As always, spoilers abound. See Wikipedia for production details
Doctor Who - Jon Pertwee
Jo Grant - Katy Manning
Day of the Daleks
One can't really blame the Chinese for refusing to attend the peace
conference after what happened to them last time.
It's interesting that the first guerrilla from the future fades out
when his time machine is activated, even though he's nowhere near it
at the time. It's a fuzzy sort of setup that requires all sort of
explanation which isn't really forthcoming. Why doesn't the gun also
vanish, and for that matter the machine itself?
After five Dalek-free years, it's good to see them again, particularly
invading Earth. The original plan was to keep them for the season
finale (The Daleks in London), but the producers realised they
didn't have a hook for the first story of the series (unlike the Third
Doctor in series 7 and the Master in series 8) and asked Louis Marks
to work Daleks into his story that would originally just have been
about the dictatorship (maybe human, maybe alien, it's not clear) of
the future and the time-travelling guerrillas. I think that would have
been an interesting alternative; the Daleks often feel pretty
superfluous here.
Given the title, the story couldn't hope to keep the Daleks' presence
a secret, so I think it's sensible to give some short shots of Daleks
in the first episode just to point out where they fit into the story
(as the bosses of the Controller). This is of course the first time
we've officially seen Daleks in colour (the 1960s films are a bit of a
special case). Those colours are pleasingly muted, an effect I think
works well. Their voices are rather more jerky than on previous
occasions; they didn't use Roy Skelton this time, which may explain
it. It's a pity that the BBC only had three and a half Dalek casings
left at this point, though, as it restricts their actions early on
and makes the final battle sequence far less convincing than it might
be. (Mind you, slowly advancing across open ground isn't the best
tactic anyway. Sure, the Daleks are armoured – but the Ogrons?)
The guerrillas themselves are thoroughly unprofessional, but that's
probably not unreasonable given their situation. More worrying is the
unsubtlety of the Controller; more worrying again is how readily Jo
falls for his stories.
Even in this rare story that actually tries to be about time travel,
the full implications of it are skated over. Sure, guerrilla A or
dalek B can't have another go at the same point in time when he's
already tried something; but why can't guerrilla C or dalek D try it
instead? We ought to see dozens of guerrilla teams all arriving at the
same moment. Instead, we get a sort of fixed bridge between 1972+N and
let's say 2172+N, where N increases monotonically. It's The Chase
all over again.
The short dirt-trike sequence seems out of place, particularly since
it clearly can't actually outrun the Ogrons, but the blending of the
title sequence into the mind probe screen is very nicely done and
almost makes up for it.
Jo Grant has a mixed run, showing some actual skills and guts even if
she does fall for the Controller's blarney, and the Doctor does rather
better: the irascibility of last series is mostly gone, and he's
started acting vaguely sensible again. (But the star for me is Anat.
What can I say? She just gets on with her job.)
This is very much a story of its time: when war was averted by big
peace conferences, when terrorists wore uniforms and had
comprehensible motives, and indeed when a massive explosion at a peace
conference would be automatically blamed on its organiser rather than
terrorists or a hostile state. If you ignore the Daleks, it's actually
rather good. (And I can't help but wonder whether it had an influence
on The Terminator.)
The Curse of Peladon
I believe this is the first time that production order seriously
diverges from broadcast order. The Sea Devils was made before
Curse, but broadcast later.
What a lovely model for that castle! The brown/white hairstyles of the
natives are a bit disconcerting at first, but for a bare cheap set the
throne room isn't bad at all.
Meanwhile we see a lingering trace of Mike Yates' original purpose: to
be a love-interest for Jo Grant. This was a line that never developed
far, possibly because Richard Franklin wasn't really up to the job.
Mostly here it's just used to put her in a new costume.
Surely if the TARDIS is rocking*, the thing to do is dematerialise and
try again? But this is hardly the first time that elementary technique
has been neglected; separating the travellers from the TARDIS is one
of the classic tricks, and it fell down a hill in a very similar way
back in The Romans.
*(no, not like that, that would be for the revived series)
The castle is so festooned with secret passages that one is amazed
that King Peladon could possibly have failed to notice them. The sets
are very effective, though; A small number of corridors, some in the
official part of the castle and some below it, are re-used but never
become samey. This story was under budget pressure during the planning
phase since The Sea Devils was expected to be costly, so it gets by
with no location shooting at all.
A young David Troughton is in his most Hamlet-esque as Peladon (his
third and final role on the show, after being an extra in The Enemy
of the World and having a short turn as Private Moor in The War
Games, though he did return in the renewed series). He pouts well,
but still gets the better of Jo in their big fight in episode 3.
It's lovely to see some decent aliens, even if Alpha Centauri is a
bit, um, phallic. The robe was apparently added to downplay this a
bit; it doesn't really work. Meanwhile Arcturus is more interesting,
in a travel machine that's not so much Dalek as juke box; it's a pity
the head is so humanoid, but never mind, the falling water is lovely.
The voices are less good, particularly Ysanne Churchman (formerly of
The Archers) as an Alpha Centauri who wouldn't sound out of place on
Bagpuss' mouse-organ. The whole setup, of a background Galactic
Federation considering the admission of a planet which apparently has
a "native" human population, is an interesting one, implying a lost
colony from an earlier era (and obviously loosely inspired by the
debate over British entry into the EEC)… but all of it is essentially
background to a locked castle mystery.
The mystery may not be as subtle and complex as one might hope, but
this is Doctor Who, after all. The Ice Warriors are set up as the
obvious villains, particularly as they're the only ones we've seen
before; they end up being a bit nouveau glace, with a sudden
niceness and civilisation that's never been hinted at before. Well,
all right, maybe we're further into the future than in The Ice
Warriors and The Seeds of Death (when, erm, if they didn't find a
new planet to live on they were all going to die).
The duel in the pit seems gratuitous, though it's well-shot,
exciting, and on a good set. Has the Doctor forgotten his Venusian
karate again? Things change very suddenly at the end of this sequence,
and the end of episode 3, though: Arcturus attacks (someone,
ineffectively, even though he has total surprise), he's killed by the
Ice Warrior, and everyone instantly agrees that everything was
Arcturus' fault. (Yeah, yeah, ugliest looking alien is the bad guy
again.) Apart from that, episode 4 starts off well, but the narrative
impetus stops sharply with the fight in the throne room.
Hepesh could have been a stock Evil High Priest, but unlike most of
the fictional breed there's no sign that he doesn't believe he's
genuinely doing the best for Peladon rather than feathering his own
nest. His dying speech certainly encourages this interpretation, and
it's made at a point when he knows he has nothing more to lose.
Jo Grant's explanation of why she can't stay would be more convincing
if Vicki hadn't accepted a much less appealing offer to stay in
ancient Greece. I mean, yes, she has to leave because she's the series
regular, and there might be problems of paperwork, but.
Anyway, it's a throwback, and not just because it was clearly
conceived for a Doctor with a working TARDIS: an action story rather
than a thinky one, particularly towards the end, but that's not a bad
change of pace after Day of the Daleks and it's an action story that
largely works.
In feel it's one of the first stories to remind me of the "classic"
(late Baker) show I remember.
The Sea Devils
This is an odd story that doesn't really seem to know where it's going
at first. Clearly most of the budget went on the locations. It's only
really when we move to the abandoned fort (originally to be an oil
rig, but the BBC couldn't get permission to film on one) that the
usual sort of story begins; the business with the Master seems grafted
on at first, though his presence was apparently part of the plan from
the beginning.
Scripting is oddly sloppy: Jo already knows that she and the Doctor
have no way off the fort when she says "let's get out of here". It's a
bit leaden, too, with a clip from The Clangers more or less the only
bit of humour (not counting that nonsense with the sandwiches that's a
pointless and cruel recollection of the early Pertwee). Direction is
mostly good, though oddly prone to Dutch angles down the corridors of
the fort. One barely notices that Trenchard's office is a redress of
the Doctor's UNIT lab from series 8.
After the previous year's work with the RAF, the BBC talked to the
Royal Navy, who contributed stock footage of ships and weapons fire on
condition that they be portrayed in a vaguely positive light; most of
the (non-stunt) extras in the naval base scenes are real sailors.
The electronic score, by Malcolm Clarke, is often intrusive, partly
because it's mixed very loud; it grabs attention as though it were
diegetic sound from a weapon or device, when in fact it's just trying
to set a scene for the viewer.
The curiously slow sword-fight towards the end of episode 2 seems
entirely spurious; it's all very well, and I'm sure Pertwee and
Delgado enjoyed it hugely, but it really doesn't have anything to do
with the story. Repeating it, in full, at the start of episode 3
really is just padding.
The Sea Devils themselves are impressively mounted (though they strike
me as more molluscoid than reptilian, really), but distressingly prone
to violence; this isn't a re-hash of The Silurians even if it did
have the same author. Later on things swing round a bit to the
peacemaking mode, but it's too little and too late.
The submarine sequence in episode 3 is quite fun: the usual problems
of extreme spaciousness are in evidence, but it's always good to see
competent professionals doing their job. The commercial submarine
model (probably of a Swiftsure) was slightly hacked about in the BBC
props department, and apparently drew official attention after
broadcast as the propeller in particular bore some resemblance to a
prototype upgrade of the era.
By episode 4 it's entirely clear what's going on and the surprises
have been sprung, but as usual in a six-parter things slow down. The
diving sequence is a long and drawn-out way of getting the Doctor into
the hands of the Sea Devils. The interference of the desperately
caricatured PPS in episode 5 drags things out further, and combined
with the sudden arrival of the Master in the undersea base (nobody
ever gets wet while going from above water to the base) makes it clear
that the diplomatic approach was always doomed.
The Monsters All Fall Over Device is an unfortunate deus ex machina,
but it is at least not the ultimate solution to the Sea Devil problem.
If I were writing a game to emulate this show, I'd have to have some
system for making good-guy grunts more effective, and enemies less so,
as the story went on. (This is the opposite of the usual approach of
heightening tension as things continue; instead, the numbers on each
side are increased.)
The miniature speedboats bring back memories of Day of the Daleks
and those off-road buggies, but at least they're a little bit more
useful this time. The hovercraft, well, how can one go wrong with an
SR.N5?
The Brigadier is missing again here, and while Captain Hart is
splendid it's more interesting to see the Doctor again without a
support network. Having UNIT on call for unquestioning backup requires
a lot of scriptwriter inventiveness to avoid the solution being "shoot
all the monsters"; here the Doctor's completely cut off for a while,
and it's much more interesting (until shooting all the monsters turns
out to be the right thing to do).
It's not a bad story, overall; it just seems to take a lot of time
not to do very much.
After this point, the HAVOC stunt crew was no longer used. They seem
to me to have been contributing numbers more than interest; they're
just terribly bad at looking like soldiers.
The Mutants
There's a huge and immediate problem here: the fleeing mutant is a
dead ringer for the Monty Python "It's" man. This robs the scene of
much of its dramatic impact.
This is another off-world mission for the Time Lords in the style of
The Curse of Peladon. Alas, it doesn't do as well.
The story, by Baker and Martin on their second outing for the show, is
obviously loosely inspired by the African independence movements of
the era and particularly South African apartheid. But of course, as
always with Who, it has to be simplified to fit into a bit over two
hours. It ends up reminding me of classic Baker, but not in a good
way. Chris Barry, directing, was unhappy with the political allegory
and decided to down-play it, but the author's message still comes
through quite heavy-handedly.
In this case, the dusky-skinned natives are so hot-headed that they
can't shut up about freedom for the five minutes it would take them to
realise they were being given it. Though, granted, even the "good"
Administrator is pretty dim, going on with his yay-Earth speech in the
face of the annoyed natives rather than just saying "right,
independence, we're out of here".
Unfortunately the story, which starts off promisingly, devolves into
back-and-forth chases and captures and escapes and all change
partners. Jo's very much the plot-device here, being captured and
being menaced and screaming (well, more gasping really) and running
away into the CSO-ed depths of the caves. The Marshal's just a generic
blustering bully, and seems largely to be another plot-device, though
a more active one: whatever the stupidest thing to do would be, he
will do it.
Sondergaard, with his shaved head and necklaces of wooden beads, seems
remarkably modern to me; perhaps the dried-out ageing hippie has come
back into fashion. The mutants themselves are excellent, vaguely
reminiscent of cockroaches, but the way they shimmy about while in the
confines of the Skybase and landside terminal brings back bad memories
of The Web Planet.
Set dressing is grey, the planet is grey, everything's grey and
tedious. The idea of a world with multi-century seasons would be
explored more fully in Aldiss' Helliconia trilogy, but those didn't
come out for another ten years and have little in common with this.
Why wasn't the Football of Message Carrying sent directly to
Sondergaard? The Time Lords had enough knowledge to pin down Ky, after
all. What's the point of the Marshal's terraforming plan, when all the
Earth people are going home anyway and presumably have somewhere to
go to?
It probably wouldn't have made a terrible four-parter.
The Time Monster
Another new-to-me story; by the time they brought out the book of this
one, I'd stopped reading them.
After yet another use of the generic lava stock footage, an
interesting start with the Doctor's nightmare. Unfortunately then we
switch back to the grouchy argumentative Pertwee doing "believe me
because I'm the Doctor"; it's never worked well in the show, even when
Troughton was doing it, perhaps because it relies on an awareness of
the Doctor's narrative role in the show which isn't available to
characters within it. It's a cheap way of getting the audience on
side, and he sticks with it through the story. What's more, the dream
and the reference to Thera turn out in the end to be completely
irrelevant.
The idea of the Master setting up time-based experiments is a great
one, and reminds me of Image of the Fendahl mixed with City of
Death, both of them stories I enjoyed; we also see the Master as dark
mirror of the Doctor, with his experiments and assistants (even if
Ruth is a bit of a central-casting stereotype feminist). That's all
good stuff. But when the explanation starts coming through, with
Kronos, Atlantis, and so on, it all tends to vanish into its own
backside. The slow-moving soldiers are profoundly unconvincing, and
it's a pity the producers couldn't manage some overcranking to go with
the undercranking used for Bessie. (And how does someone recognise,
through a window, at a distance, an unmarked Land Rover as "a UNIT
jeep"?)
The Kronos-bird is fine while it's a glowing outline, not so good when
we can actually see it; the High Priest is having a scenery sandwich
with extra mustard, and the other Atlanteans aren't much better. Even
the great Ingrid Pitt (plus her co-stars Ingrid Pitt's Breasts) is
clearly running in full Hammer Horror mode, though whenever she's in a
scene opposite Delgado they both up their acting games, and the
effectiveness of their mutual seduction (with not an on-screen snog in
sight) is a lesson the new series could stand to learn. The initial
Atlantean temple set is a bit sparse and basic, but the others aren't
too bad.
The balancing tricks seem, well, silly even by the standards this show
has set for itself. And then a sudden knight and Roundheads; they feel
far more like padding than anything else, particularly given how few
casualties there seem to be on either side. The stock footage V-1 is
just the icing on this very odd cake.
The new TARDIS interiors were intended to be the standard from this
point on, but as it turned out they got damaged in storage so were
only used for this one story. Probably a good thing, really; the
"washing-up bowl" effect is a bit obvious. The TARDIS-in-TARDIS
prefigures Logopolis in a way that makes the latter story seem
frankly rather less clever than it did at the time.
(And because I am the sort of person who'd check: no, that's not
backwards speech in episode 4. I'm assuming it's just nonsense
noises.)
In effect this is two different stories, and they don't match well.
The modern investigation sort of peters out while the Atlantis story
gets going, and is then wrapped up in a quick scene at the end. The
Doctor's "daisy" speech is a pleasant bright spot, but it can't really
salvage the tedium of the rest of the narrative, or the very sudden
reversal and literal deus-ex-machina of the ending.
(This is of course the third incompatible explanation for the
destruction of Atlantis given in the show. It's even less impressive
when one realises that Sloman (and Letts) had also given us the second
one, just a year earlier in The Daemons.)
This story has a bad rep among "serious" fandom, and my word it
certainly isn't good, but it's not as bad as I'd been led to expect.
Not down there with The Mutants, at any rate. With a bit of
tightening up, perhaps with more emphasis on the time slippages and
less on the Atlantean politics (particularly since Galleia's change of
heart is meaningless in the end anyway), it could have been pretty
good. Going back to the well of The Daemons just showed how much
more was needed to make a good show beyond just some interesting
ideas.
Overall impressions
After two series that have been consciously not looking back at the
show's history, this one actively does: the return of the Daleks
and the Ice Warriors, and the showing of Troughton and Hartnell on the
Daleks' mind probe screen.
Pertwee's mostly less irascible and more sympathetic than before,
though he definitely has his nasty moments.
It may just be coincidence that it's the last two stories in the
series that are the worst, but to me the show's starting to feel tired
again.
Next: back into space/time.
Favourite story of this series: The Curse of Peladon.
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