Star Trek: Lower Decks: Warp Your Own Way |
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Published: 2024 Acquired: December 2024 Read: April 2025 |
Art by Chris Fenoglio
Letters by Jeff Eckleberry
I received this book as a Christmas gift from my wife and kids, but was given a bump to actually read it when it was selected as a finalist for the Hugo Award for Best Graphic Story—the first Hugo finalist I'll be writing up on this blog. It's a choose-your-own-adventure-style comic book set in the world of Star Trek: Lower Decks, where you play as Ensign Beckett Mariner. (This makes it the first Star Trek tie-in to be a Hugo finalist; I really must update my Star Trek at the Hugos post.) Writer Ryan North is the perfect man for this project, as both a longtime comics writer who knows how to work within constraining forms and wrote a choose-your-own-adventure version of Hamlet.
It's very cleverly done, much more cleverly than it needs to be, to be honest. I'm going to spoil the whole thing here, so if that bothers you, don't read the rest of this post.
The book begins with you waking up; you can elect to bother Tendi and Rutherford in Engineering, Boimler who's off-duty, or your mom on the bridge. Depending on what you do, different bad things happen: a Borg attack, a tribble infestation, and so on. I ended up in the various paths around the Borg attack initially, and quickly came to realize they all ended with everyone dying... except that if you had only known the Cerritos's prefix code, you could have (for some reason) saved the ship. Eventually I went down one path where there were a pair of voices talking after you died about obtaining the prefix code, and about how you only ever went for a very limited range of choices.
Eventually, I exhausted all the paths, but skimming through it, I could see there was a lot of the book I hadn't gained access to yet. I started just flipping through, and eventually I found a page where instead of being able to pick between coffee and raktajino for breakfast (which is how the book begins), you were also able to pick tea. With a little bit of detective work, I was able to figure out how you ought to be able to get there" the mysterious voices say at one point that they can't introduce new choices but it is possible to add existing choices. If you add together the coffee page number with the raktajino page number, you get to the tea page—and that unlocks a whole new network of choices.
What you start to figure out is this is all a holodeck simulation, explaining why different bad things happen if you make different choices. There's Star Trek explanations for the whole structure and format of the book, justifying the form in terms of the content. It's very cleverly done! You as the reader also begin to participate in book, talking to Mariner about what she's doing and why. You have to help Mariner figure out a way out of this situation, which begins to turn even more grim than you might have imagined. There's another bit where you have to do math to make a jump from one part of the book to another, this one cleverly done, where on one bad ending, Mariner gives you half of a math problem, and you have to play out another bad ending to get the other half of the math problem, so that you can put both those things together and finally get to a path that allows you to play out a good ending.
So yeah, it's put together incredibly well (see my diagram of it on the right), using Star Trek tropes to explain a lot of choose-your-own-adventure tropes, and pushing the form into interesting, unusual directions. The ending is even kind of moving, as you save the Cerritos, but the crew of the ship don't really understand what actually happened. This was my first Best Graphic Story finalist, and I wouldn't have guessed it going in, but upon finishing it, it immediately felt like the one to beat!I do have one very pedantic complaint: for a book where page numbers are essential, they are printed annoyingly small! It's harder than it needs to be to flip through this book, and you need to flip through it a lot.
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