What’s up with the identical obelisks in Star Trek?

Preserver obelisk in Star Trek E03E06 The Paradise Syndrome

WARNING: This post contains possible Star Trek Discovery spoilers.

I admit it. I’m a bit of a Star Trek nerd. I’ve watched every episode of every series, sometimes many times over. I grew up on the adventures of Kirk, Spock, and McCoy on the USS Enterprise. Now that Star Trek Discovery is deep into its second season, I’m completely hooked and linger on every detail.

For example, I need to know about the obelisks. As Jerry Seinfeld might say, what’s up with the obelisks? In our latest episode, Saru returns to his home planet, where the planet’s dominant species, the Ba’ul, use obelisks to exert power over Saru’s species, the Kelpians. Haven’t we seen that obelisk before, though?

Three appearances of a Preserver obelisk in Star Trek. Click to embiggen.

In fact, we have. In the original Star Trek series episode “The Paradise Syndrome”, a giant obelisk protects an idyllic planet of humans from collisions with asteroids (“I… am… KEE-ROK!”) It’s identical to the Ba’ul obelisk.

Spock eventually interprets some of the text inside the obelisk: the obelisk is one of many referred to as Preservers. The race that created them uses the Preservers to protect races in danger of extinction. (Source: Memory Alpha)

But wait! There’s more! In the third episode of Star Trek Discovery, Michael Burnham is shown a series of images from around the galaxy by way of the mycelial network. One of those images is of a landscape with the same obelisk that we saw in “The Paradise Syndrome”. Captain Lorca describes that landscape as “the moons of Andor”.

For whatever reason, the obelisk used by the Ba’ul to subjugate the Kelpians is the same as the previous obelisks, but inverted.

What can we infer from this? Is it merely Discovery series artists making an homage to the original series? Or are the writers building a connection between the Ba’ul obelisks and the Preservers? So far this season has been about pursuing the “Red Angel”, a powerful being that moves through time and space to preserve races from extinction.

Hey. Wait a sec! That’s exactly the same purpose as the Preserver obelisks. Is it a surprise, then, that the Red Angel appears in the same episode as Preserver obelisks? If there isn’t a connection between Preservers and the Red Angel, I’ll be very disappointed with the Discovery writers.

Alexa, turn on the lights. Alexa?

We’ve all seen the ads on TV and the web showing happy people asking their Amazon Echo for something. “Alexa, call Susan.”  “Alexa, play The Black Keys.” “Alexa, turn on the lights.” “Alexa, give me a foot rub.” (Note: Alexa does not do foot rubs.)

A money-eating waste of time, technology, and hours of my life.

This, I thought to myself as I ordered one, is The Future™ at last!

It is not.

I spent the weekend trying to learn Alexa’s language. If you phrase your request even slightly wrong, it will either say it doesn’t know how to do it or just do nothing.

“Alexa, turn on the lights,” I say, enunciating clearly.

After a moment of lights spining and flashing: “I don’t know how to do that.” Grumble, grumble. I try again.

“Alexa, turn on ‘My Lights’,” I say, since that’s the name I gave to my lights.

Flashing, spinning. “Okay,” she says agreeably. Great, I think. Now we’ll see some—

Nothing happens.

Similar conversations went on all weekend. At it’s worst, I was listening to CBC Radio and Alexa thought it heard the command to turn off the lights. I was plunged into darkness. As I told CBC’s Stephen Quinn,

I’m not an expert in usability (actually, I am a bit), but I think there might be a bit of a weakness in Echo’s voice interface. It usually takes two or more tries to get a command right, if it works at all, but it will interpret random conversation as commands.

And then, to top it off, last night it decided that it couldn’t connect to the Internet. All of my other devices were fine, but my Echo couldn’t figure it out. I actually had to use light switches! Barbaric.

I need to unwind. Alexa, play some classical music.

“I’m sorry. I can’t find anything called ‘classical’. Would you like to listen to ‘William Shatner – The Transformed Man’?”

No! Alexa, you’re useless. And turn on the lights. Fine I’ll do it myself.

Ubisoft mix up gives hundreds early access to Star Trek VR game

Ubisoft’s Star Trek: Bridge Crew releases Tuesday, May 30.

It’s like Santa showing up two days before Christmas with exactly what you asked him for. This morning, virtual reality fans woke up to discover that this week’s big VR title, Star Trek: Bridge Crew, was available for purchase and download. Discord user Erthican posted the news:

Some boldly went too soon. (image credit: Ubisoft)

Star Trek Bridge Crew is available now for Oculus Home through Ubisoft’s website, instructions to get it ready to go are pinned here. We have members online and playing, looking for crew, and loving the game already. Looking forward to meeting you on the bridge!

New spread quickly to Reddit. Apparently, it only worked for users in the US and Canada, but of course a VPN comes in handy for other countries, notes Redditor, Decapper:

Just vpn to USA, you can download from U.K. Once you get key then you just need to vpn again to login. That it close vpn and play

It wasn’t long until reports of amazingly immersive gameplay rolled in:

image credit: Ubisoft

i get a total nerd thrill out of saying out everything i’m doing like i’m on the show :stuck_out_tongue: plus theres an absolute joy in not taking action you know you need to take because you havne’t been ordered to yet…
like when i was at tactical and we were headed towards mines but i didn’t get permission to fire yet and the captain was in the middle of talking so i just had to sit and watch them get closed until he was done so i could get permission [Discord user Rotalumiz]

And then the fun came to a sudden, abrupt end, when suddenly activation keys stopped working, and installed copies of Star Trek: Bridge Crew vanished from their Oculus Library. Poof!

So what happened? A Redditor and apparent Ubisoft rep, UbiCeeCee, posted an explanation:

Some players have received access to Star Trek: Bridge Crew prior to the official launch of May 30th. We have since followed up with how these were distributed and corrected the issue. As a result of this correction, if you receive an Oculus key early and try to redeem it, you will get an “unknown error has occurred when redeeming this code”. This is normal and you will be able to redeem your code when the game goes live at 12:00am EST on May 30th. We’re sorry for any confusion or inconvenience this may cause. We looking forward to seeing you all in the Trench on Tuesday

So the wait continues. But we have this description from YesICannabis420 to whet our appetite:

I have successfully completed a few missions with a brave crew and a fantastic captain, bumbled through captaining a mission myself, blown up Klingons and disabled engines on a freighter…

The response from players so far has been overwhelmingly positive in terms of the actual gameplay and general Star Trek feel. I for one feel like a dream has come true.

Wow. Ow! Or, “A day with Oculus Rift”

Disaster Area’s blacker-than-black stunt ship

My new Oculus Rift arrived by Canada Post on Friday afternoon. It’s elegant, packed with high-tech optics, and — like Hotblack Desiato’s stunt ship in Douglas Adams’ The Restaurant at the End of the Universe — it’s so black your eyes just slide off it. Every part of the Rift VR headset, including the packaging, is elegant, solid, and so very, very black. On the top of the box is embossed the black, sideways “O” of the Oculus logo, which is somehow even blacker than the surface of the box. I knew I had something good.

Black on black. An Oculus Rift in its box.

Setting up the Rift is made easy by a setup wizard, which uses a combo of drawings and video to walk you through everything from pulling the protective film off various surfaces to positioning the motion sensors correctly. As a tech writer, I appreciate clear, concise instructions. Oculus clearly hired some talented people, because the Rift user manual is a pleasure to just look at. But enough about the instructions. Let’s get to the good stuff.

What Rift apps have I tried in my first day? Among the free apps included with it is a short, but wonderful demo called First Contact. The lights come up on the inside of an RV/mobile home that’s just packed with broken and worn out bits and pieces of computer and robotic technology. Helped by a little robot buddy, I learned how to pick up and manipulate objects.

And punch furniture.

That last one isn’t part of the simulation. Immersed as I was in a virtual space, I forgot to be cautious about reaching quickly to grab something in virtual space only to skin my knuckles on a set of very real shelves.

Ow.

The feeling that you’re in a real space is overwhelming. You’re not just watching a computer simulation. You’re in it. You’re part of it. And when you remove the headset, you feel like you’re returning home after travelling somewhere.

Other VR apps I’ve tried:

  • Google Earth VR. I try to describe the feeling when confronted with the entire globe floating in front of me but I end up just sputtering things like “wow” and “that’s incredible”. Every part of the planet has been photographed, mapped, and modelled in 3D. Just reach out, move, and examine any part of it. At one point, I found myself towering over a waist-high miniature St. Paul’s Cathedral like Godzilla on a sight-seeing tour of London. Again, “wow”.
  • Facebook Spaces social VR. For something that’s supposed to represent the future of social VR, it was fun but disappointingly shallow. The environment is a 360-degree park photo (not 3D) and you’re glued to one spot. You can sketch objects in 3D, take selfies with a (shudder) selfie stick. You can call someone in Facebook Messenger — or so they say, because none of my calls went through. They’ll have to add some meaningful content and functionality here before it’s worth Facebook’s massive investment in Oculus.
  • Robo Recall from Epic Games. It’s a first-person shooter where you blow up angry robots. Simple enough. Within your limited real-world space, you can dodge, duck, dip, dive, and dodge projectiles, but larger movement means “teleport” point-to-point in a small space rather than moving naturally through the virtual space like a regular FPS game.
    Shooters generally stress me out, so while I’m impressed by the immersion, I had to pull off Rift abruptly to catch my breath. That’s a testament to the immersiveness of the medium, I suppose.
  • Rec Room. It’s an oddly simple app, in which you meet other people (real people), as represented by minimalist avatars, and chat with them while playing games like ping-pong, darts, frisbee, and basketball. One room lets teams fight robots in a laser tag arena. Another has people playing a game like Pictionary but in drawing in 3D. Good, relaxing fun.
  • High Fidelity. This one isn’t so much an app as it is a test platform for VR technology, and it’s something I hope to engage with more in the coming weeks. Philip Rosedale, once founder and spiky-haired front man for Second Life, brings us project for building a VR simulator engine. High Fidelity isn’t the end product, but a framework on which virtual worlds can be built. It’s fascinating to see it evolve slowly, but a bit frustrating that the UI for their test “sandbox” is so poorly implemented. Everyone should keep their eye on High Fidelity, because I have a feeling that it’s going to form the underpinnings of a lot of VR spaces.
  • Linden Lab’s Sansar. Just kidding. Sansar, the long-promised virtual world from the makers of Second Life, is still MIA. I hope they decide to open it to the public soon, but for now it’s still in a closed beta.

Some people sneer at the thought of a social virtual reality, skeptical that the technology is anything but isolating. Over a decade and a half of Second Life users will disagree, however. Virtual reality has been around for a long time. Though it has traditionally been accessed without the immersive headset, as in ActiveWorlds, There, and Second Life, these virtual worlds thrive on social interaction.

As a passer-by said in Rec Room said last night, this app wouldn’t be even slightly interesting if you couldn’t chat with real people in it. He’s right. The best, most engaging content for VR headsets won’t be solo experiences — they’ll be social.

In 2003, Philip Rosedale once commented that sex was the secret sauce that makes a virtual world work. He was wrong about that. It’s bigger and more significant than that. Virtual worlds are about real people. Social contact is the secret sauce. It’s what makes the experience significant. The shooting, flying, dodging, teleporting, and 3D painting might be just secondary gimmicks.

Alright, they’re fun gimmicks. And occasionally painful gimmicks. In the course of one astonishing day with Oculus Rift, I’ve punched or tripped over real furniture three or four times and tried to lean against a virtual wall only once. I think I’m doing well with only minor bruises. Ow.

An observation about Star Wars

So let me get this straight. Darth Vader (Annikin Skywalker) never knew of Luke’s existence because he was kept hidden on Annikin’s home planet of Tattoine with Annikin’s step-brother Owen Lars under the name “Skywalker”. And just a short distance from Luke lived from one of the last living Jedi, Obiwan Kenobi, who cleverly concealed his identity by changing his name to Ben Kenobi.

That’s one of the reasons Star Wars is so awesome: it’s hugely popular despite the fact that most of it doesn’t make a lick of sense.