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Spoilers Star Trek: Prodigy 1x17 - "Ghost in the Machine"

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It had shades of The Killing Game and Emergence to me, as both had the strange juxtaposition of numerous holodeck scenarios.
Which is probably the point, since this is introducing a new audience to these concepts that would be old hat and ho hum to the standard Trek fan.
 
An okay, but ultimately creatively bankrupt episode. That this series is just a kids show is becoming more apparent with time, as until the final three minutes or so there's nothing here other than repackaging elements of the classic Berman Trek "holodeck episode" for kids. It's got everything, from the safeties being off, to the arch not coming, to elements from multiple simulations getting thrown together. The only thing which really makes it fresh is the kid-friendly patina pasted over top of it. There's not even anything resembling character focus or coherent character arcs here, only a few character moments. The banter is fun, but...that's about it.

The last few minutes somewhat salvage the episode, as the idea that holo-Janeway was always corrupted is an interesting one, and it helps bring the season arc forward a bit. Though it does bring up questions, like why her sleeper code hadn't activated earlier in the season. Still, at least it means this side quest actually had some greater meaning in the overall plot of the show.

I was a bit disappointed that immediately after seeing VADM Janeway incapacitated, we get a holodeck episode... but upon reflection, and given the revelation/confirmation that holo-Janeway's code was compromised by the living construct, the whole jumbled holo-mess did make sense.

Unfortunately, there's only so much character development you can get when the purpose of the holoprogorams was to keep the crew pre-occupied indefinitely and virtually on the run... plus with only 25 mins to tell the whole thing...

As for why holo-Janeway's sleeper code hadn't activated earlier in the season... this was explained that as long as the crew wanted to get the ship back to Starfleet, the construct would be able to get the job it was programmed to do.
It wasn't until the kids/crew collectively GAVE UP going to UFP/SF that the sleeper code took over, because the mere possibility for the ship to return was taken out of the picture at that point.

Holo Janeway couldn't really do things herself (at least not without command authorisation).

Its also possible that this situation with Prodigy and holo-Janeway lead to SF's eventual decision to prohibit full integration of AI into the ship's system as we saw in the 32nd century. The possibility for corruption from opposing enemy which could corrup SF technology like the Vau'Na'Kat living construct did to the point of self-destructing itself with the relay station would be unpleasant to say the least.
 
As for why holo-Janeway's sleeper code hadn't activated earlier in the season... this was explained that as long as the crew wanted to get the ship back to Starfleet, the construct would be able to get the job it was programmed to do.

It wasn't until the kids/crew collectively GAVE UP going to UFP/SF that the sleeper code took over, because the mere possibility for the ship to return was taken out of the picture at that point.

Did the crew collectively give up? That isn't my recollection of what happened in the opening act at all. One of them (maybe Gwyn) mused they should give up, and the rest were like "hmm..."

I just feel like a compromised Holo-Janeway should have been goading them more directly into direct contact for awhile now. Maybe I need to rewatch the last few episodes to see if any breadcrumbs were dropped.
 
I think creatively bankrupt is way too harsh. It's a kids show, introducing Trek concepts to a new, young audience. Throw in a legitimately engaging plot for the older ones (like us) and it's pretty darn impressive.
I think it was actually very creative, as it gave us glimpses into the characters psyches, and managed to surprise me with the reveal about Janeway. Initially, i was disappointed with the prospect of a holodeck gone haywire story (Ugh, of course the safeties got turned off), but the reveal of what was going on justified it completely.
I'm increasingly impressed with this show every week. It, Lower Decks, and Strange New Worlds have demonstrated you dont need to tear everything down to make modern, compelling Trek stories. You just need, surprise surprise, good stories.
 
I would have preferred to see more of Rok-Tahk's simulation other than the few Hatchimals/Shopkins-style creatures. She's really the only little kid on the show, and aside from Flotter in VOY, we really haven't seen little kid holodeck programs. Seeing it go awry would have been great.

The suggestions we got of what her program was like reminded me a lot of the tabletop RPG "Monster Care Squad."
 
One thing I don't get...

If Janeway was programmed to intervene if they decided not to go to Starfleet, why didn't she do so a few episodes back when the kids abandoned the Protostar and buried it under the snow and looked for another ship to the Federation.

HoloJaneway could very easily have taken control then and flown the ship, sans crew, straight to the Dauntless.
 
One thing I don't get...

If Janeway was programmed to intervene if they decided not to go to Starfleet, why didn't she do so a few episodes back when the kids abandoned the Protostar and buried it under the snow and looked for another ship to the Federation.

HoloJaneway could very easily have taken control then and flown the ship, sans crew, straight to the Dauntless.

Back then, the kids were still trying to get to UFP and would have tried to warn SF about the Living Construct. Had SF received the message, they would have investigated it (albeit carefully) and the construct would have still gotten its chance to do what it was programmed to do (because SF would want to get the Protostar back after all).

Plus, she had no command level authorization.
Its also possible the sleeper code was set to go off when specific parameters (or close enough that we might not know) were met.
 
Back then, the kids were still trying to get to UFP and would have tried to warn SF about the Living Construct. Had SF received the message, they would have investigated it (albeit carefully) and the construct would have still gotten its chance to do what it was programmed to do (because SF would want to get the Protostar back after all).

Plus, she had no command level authorization.
Its also possible the sleeper code was set to go off when specific parameters (or close enough that we might not know) were met.

Yes — the plan was to bring the Federation to the ship, and we later learned it’s Starfleet protocol when there are conflicting reports to seize the ship and download its logs, which would have resulted in disaster. HoloJaneway knew that, consciously or otherwise. It would have achieved the Construct’s objective.
 
Oh no, a trapped in the holodeck episode!

First real downer of the series, extremely obvious and formulaic. Giving a 5 only because the beginning and the end were good and the visuals were outstanding as always.

I only hope that this and the previous episodes aren’t the symptoms of the same illness that befell Discovery season 4: too many episodes for too little story.
 
Especially as an introductory series.
I hate to read spoiler threads before I have seen an episode, but this episode is late on my Paramount+ app and I could not help but ‘peep’ . :shrug:

If this is indeed an introductory series, then where are the Prodigy episodes involving Seven of Nine and the Fenris Rangers? This would make for a good backstory for the Seven of Nine spin-off. We could also find out why Seven of Nine and Janeway fell out.
 
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