where things were going, the characters would reach their destinations via completely unexpected routes.

This rule holds true for the future of Deep Space Nine. It’s a foregone conclusion that Sisko will come back. Just watch; he’ll soon get tired of playing pinochle with Wesley on the astral plain and shuffle back into his mortal coil for a return to his old life. But to what effect? Will he be considered a lord on Bajor? Will his new found Prophet wisdom cause a rift between him and his all-too-human friends and family? Will he have hair? I can’t even guess at the possibilities.

Of course, we’re most likely to be hearing from Worf the soonest. I just hope the powers that be use the opportunity they’ve created to full effect in the next movie. Worf’s position as Federation ambassador to Qo’noS lends itself to a sweeping story that could encompass the Federation and Klingon Empire and propel the franchise forward, something it sorely needs after the disaster that was Insurrection.

The one thing I do not want to see is a feature length film that combines the Next Gen and DS9 casts. The writers have a tough enough time as it is finding useful roles for the entire Enterprise-E ensemble with each outing. If they tried to add the DS9 crew as well, the screen would be packed tighter than Seven of Nine’s Wonder Bra, but with a far less marvelous result. I’ll pin my hopes on a small-screen reunion that will give the DS9 characters and plot lines free reign.

In the meantime, I guess I still have Voyager to give me my Star Trek fix, though it’ll be like going from heroin to methadone. Now that the DS9 writers are freed up, maybe they can help put Voyager on the right track and raise it to the standards we’ve come expect from Star Trek. But I’m not gonna hold my breath. I don’t have to anyway.

When DS9 premiered, I still had a maniacal hatred of new Trek. I wasn’t sucked over the Next Gen event horizon until Generations hit the theaters. And by the time I got into DS9, it was well into its run. So I ask you to pray with me now that channel 11 in NY soon starts rerunning the series from the beginning. There are three years worth of episodes I’ve never seen. It’s a little something extra to look forward to.

See Pop? Sometimes it works to your benefit to be a day late and a dollar short…

DS9 Stories/News: The Magic Of Star Trek Deep Space Nine: Ritual Magic and The Storyteller

Source: http://bajorron.blogspot.com/2012/02/magic-of-star-trek-deep-space-nine.html

The Sirah and the Dal’Rok:
Deep Space Nine’s First season episode The Storyteller is an interesting one for several reasons. Characterwise, this is the first episode which sows the seeds for Bashir and O’Brien’s future friendship. The main storyline happens on Bajor, but rather than showing us a Bajor under the guidance of the Prophets, it depicts a rural Bajoran village where perhaps older customs survive of what could be called a more Pagan past.
The storyline in brief: Bashir and O’Brien beam down to a village which is in trouble: it is under attack from a creature called a Dal’Rok and the only way to fight this entity is under the leadership of the Sirah, a Storyteller. Bashir and O’Brien witness an attack and the defense, upon which the Sirah collapses, but not after naming O’Brien as his successor. The next evening, the Dal’Rok returns and O’Brien sets out to fight it as he has seen the Sirah do it, but he fails in his attempt. Then Hovath, the young original apprentice Sirah takes over and succeeds in chasing off the entity and is thus appointed as the new Sirah, letting O’Brien off the hook.
The Sirah in action:
This story has a number of interesting Ritual Magic concepts weaven into it. For example: why does O’Brien fail? There are several reasons for that. Yes, he does not know the entire story, although that seems hardly necessary: all we see the Sirah and Hovath do is tell the villagers that they can defeat the creature. But in their cases, they speak with conviction and in magic as well as anywhere else, Words have Power proportional to the conviction with which they are spoken. Magic is not about ‘just speaking the right words and then something will happen, Harry Potter style’, it is about giving words as much power as possible, and that power comes from the conviction of the speaker and from his or her energy. We see O’Brien struggling to speak out the words while he himself barely believes it is going to do any good (nicely played by actor Colm Meany as well!). And his words dissipate into thin air, nothing happens, the magic does not come about and the Dal’Rok keeps attacking.
Incidentally, what is this Dal’Rok? We are informed that the tricorders do not register anything, yet we see something happening, and what is more, we see some attacks that are convincingly real. So what is going on here? My guess would be that we are dealing here with a thought form that has gained a more or less corporeal existence. Probably as a result of repeating this ritual over and over again for many years- a sure recipe to increase the power!- the image has gained so much energy that not only has it become visible to outsiders, it is also found to be interacting with the material environment. Our magical literature abounds with examples of the very same thing: elementals, golems, homunculi, etc. all “conjured” up by the imagination and subsequently energized to such an extent that it gets a “life of its own”.
Hovath (played by Lawrence Monoson)
Hovath (played by Lawrence Monoson):
The fight against the Dal’Rok indeed looks very much like a time-honored ritual, with certain fixed stagesin it, the use of certain words of power and with a more or less hierarchical structure: it is the Sirah and the Sirah only who leads this ritual and is able to direct the energy of the villagers into a concerted defense against the Dal’Rok. He is the High Priest in what looks suspiciously like a ritual to reinforce the village identity by defeating a common foe. In order to become Sirah, a candidate has to undergo a test: he (or she?) should be able to direct the ritual and direct the power single-handedly. Miles O’Brien clearly fails at this test: he does not have the necessary training, he does not have the faith and as an outsider he is also not connected to the village’s group mind. Hovath is and has all those things, so at the end we see him take charge of the ritual and bringing it to a good end, thus finalizing his own initiation as a Sirah. Which brings a final question to mind: what if the old Sirah had staged all this as an initiation ritual for his successor, with O’Brien as the unknowing catalyst? We’ll never know…