Doctor Who – Which Daleks make up the Dalek Supreme Council?

Due to the temporally unstable nature of Dalek history, establishing who their primary leadership are can get a little confusing. Between Dalek Emperors, Supreme Daleks, Dalek Parliaments and interference from their creator Davros, the Daleks have had numerous rulers or ruling bodies over their corrupted history.

The Dalek Supreme

However, one concept that has remained constant throughout most of the Dalek timeline is the concept of the Dalek Supreme Council, a ruling body that served directly under the Emperor. This concept was perhaps best expressed in the Third Doctor story Planet of the Daleks, with the black and gold Supreme Dalek being a representative of the Dalek Supreme Council. The idea was later elaborated upon in the Big Finish audio We Are The Daleks, in which the Dalek Emperor summons the Supreme Council to preside over the Doctor’s execution.

Although the concept of the Dalek Supreme Council is fairly well-established, which unique Daleks actually make up this council remain mostly a mystery. Other than the Supreme Dalek seen in Planet of the Daleks there has been no reference to specific members of the Council on-screen. As the Doctor Who fanbase is known for speculation, however, there have been several theories as to which Daleks feature on the Council.

The Dalek Supremes

The Gold Dalek from Day of the Daleks

Undoubtedly the primary members of the Dalek Supreme Council were the various Dalek Supremes that were active during Dalek history. Although Dalek Supremes vary in design and colour schemes, and it is unlikely that all Supreme Daleks were members of the council at once, it seems only logical that the Dalek Supreme Council was made up of Supreme Daleks. There are various distinct Supremes from across Dalek history, from the Gold Daleks of Jon Pertwee’s era to the Black Daleks that ruled in the 1980s.

The Black Dalek from Remembrance of the Daleks

The most likely candidates for inclusion on the Supreme Council include the commander-class Daleks of the early Dalek empire – identified by the black base colour of their casings, replacing the standard silver. Later Supreme Daleks include the previously mentioned Gold Daleks and Black and Gold Supreme, the Black and White Supreme featured in Resurrection of the Daleks, and the Black and Silver Supreme featured in Remembrance of the Daleks. Although counted as Supreme Daleks, the red New Series Supreme as well as the White Paradigm Supreme are unlikely to qualify, as their post-Time War placement in Dalek chronology means they outlast the Council itself.

Whilst there are probably dozens, if not hundreds of Supreme Daleks, there are likely others that make up the Supreme Council. The Big Finish audios have proven that Daleks would often specialise certain members of their ranks for particular roles, and the same is true of their upper echelons of command. Whilst the Supreme Daleks would have made up the majority of the Council, these Daleks are a more elite caste designed for the development of special weapons, secret strategies and temporal machinations.

The Eternity Circle

A Dalek Interrogator Prime

First mentioned in the War Doctor novel Engines of War, the Eternity Circle were an elite group of five Daleks sported blue and silver casings that were tasked with creating temporal weapons for use against the Time Lords during the Last Great Time War. These Daleks possessed abilities above and beyond that of a standard Dalek, capable of temporal engineering, advanced reasoning, and even laughter.

Though it may be an error, some are described as being blue and gold, suggesting that not all in the order possess the same markings. However, the recent release of the Dalek Interrogator Prime figure in the B&M Exclusive Doctor and Dalek Figure two-pack suggests that the Blue and Silver colour scheme was not exclusive to the Eternity Circle either, as the Dalek Interrogator Prime from the Big Finish audio In the Garden of Death is apparently depicted with this colour scheme too.

As they form a key component in the Dalek war effort, as well as possessing capabilities above that of the standard Dalek, it is highly likely that the Eternity Circle were also granted seats on the Dalek Supreme Council. Likewise, high-ranking individuals such as the Dalek Interrogator Prime were also likely granted seats on the Council, as they would likely deliver important information to the Council first-hand.

The Cult of Skaro

The Cult of Skaro after the Time War

Although they were only part of the main Dalek Empire for a relatively short amount of time, the Cult of Skaro – an elite order of Daleks capable of imagination – were commissioned by the Emperor to create strategies and long-term survival plans during the waning days of the Last Great Time War.

Due to their high status among the Dalek ranks, allegedly ‘above and beyond’ the Emperor, the Cult of Skaro were likely privy to Supreme Council meetings, and would likely offer their insight into battle strategy or survival tactics. It is known that before the end of the war the Cult of Skaro served as front line commanders before fleeing the war in their Void Ship, meaning their tenure over the Supreme Council was likely very brief, even by Time War standards.

Interestingly, as mentioned in a previous Dalek theories post detailing a possible appearance from Dalek Sec in the Series 9 two-parter The Magician’s Apprentice and The Witch’s Familiar, it is possible that the temporal nature of the Cult of Skaro allowed them to preside over multiple incarnations of the Dalek Supreme Council throughout Dalek history, though this is merely speculation.

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Halo – Who Are Jul ‘Mdama’s Covenant?

The end of Halo 3 saw the death of the Prophet of Truth, the final destruction of the now Flood-infested capital city of High Charity and the apparent destruction of the Covenant as we knew it, with the remaining Elites making peace with humanity and the Human-Covenant war officially coming to a close. So why is it then that in Halo 4, Master Chief goes back to fighting Elites again? Didn’t the Elites leave the Covenant in Halo 2? How can the Covenant be back when it was destroyed in Halo 3? If you have ever found yourself asking these questions when playing 343 industries’ Halo games, then this crash course in post-war Covenant history will help fill answer these questions.

The Great Schism

Years of internal conflict followed the fracturing of the Covenant as the Brutes and Elites fought

The origins of Jul ‘Mdama’s Covenant lie in the Great Schism, an event triggered during the events of Halo 2 that fractured the Covenant Empire. In the chaos surrounding the discovery of Installation 05, the death of the Prophet of Regret and the release of the Flood, the Prophet of Truth enacted the first stage of his plan and replaced all the Sangheili (Elite) guards with Jiralhanae (Brutes). This angered the Elites to the extent that many left the Covenant, and the Arbiter assumed leadership over most of the Elite forces in the immediate area around Installation 05, as High Charity descended into civil war. The holy city’s defence fleet practically destroyed itself in open combat as the Elites and Brutes battled for dominance, and to make matters worse High Charity itself was infiltrated by the Flood and transformed into a dreaded hive.

So by the time of Halo 3, the surviving Elites from High Charity and Installation 05 came to Earth in what few ships had survived, and this new fleet, dubbed the Fleet of Retribution, aided UNSC forces and would later form the backbone of the Swords of Sanghelios, the Arbiter’s new faction that opposed the Covenant. Following Halo 3, the Arbiter’s forces returned to Sanghelios and would establish themselves as a proper faction, amassing fleets and thousands of followers, mostly Sangheili who saw through the Prophet’s lies about the Great Journey. However, not all Elites saw it that way, and from as early as the first days of the Great Schism in Halo 2, Elite warlords in Covenant space took advantage of the fracturing of the Covenant and established their own tiny empires, often on colony worlds and former outposts. Considering the sheer size of the Covenant, this meant that there were now dozens of these factions, each sporting significant military assets usually comprised of the older and out-of-date domestic patrol fleets of the old regime.

The Rise of Jul ‘Mdama

The opportunistic ‘Didact’s Hand’, Jul ‘Mdama

So before Truth had even met his end, the Covenant itself had already fractured beyond repair as a result of his actions. The fragile relationship between many of the races of the once mighty empire dissolved, with Covenant space rapidly descending into a disorganised mess. With the fall of High Charity, the Covenant’s centralised capital city and primary control centre, coupled with the deaths of all three Hierarchs, communications between Covenant worlds began to break down. Some, like the Sangheili colony of Hesduros, were aware that the Covenant had fallen but were unaware as to the circumstances, whereas some colony worlds refused to believe that the Covenant had even fallen at all. Although these worlds were hardly equipped with state-of-the-art Covenant technology, they all each possessed a defence fleet, ground troops and other military assets. In theory, an opportunistic figurehead who was aware of everything going on behind the scenes could have easily taken control of the Covenant and there would have been little issues, minus the loss of High Charity.

A Hesduros-produced Elite Combat Harness was radically different to its Covenant counterpart

Unfortunately for the Covenant, however, this didn’t happen in time. Although, a leader would eventually emerge to reignite the flame of the original Covenant, albeit without the former empire’s unity and co-ordination. Jul ‘Mdama, a pragmatic Sangheili who disavowed the Covenant religion but still revered the Forerunner’s technological prowess, recognised humanity as the greatest potential threat to the Sangheili, as their rapid expansion would stunt Sangheili development. As such, he worked his way into extremist Covenant factions and began to advertise himself as the new Prophet, amassing followers with the promise of taking them to Forerunner technology. By swaying several colony worlds to his cause, including Hesduros, Jul ‘Mdama’s military assets rapidly expanded, to the extent that his followers and even some in the UNSC began to refer to his faction as simply ‘The Covenant’. Although they were using outdated or improvised equipment, armour and ships, the new Covenant was just as fanatical and driven as the original regime had been. This would only intensify when Jul’s forces found and finally gained access to the Forerunner Shield World of Requiem, as not only did they gain allies in the Prometheans, but they also increased their claim to the former Covenant faith when they allied themselves with the Didact.

Awakening

A CRS-class light cruiser from Halo 4

So, by the time of Halo 4, Jul ‘Mdama’s Covenant were not only a fairly large military force, but also a significant threat to humanity, despite their status as a ragtag Covenant splinter faction. as previously mentioned, the ships and technology used by Jul ‘Mdama’s Covenant were hardly up to the usual Covenant standard, but they were still capable. The bulk of their fleet was initially made up of CRS-class light cruisers, a diminutive ship formerly used for patrol duties that was a tiny cousin of the Covenant’s much larger mainline battleship, the CCS-class battlecruiser. As the supply of these ships began to dwindle, however, colony-based shipwrights began to manufacture new Sangheili warships based off old designs, such as the Sangheili Man O’ War and the gigantic Brigantine carrier. These ancient designs, upgraded with modern Covenant tech, began to slowly replace the old Covenant warships in the fleets of both Jul ‘Mdama’s Covenant and the Arbiter’s Swords of Sanghelios. Likewise, newer models of Ghost, Wraith, Phantom and Banshee began to replace the aged and rapidly dwindling Covenant vehicles. Many of Jul’s old Covenant ships amassed around Requiem for three years, attempting to gain access to the planet, when the UNSC Forward Unto Dawn, carrying the Master Chief, drifted into orbit.

And this is the start of Halo 4, Master Chief awakens following his four-year cryo-sleep to find he is in orbit around a Forerunner Shield World surrounded by Covenant ships, and immediately sets to work destroying one, demonstrating the weaker status of CRS-class cruisers compared to the CCS-class battlecruiser. It would seem, therefore, that ‘Mdama’s Covenant were significantly weaker then the previous Covenant had been, although that is not necessarily the case. Following the Didact’s attack on Earth at the end of Halo 4, Jul ‘Mdama’s Covenant became a primary target of the UNSC. After Halo 4, during the Spartan Ops missions, the UNSC Infinity returns to Requiem to deal with the considerable number of Covenant forces that remain there, and the following ‘Requiem Campaigns’ would later expand into a massive conflict for control of the Shield World. Unwilling to relinquish Requiem to humanity following the death of the Didact and the defection of Doctor Catherine Halsey to Jul’s cause, the Covenant destroy the Shield World and flee into space. Forming a unified fleet, Jul Mdama’s Covenant would fortify its presence on Sanghelios and other former Covenant worlds. However, a crippling blow would be dealt to Jul ‘Mdama’s faction soon after the destruction of Requiem, and it ties into the rise of Cortana’s faction of rogue AIs, the ‘Created’.

Second Fall

Jul ‘Mdama fight Spartan Locke in his final duel

By the time of Halo 5: Guardians, Cortana had taken over many of the AIs in the Galaxy, including the Prometheans. This sudden turn took Jul ‘Mdama completely by surprise, and his Covenant experienced a mini-Great Schism of its own when their forces were suddenly forced to fight both the UNSC and the Created. Taking advantage of this confusion, Doctor Catherine Halsey managed to contact the UNSC, betraying Jul ‘Mdama to them in exchange for recovery. By this time, Jul was on the planet Kamchatka, attempting to determine the purpose of a Forerunner communication node that activated, causing his Prometheans to turn on him. This led to a massive battle on the planet, during which SPARTAN Fireteam Osiris managed to fight their way to Halsey and assassinate Jul ‘Mdama in the process. And just like that, the head of the New Covenant was severed. By another stroke of extreme bad luck, the retreating Covenant fleet from Kamchatka was then destroyed by Blue Team, leaving a massive power vacuum in the faction formerly known as Jul ‘Mdama’s Covenant.

Following this, the remains of Jul’s Covenant rallied at the city of Sunaion on Sanghelios. Described by the Arbiter as the Covenant’s final stronghold on the planet, Sunaion had served as a bastion for the religion as much of the population of Sanghelios gradually swayed over to the Swords of Sanghelios. By this point, even before the death of Jul ‘Mdama, the Covenant had begun to splinter – one of the factions only CAS-class carriers was stolen by an Elite named Sali ‘Nyon and his forces who formed a whole new splinter faction, and as such the Covenant had truly descended from religious theocracy to deranged fanatical cult. By the time the Arbiter’s forces arrived at Sunaion, the Covenant had resorted to blaring loud transmissions through loudspeakers across the city, insisting on the supremacy of the Covenant faith as their fleet and army crumbled.

Aftermath

And thus ends the tale of Jul ‘Mdama’s Covenant. Whilst it seems fitting that the remains of the Covenant Empire would fight on to the bitter end, it may not be the end for the Covenant, as despite the death of Jul ‘Mdama, many faithful Covenant citizens still remain. Following the rise of Cortana’s Created at the end of Halo 5: Guardians, not much is known about the state of the Halo universe, although it is known that Cortana travelled to Balaho and managed to sway the Unggoy population to her cause, suggesting that she may continue where Jul ‘Mdama left off – as an opportunist who manipulates those who clung to the Covenant religion and fashions them into a military faction for power. Ultimately, Jul ‘Mdama’s Covenant proves the same enduring point that the Fall of the original Covenant did – that religious theocratic oligarchies are bad, especially when the leader happens to be a power-mad callous pragmatist willing to exploit the faith of their followers and achieve their goals regardless of the cost.

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Star Trek – Who Are the Cardassians?

Introduced midway through Star Trek: The Next Generation, the proud and draconian Cardassian race became one of the franchise’s most important factions during Star Trek: Deep Space Nine and went on to be as popular as classic Star Trek races like the Romulans and the Klingons. However, due to the fact that they were introduced to the series a lot later, and that they do not play a major role in any of the movies, The wider science fiction community has not been able to assimilate as much information about this species by osmosis as they have the aforementioned Klingons or the Borg. So for the benefit of those who are not as familiar with this fascinating species, we will be answering the question: Who Are the Cardassians?

To begin, let’s cover the basic details first – the Cardassians were introduced in the TNG episode ‘The Wounded’, a very influential episode in the show’s fourth season that also developed the backstory of popular character Miles O’Brien – so to say that this episode laid a lot of the groundwork for Deep Space Nine is an understatement. The episode establishes that the Cardassians recently fought a brief but brutal war with the Federation that ended following the signing of a treaty that established a shaky but lasting peace. However, a rogue Starfleet Captain and friend of Picard is convinced that the Cardassians are preparing for another war, and takes his ship on a vigilante mission to destroy as many Cardassian ships as possible whilst the crew of the Enterprise follow in hot pursuit, desperately trying to maintain the peace.

The political nature of a lot of the interactions between the Cardassians and the Federation in this episode would go on to establish a defining aspect of their personality as a species – snide, deceitful and callous but with an almost Machiavellian understanding of the intricacies of intergalactic diplomacy. Unlike the Romulans, who are almost all presented as being rude and crass in their xenophobia, the Cardassians often maintain a charming external visage when talking with their rivals that masks their sinister scheming. A perfect example of this is the Deep Space Nine character Garak, who weaves complicated webs of deception and engages in quick-witted diplomatic spats with other characters while wearing a devious wide-eyed grin. In some ways Garak embodies everything that defines the Cardassian psychology – he is almost transparently deceptive, but to the extent that it is often hard to know when he is actually telling the truth. However, what differentiates Garak from your average Cardassian is that he is eventually able to gain some facet of trust from the Federation.

One of the traits that Cardassians are best known for, particularly among Alpha Quadrant races, is their untrustworthy nature. Almost every race, even the Ferengi and the Romulans, regard the Cardassians as among the most untrustworthy races in the Galaxy. This is perhaps an unfair assessment, as even though Star Trek often utilises a simplistic ‘planet of hats’ style of species design, there have been examples of Cardassians that are honourable and trustworthy, but as a species they are defined by their guile and political double-dealing, which comes into play most commonly when they are negotiating with neighbouring civilisations like the Federation. But arguably their most notorious trait is their clinically efficient ruthlessness. In wartime, Cardassian soldiers are generally known for their sickeningly eager brutality, and no conflict better emphasises this than the Occupation of Bajor, the conclusion of which kicks off the plot of Deep Space Nine.

empok norDuring their time on Bajor, the Cardassians set up labour camps, executed and tortured prisoners, enforced martial law and essentially drained the planet’s resources – despite the fact that the Bajorans presented no threat to them whatsoever. This occupation had been largely ignored by the Federation, who have no authority over what goes on in Cardassian space, but following the Cardassian-Federation war the Occupation began to gradually decline until Cardassian authorities finally decided to withdraw. By this point, the Cardassians had almost completely reshaped Bajor both physically and socially. The once entirely peaceful and spiritual Bajorans had learned much of violence and brutality from their Cardassian occupiers, and as a result the post-Occupation Bajor was a very different planet. In fact, had it not been for a belated but honest intervention from the Federation, Bajor may have descended into despotism, and all because the Cardassians not only conquered the planet, but also unintentionally taught the Bajorans their ways.

Naturally, this attitude makes the Cardassians quite unpopular in the Alpha Quadrant. By the time of TNG, the Cardassians are perhaps the most aggressive military race in the Federation sphere, and would perhaps be one of the most dangerous in the Galaxy were it not for external threats like the Borg and the Dominion. For one reason or another the Cardassians are loathed by almost every other race – the Klingons mistake their guile for cowardice, the Federation races dislike the Cardassian’s aggressiveness and even the Romulans, who share many traits with the Cardassians, regard them as a brutish race. galor.jpgHowever, there is far more to the Cardassian species than guile and warfare. Cardassia Prime has seen its fair share of poets, artists and philosophers, all of whom were either devoted supporters of the Cardassian Government or had their works edited to make it seem as though they were. As an authoritarian society, Cardassians show little regard for democracy or even due judicial processes – all trials on Cardassia Prime have a guilty verdict pre-decided, the trial itself is merely a formality – and yet as a culture they are still capable of self-expression and creative flair, as shown by the intricate designs of their ships and space stations. Ironically, warfare does seems to be the primary source of Cardassian arts, although their stylistic architecture is seen on all of their ships, military or otherwise.

For more about the recent history of the Cardassians in Star Trek, a good place to start is Star Trek: Deep Space Nine, watching the series from start to finish tells you all you would ever hope to know and more about the Cardassians, particularly how they respond to threats both within and beyond their Empire. Also, the TNG episode The Wounded provides a comprehensive (though undeveloped, due to it being their first appearance) account of the antics of the Cardassians up until TNG.

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Star Wars: Jedi Knight II and Jedi Academy

As Star Wars games evolved and adapted throughout the late 20th century it was inevitable that eventually the games would take on a life of their own and become almost totally independent of the film series, and nothing is more telling of this than the success of the Jedi Knight series that focused almost entirely on characters that were never even mentioned in the original trilogy. Yet characters like Kyle Katarn, Jan Ors and Tavion have become just as synonymous with Star Wars for many fans as the likes of Han Solo, Obi-Wan Kenobi and Luke Skywalker are for fans of the movies.

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The Story

Both Jedi Knight II: Jedi Outcast and Jedi Knight: Jedi Academy have fantastic storylines set deep within the now ‘Legends’ canon – both games follow the story of Rebel Agent-turned-Jedi Kyle Katarn and his fight against the Reborn faction, led by Desann and later Tavion. The development of Katarn’s character is one of ‘Legends’ canon’s greatest achievements, and makes these games all the more interesting as we follow the adventures of one of the Galaxy’s most legendary heroes. The main antagonists of both games are the various Dark Jedi associated with the Reborn faction, notably Desann, Tavion and Alora, and games are also filled with various minor antagonists, obstacles and puzzles to overcome as the player explores the world of Star Wars post-Return of the Jedi. An interesting feature in Jedi Knight: Jedi Academy allows the player to create their own Jedi, who trains under Kyle Katarn in Luke’s new Jedi Temple on Yavin IV. Whilst Outcast‘s story is more linear, Academy allows players to choose their own missions whilst unravelling the game’s story and decide whether Kyle’s apprentice should stay on the path of the light or embrace the dark side, which gives Academy’s story two very different endings.

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The Multiplayer

By far one of the most memorable aspects of these games was the multiplayer, with maps like Death Star, Nar Shaddaa Streets, Vjun Sentinel, Taspir, Yavin Hilltops, and Coruscant Streets being among the more enduring and iconic maps in the series. Players have been able to use the game’s well-designed lightsaber combat system to create some quite interesting moves and strategies, which was further enhanced by Jedi Knight: Jedi Academy’s improved engine that allowed for double-bladed lightsabers and more advanced gymnastic Force abilities. Every map has a vertical element that can be used in conjunction with the almost limitless freedom that the hilariously overpowered Force Jump provides to take unsuspecting players completely by surprise, which is particularly rewarding in open maps with lots of ledges and platforms. As for the multiplayer setup, there are many different game modes to try, from Free for All to Capture the Flag, as well as modes designed around Star Wars battles in the movies like Power Duel and Siege. Even when playing solo, the game’s bots are challenging enough that it is still great fun.

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The Characters

A notable aspect of the campaign and multiplayer of the Jedi Knight series is the vast array of characters – particularly in Jedi Knight: Jedi Academy, in which an entire team can be made up of the various types of Stormtrooper in the game – and there are a fair few familiar faces from the Original Trilogy like Luke Skywalker, Lando Calrissian, Chewbacca and Mon Mothma. Like all good contributions to the Star Wars lore, however, the Jedi Knight series also has its own large cast of recognisable characters and this, coupled with Jedi Academy‘s character customisation option, means that players are never short of choice in multiplayer when it comes to characters. The voice acting in this game ranges from genuinely good to downright hilarious, particularly in Jedi Knight II: Jedi Outcast that has some funny dialogue but even funnier combat dialogue for the enemies.

jedi-knight-kyle-vs-desann.jpg

The Combat

It has to be said that one of the greatest assets of the Jedi Knight series is its combat mechanics, and even later Star Wars games like The Force Unleashed were never able to capture the simple-yet-effective approach that the Jedi Knight series took with its combat system. Lightsaber battles flow well and feel authentic – rather than having the player and the AI simply bashing sticks at each other until one of them drops dead, the combatants will lock blades and scoring direct body hits requires skill and precision. This means that each combat encounter feels like a mini-duel in itself, making the Jedi Knight games one of the quintessential Star Wars experiences for lightsaber combat.

There are other forms of combat present in the game too, however, and in some levels weapons other than the lightsaber are useful or even necessary. Jedi Outcast and Jedi Academy feature a diverse sandbox of weapons and each has a specific function – a Star Wars equivalent of a shotgun, sniper rifle and rocket launcher are all present to make the games accessible to fans of the first-person shooter genre. Like all good FPS games, gunfights in the Jedi Knight series are dependant on movement and good aim, but many of the guns are useless against lightsaber wielders. The game’s weapon sandbox truly shines in the campaign mode, particularly since players can either mince through legions of Stormtroopers with their lightsaber, use the various Force powers to easily sweep through encounters, or choose to play more fairly and switch to gunplay for a more challenging (but ultimately more rewarding) combat experience.

Many who played the Jedi Knight games regard them as among the best of the Star Wars video games, and for good reason. Whilst it may no longer be part of the Star Wars canon, Jedi Knight: Jedi Academy remains an essential Star Wars experience.

 

Star Wars: Obi-Wan – Original Xbox Game Review

Star Wars games are like Star Trek movies – they’re either really good or monumentally bad. Occasionally, though, you get something like Star Trek: First Contact, an exception among the norm of polarising quality that is good in some ways and terrible in others. For Star Wars games, that distinction goes to none other than Star Wars: Obi-Wan. 

Released in 2001, this game has been brushed under the rug for the most part in the wake of the release of later Star Wars games like Knights of the Old Republic, Jedi Knight II: Jedi Outcast, Star Wars: Battlefront and Jedi Knight: Jedi Academy that far outstripped it in terms of quality and fan reception. Nonetheless, there are still aspects of this game that are unique and interesting, and despite some obvious flaws it is still a fun Star Wars game.

obi wan swingin

The Controls and Mechanics

Speaking of obvious flaws, this game suffers from terrible controls and mechanics that, if corrected, would increase this game’s fun factor and replay-ability immensely. Some of the major issues include the fact that Obi-Wan himself injures far too easily, health is often hard to come by, many encounters leave the player overwhelmed and out of options, the camera controls are poor, and the lightsaber controls are awful.

In theory, the controls sound fun – you press the left thumbstick in the direction that you want Obi-Wan to swing his lightsaber, and he attacks in that direction. Unfortunately, the mechanic is implemented into this game without any real thought or care, and it often makes encounters far harder as that extra layer of precision needed to effectively block and swing often cause unnecessary damage to the player.Thankfully, never repeated in any other Star Wars game on consoles.

Speaking of which, the health system in the game required the implementation of a ‘Force Heal’ ability – many levels are made far too difficult with the lack of flexibility and overly harsh punishment of bad strategy. If Obi-Wan had regenerating health, or the ability to heal himself with the Force, it would make the game more fun to play.

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The Level Design

Moving on from the Achilles Heel that this game suffers from, the level design throughout is actually quite good. Aside from a few clunkers around the Naboo sections in which it can be difficult to easily see which is the correct path, often the levels are large and expansive enough that exploration is rewarded, something that is often valued in action-adventure games.

The is also some great variation in the location and style of the various levels – one is set on a skyscraper and involves a lot of vertical gameplay, another is an expansive exploration of a sinister swamp, and of course the iconic locations of Naboo, Tatooine and Coruscant make an appearance.

There are several instances of the level design showing considerable neglect, however, such as the the missions in the Trade Federation Control Ship that essentially amount to repeating corridors and the dozens of times you are catapulted back to Coruscant to face several functionally identical Jedi Masters in the same bland arena.

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The Story

Interestingly, Star Wars: Obi-Wan tries to expand on the story of The Phantom Menace, to the extent that it is several levels in before we reach the opening of the first Star Wars prequel. The game adds in a few interesting plot developments, such as how the Black Heth and the Jin’ha are in secret cohorts with both each other and the Trade Federation, how Queen Amidala was briefly kidnapped by Tusken Raiders whilst Qui-Gon first encountered Anakin, and how Obi-Wan and the others managed to sneak back into the Naboo city so easily.

The game also adds other tantalising mouthfuls of pre-prequel lore in the form of Obi-Wan and Qui-Gon’s conflict with the Black Heth and later the Jin’ha. An odd quirk with this game is the voice acting – Obi-Wan has a Scottish accent and talks like he has a blocked nose for some reason, and many of the game’s NPCs sound as thought they are delivering their lines at gunpoint. Then again, it is that easy to accidentally kill NPCs that maybe they are right to be scared of this poorly-rendered Obi-Wan imposter.

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The Enemies

Star Wars: Obi-Wan has a vast variety of enemies spread across its various levels, from Battle Droids to Tusken Raiders. If this game does anything well, it’s keeping the encounters varied and interesting. The earlier levels see Obi-Wan go up against simple thugs, which later evolves into a conflict with the more advanced Jin’ha soldiers. By the time the player encounters the Trade Federation, they will already be veterans with the game’s unique combat system, and even after the game intersects with the story of The Phantom Menace it finds ways of introducing new enemy varieties – the Tatooine section that pits Obi-Wan against Tusken Raiders is a notable example of the game throwing a curve-ball at the player with its unique variety.

To Conclude

Maybe Star Wars: Obi-Wan isn’t as bad as everyone remembers. Whilst it does definitely suffer from poor mechanics, the game is enjoyable if it’s flaws can be overlooked. Although it is not among the best of the Star Wars games, it is still among the more interesting side of the Star Wars game pantheon.

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Doctor Who – Who is the ‘Best Doctor’?

Looking around the internet for polls or lists on the topic of ‘Best Doctor’ in Doctor Who is essentially the equivalent of opening the Whovian equivalent of Pandora’s Box. Not only will any given list undoubtedly be wrong because it contradicts your own predetermined idea of who the Top 5 Best Doctors actually are, but any such list or poll that has a readily accessible comments section will, without fail, erupt into a war zone of competing opinions. But ultimately, is this all totally futile? How can anyone determine who the ‘Best Doctor’ actually is? What criteria do you use? Surely anyone who tries to rank the Doctors will be confounded by their own personal bias? To analyse this issue, I will be focusing on several trends that I often see in these lists that, whilst not necessarily unpopular, can be criticised nonetheless. To begin, a trend that disappoints me more than any of the others…

five ish doctors

The 80s Doctors are Always at the Bottom

The more mainstream lists on outlets like WhatCulture and the Radio Times obviously try to stir up as little controversy as possible with their lists. Unfortunately, this also means relegating the more unpopular Doctors to the bottom of their lists, notably Peter Davison, Colin Baker and Sylvester McCoy. At first glance this does seem to be the most logical move – their eras were mired with production issues, inconsistent storylines and direction from a certain John-Nathan Turner that ran the show into the ground thanks to the extreme bias of Michael Grade, Margaret Thatcher’s puppet in the BBC. But when assessing who is the ‘Best Doctor’, should outside factors like production value and relative success of the seasons factor in? After all, anyone who has seen any of Sylvester McCoy’s episodes will agree that he makes a fantastic Doctor – in fact in the 1990s, during the wilderness years, he consistently topped polls of ‘Best Doctor’ because fans of the show were genuinely devastated that it had been cancelled – Seasons 25 and 26 were a notable improvement over their predecessors and it has essentially been confirmed now that Grade cancelled Doctor Who in the 80s based primarily on his own personal bias against the show, and little more.

Similarly, Peter Davison enjoyed a fairly successful run as the Doctor, with episodes like The Caves of Androzani, The Five Doctors and Earthshock being among the shows most popular DVD releases, even today. He was almost the ‘David Tennant’ before David Tennant was the Doctor, in that he was a younger, more energetic Doctor who was popular among female fans. Interestingly, David Tennant himself has stated that Davison was his primary inspiration for how he handled the role of the Doctor, and maintains that Davison is one of his favourite Doctors, so it seems ironic that he would consistently come at the bottom of more recent ‘Best Doctor’ polls. The oddball in all of this is Colin Baker who, unfortunately, is more justified in coming near the bottom of the polls – whilst he enjoyed an excellent run of Big Finish audios, it is understandable that they do not factor in as audiobooks are arguably the most niche of the Doctor Who expanded media, and his televised episodes are among the classic shows weakest, although there are some standout entries. The question remains – why the bias against 80s Doctors? It could mostly come down to taste – whilst 80s Who has some fantastic storytelling, the production values do let the show down in the eyes of many fans, and in the end the decision comes down entirely to personal taste. John-Nathan Turner’s campy style of set and costume design do not sit well with modern audiences, particularly compared to the more extravagant NuWho. One cannot help but shake the feeling that Doctors like McCoy and Davison coming bottom in the polls is down to little more than ignorance, however, since fans of NuWho are less and less likely to give their eras the chance that they deserve.

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The Relative Positions of Hartnell, Troughton and Pertwee

This one is entirely dependant on the list in question, since some revere the position of Hartnell’s Doctor as ‘the one that started it all’ and others are based solely on fan voting input, which unsurprisingly gives Troughton a boost. In many ‘home made’ lists, however, particularly those made by fans who have self-confessed to never having seen any Classic Who, Hartnell and Troughton are used as ‘filler’ for the lower end spots despite their relative popularity. Whilst this may come as a surprise to some, Patrick Troughton in particular in one of the most popular Doctors, despite the fact that his era has huge gaps due to missing episodes. Stories like The Power of the Daleks, The Tomb of the Cybermen, Fury from the Deep, The Mind Robbers, The Invasion, The Evil of the Daleks and several others are considered essentials of Doctor Who’s monochrome era, and yet Troughton’s position in polls fluctuates more often that Steven Moffat’s script quality. Why is this?

Again, it comes down to simply ignorance. Many fans are put off by Classic Who as it stands and so are even less likely to watch Classic Who in black and white, regardless of how well the episodes are received. Still, at the end of the day, it’s their loss, and the relative position of Troughton on ‘Best Doctor’ lists has become a sort of litmus test for stalwart 60s Who fans to determine the extent of Classic Who that the creator of the list has actually seen, for better or worse.

Unfortunately, a similar occurrence mires Jon Pertwee’s era, which is due in part to the format changes that occur during this time – grounded on Earth for his first few seasons, Pertwee’s Doctor foregoes a lot of the space-time exploration to instead hold his ground on Earth, working with UNIT to fight off many alien invasions. The show morphed into more of a James Bond meets X-Files theme, as Pertwee’s Doctor took a more physically violent approach to dealing with menacing aliens, most notably his use of kung-fu and the occasional stolen alien blaster to dispatch his foes. Pertwee’s era also introduced us to fan-favourite companions like Jo Grant and Sarah Jane Smith, so the impact of thie era cannot be underestimated. Another factor to consider in his era is the introduction of The Master, and Roger Delgado expertly fills the role of the Moriarty to Pertwee’s Holmes. It’s great fun, but again, it comes down to personal taste – and it would seem that more recently the odds have not favoured the Third Doctor in fan polls, despite some genuinely fantastic episodes in his era like Frontier in Space, Terror of the Autons and The Time Warrior. 

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David Tennant at the Top

One of my previous articles on David Tennant may have given the impression that I don’t rate him very highly as a Doctor, but that isn’t the case. David Tennant was the Doctor that I grew up with, along with Eccleston and McCoy, so in many ways he is ‘My Doctor’, and I look on his era with fondness, despite the disproportionate amount of criticism that I dish out against it. Regardless, it does not sit right with me that Tennant regularly tops lists of ‘Best Doctor’ – obviously he is a lot of people’s favourite Doctor, that much is clear, but it seems that a lot of lists put him at the top to avoid controversy rather than to actually celebrate him as a Doctor. After all, his run was good, but was it consistent? Tennant took the Doctor to a dark place, essentially transforming him from a simple space-time traveller into an allegory for Space Jesus, with prophetic (and shamelessly and tediously repeated) arc words of his death, many episodes before it actually happened. Russell treated the end of his run as if Doctor Who itself would die with the Tenth Doctor, and unfortunately as a result many fans turned off when Tennant left, buying into the hype.

David Tennant played the Doctor well when he was actually playing The Doctor, but a big problem with his characterisation is that he would often forget who he was playing. For the self-proclaimed ‘Man Who Never Would’, Tennant’s Doctor dabbled in an inordinate amount of genocide, cold-blooded murder and insane megalomania, which in many ways unravelled his mandate as the Doctor in a way that most other actors who played the role did not have to contend with. It is also impossible to ignore that whilst Tennant had a handful of stellar episodes like The Girl in the Fireplace and Midnight, he also played host to many of Doctor Who’s most embarrassing episodes, ones like Fear Her, Love and Monsters, The Unicorn and the Wasp, Partners in Crime and New Earth. Again, this is down to personal opinion, but if people who have never even seen the majority of Doctor Who can attempt to rank the Doctors based on anecdote, rumour and affirmed negative consensus, then I can objectively rank episodes of David Tennant’s run that I feel are bad, thank you very much. Is Tennant a popular Doctor? Yes. Is he a good Doctor? Yes. Is he the best Doctor? Doubtful.

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Baker and Smith, the old Second Best

In light of the ‘Tennant Problem’, more self-aware lists have deliberately denied him the top spot in favour of an equally safe alternate choice for number one – Tom Baker or Matt Smith. The word ‘overrated’ is often thrown around to refer to the trio of Baker, Tennant and Smith, but this isn’t entirely fair – all three have legitimate reasons for coming in the top five, as they are all brilliant actors – if anything the continual reappearance of any of these three in the top spot has just become annoying, mostly because, as anyone who has seen most of Classic Who will tell you, all of the Doctors are played by brilliant actors. After all, this entire issue comes down to personal opinion, both in how you rank the Doctors and also how you decide the criteria for ranking the Doctors. Target Audience is a massive factor too – ask a group of hardened Big Finish fans to rank the Doctors and Tennant will undoubtedly come near the bottom, with Colin Baker usually appearing near the top. Ask the same of a group of NuWho fans and the positions will be reversed. So why not shake things up a bit?

If it has just become the norm to always put Tennant at the top, Smith and Baker in second and Davison, McCoy and poor old Colin at the bottom, then what is even the point of doing a ‘Best Doctor’ list at all? Fans could debate endlessly over the fact that McCoy is an underappreciated gem, or that Colin Baker is much better in the audiobooks, or that David Tennant is overrated, or that NuWho is better than Classic Who, or whatever the debate happens to be, but at the end of the day, there will never be a consensus. And why is that?

Well, its because Doctor Who is so vast and so diverse, and it spans such a colourful and controversial history that it has attracted fans of all different walks of life from all over the world, and getting such a huge amount of individuals to agree on such a widely spanning range of different factors is simply impossible. After all, how many other shows have such a diverse audience? To many, the Doctor Who fandom comes across as more like a religious cult than a fanbase – and their religion has many different sects, each with their own unique beliefs and customs. Big Finish fans, NuWho fans, Moffat fans, Davies fans. Classic fans – they are all fans of Doctor Who for different reasons, they all enjoy the same franchise via radically different mediums, and many cross over many of these – I consider myself to be a member of all of these creeds, some more than others, so within the fanbase I find my loyalties divided – but at the end of the day, one must remember that all of these factions come under the monolithic umbrella-term of simply being a Doctor Who fan – something that requires dedication but is an enormously rewarding experience. So if NuWho fangirls love Tennant, let them. If Big Finish fans love Colin, let them. And I’ll happily enjoy Sylvester McCoy episodes in spite of where he might rank on ‘Best Doctor’ lists, like many more who are certain, regardless of what anyone else says, that whoever happens to be ‘their Doctor’ is the best.

So there’s my rambling thoughts on the idea of the ‘Best Doctor’, if you enjoyed then be sure to leave a like and you can follow us either here or on Facebook for more content like this. Thanks for reading!

 

 

 

Doctor Who and Gothic Fiction – Part 1

For a piece of fiction to be Gothic, what criteria, if any, must be met?

When one thinks of Gothic, often our thoughts go to one of two things – Gothic Horror, and Gothic Architecture. But whilst both of those things derive from the essence of what the nature of Gothic is, neither fully explore or explain what truly makes something Gothic, because there is no clear method of distinguishing one way or another. Gothic architecture is Gothic because it conforms to a set of styles commonly associated with the architectural style, a Gothic Horror is a Gothic Horror because it uses one or more Gothic elements in it to define what it is and how it appears to the audience. But getting to the root of the topic, defining what Gothic actually is, can be difficult.

It is because of this that many pieces of fiction can be described as Gothic even if the work itself contains none of the stereotypical Gothic tropes such as gargoyles, castles, ghosts or graveyards. For something to be ‘Gothic’, it must inspire a particular feeling in the viewer, as Gothic fiction creates an atmosphere of unease, tension and even paranoia, and deal with dark themes with deep psychological undertones that aim to give the audience something to think about. Often Gothic stories will feature a monster, usually male, pitted against some form of Gothic heroine – but even this is not clear-cut, as heroines in Gothic fiction can be anything from a damsel-in-distress to a sociopath.

So how does this link to Doctor Who? Well, in more ways than you might expect.

Doctor Who is a very Gothic work of fiction. It has used Gothic elements almost since its first episode, and there have been periods in Doctor Who’s history where the show seemed to turn from whimsical science-fiction adventure to haunting Gothic-horror style tales of monsters, dark deeds, terror, and betrayal. As is the nature of Doctor Who as a show with a perpetually changing identity, Gothic elements haven’t always been at the forefront of how the show presents itself, and there have also been periods in the show’s history where it seems as if it couldn’t be any less Gothic. But deep-rooted in the show’s collective consciousness there is a drive to constantly return to a ‘neutral-state’ of Gothic horror, to the point that episodes that are less Gothic feel that little bit less like ‘true’ Doctor Who.

To map out the evolution of the relationship between Doctor Who and Gothic fiction, it is necessary to isolate three distinct phases in the show’s history in which Gothic elements are at their most obvious. The first phase began when the show was in its infancy, and only appeared sporadically in the turbulent times of Seasons 1 and 2 when the show was first finding its feet. Despite being a program designed specifically for children at the time, William Hartnell’s era of Doctor Who dabbled a fair amount in the genre of Gothic Horror. This may come as a surprise to modern viewers, many of whom have come to consider Hartnell’s era boring, outdated, or at the very worst, irrelevant. And yet here, in the show’s earliest days, there are examples of a genuine Gothic feel to Doctor Who that began here and spanned over 50 years.

Of all Hartnell’s episodes, one in particular stands out as truly Gothic. The first is The Rescue, a short but shocking two-part story in which companion-to-be Vicki, having crashed on a hostile planet rife with danger, must care for the only surviving crewman whilst simultaneously tolerating the constant demands of a local alien warrior. Vicki fits the profile for a Gothic heroine – she is an orphan, trapped in unfamiliar territory by a monster who appears half-man, half-monster, and she appears helpless to resolve the situation and so must constantly sit by the radio of the ship and hope for rescue. The ship itself also embodies many elements of a Gothic setting. The warped hull, rotting and torn-down panels coupled with collapsed beams and a claustrophobic interior make it an ideal Gothic setting. The final act of the story sees the Doctor facing off against the alien in a cavernous underground occult church and, for the native aliens and the humans, the reveal at the end of the episode cast doubt over who is really man and who is monster.

This is only one example of many early Doctor Who stories that are driven by unmistakable Gothic elements, with other examples including The Dalek Invasion of Earth, The Crusade, The Tomb of the Cybermen, The War Games, and of course The Dæmons. In its early days, however, Doctor Who still for the most part adhered to the pretense of being a show for children but, during the transition between the Third and Fourth Doctors in 1974, the writing team decided to take the show down a different route. Philip Hinchcliffe and Robert Holmes began an era of Doctor Who that is most certainly Gothic, and is often considered to be the first Golden Age of Doctor Who for its quality of scripts, actors, sets, but most importantly, atmosphere.

In Part 2 of this article, I will discuss in depth the Gothic elements present in Seasons 12, 13 and 14 of Doctor Who and discuss what it is about the Gothic nature of this era that makes it so well-remembered, well-loved and well-respected even now, over 40 years later.

 

Death to the Daleks! – Are the Daleks still relevant in the 21st century?

When listing monsters from Doctor Who that are considered ‘scary’, there are dozens of examples of original monsters that are specifically designed to invoke fear in the viewer. Monsters like the Silence, the Weeping Angels, the Haemovores, even the Cybermen in their original form (although I’ve already done an entire article about that). However rarely will you ever hear anyone in the modern era list the Daleks among their picks for scary Doctor Who monsters. It is true that the Daleks used to be scary: the infamous ‘hiding behind the sofa’ catchphrase that is often seen in the papers when referring to Doctor Who is said to have come about due to 1960s children and their fear of the Daleks. This seems almost comical by today’s terms: the Daleks don’t look scary, but even something as ridiculous looking as the Stormtroopers from Star Wars can appear menacing if they are used correctly, and the Daleks have been menacing in the past, even in NuWho. But scary? Not really. But why is that the case?

One of the most important things to consider when assessing any villain is what kind of message the writer of the story is trying to relay to the audience through their villains. A villain can be used to demonstrate the worst of a political or religious ideology, they can be used to critique society through their actions, or they can be used as a means of forcing the audience to face the mirror, to see how humans affect the environment, animals, or indeed each other. When Doctor Who first aired in 1963, Britain was a very different place from what it is today. The Second World War was a recent memory; for many it was an experience that affected them personally in some way or another. The aftermath of the war lingered over the heads of the citizens of the nation for decades, and the Daleks perfectly captured a very specific fear that had begun to root itself in the hearts and minds of the British people: a fear of Nazism.

The creator of the Daleks, Terry Nation, was very specific about the exact nature of Dalek psychology and philosophy. The Daleks are driven by a pure, unadulterated hatred of all living things that are not Dalek. Their hatred of all other life parallels the classic representation of the Nazis, and Terry Nation harnessed the national fear of Nazism that erupted as a result of World War 2 to essentially create a fictional representation of the ultimate form of Nazism – and in so doing made the Daleks perfectly terrifying for audiences of the day. The Daleks were scary because they killed people – without mercy and without cessation. The Dalekmania that gripped the nation in the 1970s seems almost obscene to those in the know, since the Daleks essentially represent the ultimate in racial cleansing – their doctrine does, after all, involve total extermination of all life.

But times change. And as times have changed, the Daleks have not. Their physical design has been updated, the effects are better, the voices sound clearer and more menacing, and they have appeared in NuWho almost as much as in the Classic series – but they have adhered to the same ideology that Terry Nation wrote for them in 1963, and for whatever reason, people being mercilessly killed doesn’t seem to scare people the way it used to. So as a result of this, the Daleks – and their menace – faded from the public consciousness. To a 21st century child, the Daleks are not scary – and that in itself is pretty scary. You can argue that a child in the modern era will never be scared of a bulbous, practically immobile talking wheelie bin, but the physical appearance of the Daleks is irrelevant. They could just as easily be black-clad armoured troopers, or axe-wielding psychotic maniacs, or take the form of the Easter Bunny: it is their motives that makes them scary. Like the Blackshirts, the Nazis, the Klan or the Stormtroopers, the Daleks don’t care that people think they look stupid – one even says so in Doomsday. They just want to kill you. Whoever you are, wherever you live, no matter your race, gender, appearance, religion – they just want to kill you. How is that not scary?

The answer is apathy. People today – particularly children – have lost the fear of Nazism that was so quintessential to the British way of thinking in the 20th century. We see this all the time, with Nazis and other fearsome 20th century factions being seen today as a comedic device. Even Doctor Who itself is guilty of this. Anyone remember that episode where they crashed the TARDIS in 1930s Berlin and stuffed Hitler into a cupboard? The fear factor is gone, and in a way it’s our own fault. We laughed at the Nazis during the war out of fear; we laughed at the Nazis after the war out of relief. We laugh at the Nazis now out of apathy, a sheer ignorance to their true nature. And the same can be said for the Daleks.

So how can this be reversed? And more importantly – why should it? Surely its a good thing that the world has moved on, and that we have reached a point in time where we can live free of fear, free to point and laugh at those evil, stupid-looking fools from a century long departed. Perhaps. But we must also be cautious that fascism doesn’t take advantage of our lapse in fear and take the opportunity to sneak back into a society that firmly rejected it nearly 100 years ago. At the beginning of this article I spoke briefly about how if a good villain is used right then it can plant seeds of ideas in the minds of the audience, and the Daleks should be used in this way once again. They have proven they can be menacing, but we need them to be truly scary again, now more than ever, and that is where the relevance of the Daleks in the 21st century lies. They exist as a cautionary tale, regardless of what era you watch them in, but what is required now is for the writers of Doctor Who to take responsibility for this, to amp up the fear factor of the Daleks using any means necessary so that they can truly fulfill their function of making people fear Nazism, and indeed any extremist ideology – as Terry Nation intended, and as our society today desperately needs them to.

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