Doctor Who Project: The Wheel in Space

Doctor Who Project: The Wheel in Space

There seems to be rather a lot of metal around us.

Season Five of Doctor Who ends more or less as it began, with the Second Doctor facing off against the Cybermen. Regular series writer David Whitaker takes his first crack at the metal monstrosities in “The Wheel in Space” (Story Production Code SS), based on a story by Cybermen originator Kit Pedler. They’ve become much more Dalek-like in their intentions, looking to conquer the Earth with a convoluted plan that hinges on capturing Station Three, the titular wheel in space. It’s certainly not the first time the Cybermen have tried to take over Earth, but one wouldn’t know it from this story, as no one on the station seems to have ever encountered a Cyberman previously. Even though, um, the planet Mondas appeared in Earth’s sky back in the 1980s and the Cybermen invaded the Moon in the year 2070, both events prior to the setting of this story.

New and Improved Cybermen

This narrative amnesia neatly encapsulates the current state of Doctor Who in 1968 (and, one might say, through to the current day). The needs of the story outweigh the needs of the established canon. Yet at the same time, there’s an almost reverent attention to small continuity details pitched solely at dedicated viewers (who would be the ones most likely to recognize, and resent, this amnesia). In the case of “The Wheel in Space,” the Doctor and Jamie are trapped in their predicament by a faulty fluid link; the escaping mercury vapor requires them to abandon the TARDIS and search (eventually) for more mercury. The fluid link connects back to “The Daleks” some four seasons prior when the First Doctor disabled the fluid links to force an ill-advised exploration of the Dalek city to look for mercury—and for adventure.

As has become somewhat standard, the Cybermen are attempting to infiltrate a base that they need to keep intact, so as to use the equipment therein for various nefarious purposes. This time, they have upgraded substantially, with the little Cybermats having energy beams (and the ability to detect brain waves and corrode metals) and the Cybermen themselves equipped with the ability to control human minds. What they haven’t upgraded is their tactical planning apparatus, as the entire scheme to take over Station Three hinges on ionizing a distant star to create a meteorite storm which threatens the station—so far, so good—and then, ah, hiding in a box.

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The Unlikeliest Love Letter: LEGO Dimensions Doctor Who

I tempered my expectations going into the recently released Doctor Who Level Pack for LEGO Dimensions, the “toys to life” console video game. Playing through the base game (plus The Simpsons Level Pack) provided a bit of fun in seeing Homer and Gandalf running around on the same screen, bashing baddies into bricks and solving simple puzzles, and the tactile component of the game—building and manipulating the LEGO figures and objects as a part of the gameplay—filled me with some nostalgic glee. But, as a game, the experience proved somewhat underwhelming, and once I completed the campaign missions and noodled around in the various themed “adventure worlds” dedicated to the franchises I owned figures for, I shelved the game, almost forgetting that I had the Doctor Who pack on order.

I knew, going in, that each of the Doctor’s regenerations (including, sigh, the “War Doctor”) would be playable, but based on my experience with The Simpsons Level Pack, I figured there would be some minor homages to big moments in Doctor Who‘s recent history and that the playable regenerations would just be minor variants on the default Twelfth Doctor figure.

I was, as they say, wrong.

The First Doctor in the TARDIS in LEGO Dimensions

The level of attention, of detail, to the individual Doctors stunned me. LEGO Dimensions Doctor Who is a love letter to the show.

The First Doctor figure captures, broadly, William Hartnell’s mannerisms, from the lapel-pulling and slightly haughty leaning to his penchant for pulling out a magnifying glass. Even his combat move involves his signature cane (given to him, of course, by Kublai Khan). When the player enters the TARDIS in the game, the interior matches the TARDIS that the specific Doctor used—circular wall panels for the First, Victorian sitting room for the Eighth—with even the appropriate set dressings, like the sitting chair in the First Doctor’s TARDIS. The background music changes as well based on the Doctor, utilizing the dominant theme music for each.

My shock compounded when I explored the “adventure world” for Doctor Who and found one of the locations to be Telos. Yes, that Telos, home of the Tomb of the Cybermen. I can expect most casual fans of the show to recognize the I.M. Foreman scrap yard (it’s in the game), but to reach back to 1967 and the criminally under-appreciated Second Doctor for a setting demonstrates that the team responsible both knows Doctor Who and, more to the point, respects it.

The Second Doctor on Telos in LEGO Dimensions

Even the associated game objective in the area of the Tomb harkens back to “The Tomb of the Cybermen,” which ended with a lone Cybermat escaping the destruction of the Tomb. In the game, Lady Vastra (from the new series) tasks the player with destroying thirty Cybermats before they can awaken the Cybermen in the Tomb. Even though the gameplay associated with it provides no real challenge for an adult gamer, much joy comes from bashing the little cybercreatures with the Second Doctor, who wields a flute (!) as a weapon. I really don’t know that I could ask for more.

While, of course, the majority of the Doctor Who Level Pack focuses on the new series, and the middle Doctors don’t have quite as much focus as the early or late ones, I’m still smiling broadly from my experience thus far with the game. The cost for the base game and the level pack verges on the steep, but I found the experience more than worthwhile for a fan of the series.

Besides, where else can you have the Doctor offer Homer Simpson a jelly baby?

Doctor Who Project: Fury from the Deep

Doctor Who Project: Fury from the Deep

There’s molecular movement!

For anyone keeping track at home, with Victor Pemberton’s “Fury from the Deep” (Story Production Code RR), the Doctor and his companions have now spent five straight stories (thirty episodes total) on Earth, at various times in that planet’s history, an unprecedented run. Not until the Third Doctor is stranded on Earth by the as-yet-unknown Time Lords (and by BBC budgets) will the Doctor rack up quite so many frequent flyer miles in the general vicinity of London. What’s more, the TARDIS displays an increasing tendency towards the sea, this time materializing above the waves close to the North Sea coastline. The TARDIS can float, at least, which is more than can be said for the story’s plot.

Thankfully equipped with flotation devices

To be fair, the story moves along with some pace, though it’s not the fare one has come to expect from Doctor Who. Indeed, the Doctor barely figures in the first four episodes, which are given over instead to the intramural power struggle between a grizzled old rig hand and a fancy college educated technocrat whose wife just happens to have sprouted weed tentacles from her wrist. While Robson, the vet, and Harris, the know-it-all, fight, the Doctor dithers about until Victoria is finally (and inevitably) captured, spurring him to action. Throw in a meddling Dutchman appointed by the multi-national organization overseeing the gas extraction, a Laurel-and-Hardy-esque pair of villains named Mr. Oak and Mr. Quill, an overactive foam machine, and lots of helicopters flying to and fro, and you’ve got “Fury from the Deep” in a nutshell.

“Fury from the Deep” shows Doctor Who in a rut, with another isolated base (this time a set of gas drilling rigs in the North Sea) under attack from another enemy that can control minds and generate copious amounts of foam. Only this time, unlike the Great Intelligence and the Yeti, the foe has no intelligence of its own. Because it’s seaweed. Evil seaweed. Six episodes of evil seaweed.

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Doctor Who Project: The Web of Fear

Doctor Who Project: The Web of Fear

Here we go again.

Repeating monsters are, of course, nothing new by the middle of Doctor Who‘s fifth season. The Daleks have made six appearances so far (seven if you count “Mission to the Unknown” as separate from “The Daleks’ Master Plan“), the Cybermen a respectable three, together populating roughly a quarter of the Doctor’s stories to date. And yet there’s been no real linkage between the stories they’ve featured in beyond some vague desire for revenge on the part of the Daleks and ominous recriminations from the Cybermen for past plot foilings. Events of prior stories are waved away with single lines, the better to focus on the action at hand. Even the single return of the Time Meddler, the only recurring character thus far, as opposed to monster, feels more like a bit of early fan service (and an easy way for Dennis Spooner to leave his mark on Terry Nation’s magnum opus) rather than the establishment of a character with any depth or continuity across the series.

Yes, a Yeti in the Underground

So it comes as a bit of a surprise that when Doctor Who finally produces what can be considered a proper sequel story, “The Web of Fear” (Production Code QQ) by Mervyn Haisman and Henry Lincoln, the producers choose not a well-established opponent to bring back but the amorphous Great Intelligence and the eponymous Yeti from “The Abominable Snowmen.” Haisman and Lincoln did pen the Himalayan yarn, so bringing the furry robots back makes sense in that regard. Yet at the same time that Doctor Who showcases, at last, two stories linked by a single continuity, with recurring characters and monsters and a direct line of action yoking them together, it squanders the opportunity with a flat story and uninteresting characters.

Uninteresting, that is, except for Colonel Lethbridge-Stewart.

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Doctor Who Project: The Enemy of the World

Doctor Who Project: The Enemy of the World

You’ll run out of doctors in a minute.

So, we have an underground base? Check. An unexplained device capable of creating natural disasters anywhere on the planet? Check. Monsters attacking said base to use the technology to their own ends? Um, no? Turns out, despite most of the trappings, David Whitaker’s “The Enemy of the World” (Story Production Code PP) changes everything up, and just in time. No monsters (of the non-human variety, at least), no base under siege, just a careful (and rousing) exploration of the importance of trust and certainty, played out through the device of the Doctor’s double. Or, rather, the Doctor being a double. Everyone winds up confused, and that’s a very positive development for Doctor Who as a series.

A smashing do!

We’ve covered this ground before, at least marginally, in the superlative “The Massacre of St. Bartholomew’s Eve,” wherein the Abbot of Amboise matches the First Doctor to a tee. But there, the arch coincidence remains mostly that, a coincidence that allows William Hartnell to stretch his acting chops somewhat by playing a new role; the story doesn’t make much of the similarity. Here, the Second Doctor is found to look exactly like Salamander, a highly influential philanthropist and inventor who supplies many of the Earth’s food needs by directing stored solar energy to areas lacking sufficient sunlight to grow abundant crops. However, when the Doctor is spotted cavorting on a beach just after landing—he does love the seashore—he, Jamie, and Victoria are set upon by men trying to kill him, thinking him to be Salamander, apparent benefactor of all humanity. With a hovercraft. It is the future, you see, just shy of the year 2019. Hovercraft it is.

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Doctor Who Project: The Ice Warriors

It’s good to know things, even when they’re dead.

Somewhere, buried in the design specifications for every base ever constructed, a TARDIS attractor can be found penciled in next to the obligatory nuclear reactor and the customary too-powerful-for-humanity piece of technology. Or so the past two seasons of Doctor Who would have us believe. At least “The Ice Warriors” (Story Production Code OO), Brian Hayles’ take on the mini-genre of bases under attack, adds an extra layer of danger by placing the base in question on the edge of a glacier (ɡlæs.i.ər in proper British pronunciation) steadily advancing as the vanguard of the Second Ice Age.

The titular enemies, the Ice Warriors, make for a menacing foe, with the helmets, sibilant hissing threats, and barely prehensile claw hands, but since they can be defeated by turning up the thermostat and throwing stink bombs at them, it’s for the best that Hayles focuses the six episode story on the dangers of trusting computers to make decisions best left to people. Indeed, far from being the monster-of-the week, the real enemy in the “base in danger” stories of the Second Doctor’s tenure to date has been unthinking obedience to authority in all its guises. Only independent decisions by People of Action can save the day. Here, the mod squad of scientists and bureaucrats running an Ionizer base holding back the glaciers in what appears to be northern Great Britain take no action at all unless confirmed by the Great World Computer, a machine with a voice that can barely be understood thanks to its squeaky, squawking oscillations.

TARDIS slightly askew.

And the Doctor has no truck with computers, treating them with undisguised contempt. He’s also rather poor at landing the TARDIS, which winds up on its side next to the Ionizer base (shades of the botched landing in “The Romans“), forcing our time travellers to clamber out of the blue box with all the grace of a comedy routine. It’s very little fun and games thereafter, though, as the glaciers continue to menace the base and a curious scientist in the field digs up what he thinks is a Viking. It’s Varga, actually, commander of the Ice Warriors and an all-around disagreeable chap. Did we mention the claw hands?

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