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Trek Comics Review: DEVIATIONS One-Shot

Just when you think that IDW has managed to cover all of the bases of their Star Trek license, they add another way to enjoy it.

Star Trek: Deviations is one-shot alternate perspective of The Next Generation. Based on the premise that the Vulcans were not first alien species encountered by humanity – as seen in 1996’s Star Trek: First Contact – but that our first visitors from outside the solar system were, in this parallel timeline, Romulan.

Part of the Deviations publishing event IDW has slated for most of its licensed property books this month, this Star Trek title allows writer Donny Cates to play around with the Trek continuum and create a pretty cool “what-if” scenario for us. Imagine if Earth was just a giant penal colony, and humanity had been kept from the stars.

We are very quickly introduced to the TNG characters of this timeline: Will Riker, who looks like a post-apocalyptic Road Warrior; Worf, the pacifistic Klingon; blind Geordi LaForge carrying a head of some unidentified android; a cybernetic Troi. It’s a fairly active introduction too, as we are forced to just accept these characters for who they are — instead of pondering more about the changes to the familiar characters we know.

It’s a pretty good introduction style. Donny Cates doesn’t give us time to think which hastens the storyline and throws us right into the fray, and in a one-shot book, we need to enter the story fast. However, he also has given us a lot of questions to think about.

The four characters (well, five, if you count Data’s head!) are the objects of a desert pursuit. Their target is a Romulan detention camp as they aim to break a very important prisoner out of his cell. It’s fairly high-action and fast-paced, narrated by a self-educated Riker, who like Geordi, grew up in similar Romulan camps.

Cates gives us lots of fun in this one-shot issue. We see changed characters, an altered timeline and the final reveal scene at the end of the book is definitely a very cool one. But… questions!

If the Romulans have been in control of the planet for over three hundred years, then how does Riker know about a Federation base? Where did the existing technology that they use come from? How did these versions of our Enterprise crew all become acquainted with each other? Cates quickly delivers a tremendous amount of information that we are just supposed to accept, but like any good Star Trek fan, I need more answers!

Turning to the art, there were some artistic shortcomings in this book that were apparent. While technology and vehicles were extremely well drawn (or, in some cases, reproduced), it was hard for me to overlook the proportions of the characters. There seemed to be some issues with the torso-to-leg relationships, and the overall replication of the body shapes of the characters.

Even though Riker is supposed to look like Snake Plissken from Escape from New York, his height and body shape shouldn’t have changed. Still, it is a daunting task to visually reproduce likenesses of licensed property characters, particularly in such an altered environment of a Romulan-controlled planet Earth.

  • As usual, IDW has given us three variant covers to go with this book. The first regular cover is by Josh Hood and presents us with a Badlands-esque version of the story Riker is on horseback with Geordi, Troi and Worf in their Deviations personas. It’s a pretty good snapshot of what we can expect in the book. It’s certainly thought-provoking and does what a cover should do.
  • Clay McCormack’s cover is a combat scene with the principal characters in full fight mode, complete with smoking guns and snarling fangs. There are some variations from what the characters look like in the story but it’s a solid piece of art.
  • Finally, we are treated to a delightful twist on the X-Files, with Beverly Crusher and Jean-Luc Picard as Scully and Mulder. A lurking Klingon in the shadows adds for a deliciously fun twist on the characters in this mash-up of fandoms. Rachael Stott was clearly enjoying herself with this one and it probably is the most entertaining cover out of the three.

The only significant downfall to this book is that I really wanted to see more than just what the one-shot would allow. After all, when you have Romulans and an altered timeline, any die-hard Star Trek fan will immediately become suspicious – what happened in Trek history that caused such a massive change to the galactic landscape? Is anyone working to change the timeline back to the way we remember?

While this was a very entertaining story, it was also a big tease. After reading this, I gained the sense that this could be more than just a one-shot. When you get to the end, you’ll see what I mean.

Perhaps this Star Trek: Deviations universe is one IDW should revisit in the future!

REVIEW: La-La Land’s STAR TREK: VOYAGER Collection

Order the 4-CD set from La-La Land Records

The long-awaited release of the limited-edition Star Trek: Voyager soundtrack collection from La-La Land Records has finally arrived in the Alpha Quadrant, and it only seems like it took 70 years – because now that this epic 4-CD collection has docked in Sector 001, it’s clear that it has been worth the wait.

It’s been decades since the original “Caretaker” soundtrack disc was released, and after all this time, this first-ever expanded release of music spanning all 168 episodes of Voyager’s seven-year run does not disappoint. The unique, soaring themes so expertly featured throughout the series are extremely well represented in this collection, which comes in at a whopping 5 hours and 7 minutes of music. (You can find the whole track listing at our earlier report.)

Through 50 years of televised Star Trek, music has always been a critical element of the show. Whether it was designed to just add atmosphere in a specific moment or to direct the viewer emotionally across a major event, the music in Trek has run the gamut from sweeping to tinkling.

However, it is safe to say the scoring on Voyager, more than in any other Trek, is the most cinematic in how it not only helps influence what you are seeing on the screen, but consistently can stand alone as a piece of classical music.

The composers featured most prominently on this CD set are Trek legends Jay Chattaway (“Scorpion”)  and Dennis McCarthy (“Year of Hell”), while the lesser-known Paul Baillargeon (“Lifesigns”) and David Bell (“Dark Frontier”) have their work showcased as well.

Chattaway, of course, is best known for scoring The Next Generation’s “The Inner Light,” while McCarthy composed the opening theme for Deep Space Nine and the soundtrack for Star Trek: Generations.

As expected with any La-La Land special edition, the Voyager Collection comes with a detailed 36-page booklet of liner notes featuring specific details on literally every suite selection on the release.

The notes are written by Jeff Bond, the Trek music authority, and they do not disappoint.  Here’s a sample:

Chattaway’s “Scorpion” references Jerry Goldsmith’s First Contact in tone and orchestration, particularly in the teaser (“Borg Meet Their Match”), as two Borg cube are destroyed by an unseen attacker.

Chattaway scores a montage of the Voyager crew preparing to navigate through Borg territory militaristically (“Getting Ready”), emphasizing tension and suspense as Kes experiences prescient visions of Borg corpses (“Kes Senses Dead Borg”), and shifting to ominous brass as a horde of Borg cubes prepare to threaten Voyager, only to flee from an unseen force.

The reference above to Trek mastermind Jerry Goldsmith’s original theme for Star Trek: Voyager and how it consistently influences so many different Voyager scores is found throughout the notes. From “Scorpion” to “Q and the Grey” to “The 37’s,” you’ll find echoes of Goldsmith’s iconic theme inside the music throughout these discs.

The booklet also includes dozens of photos from the series, as well pictures of all the great composers featured on the CD. It is expertly organized to easily reference your favorite selections or answer a question you may have while listening.

When Species 8472 bioships arrive, Jay Chattaway’s memorable score follows.

The clear star of this release is Chattaway, who has quite possibly created the best body of work of any Star Trek composer this side of Goldsmith. From the moody “The Haunting of Deck Twelve” and “Night” to the amped-up escape from “The Void,” Chattaway’s strengths are featured everywhere in this set.

Of course, the piece de resistance for Chattaway is the 31-minute, seven-track suite from Voyager’s two-part classic, “Scorpion,” found on Disc 4. You know the cue. Every time those bioships show up, the thundering, repetitive brass swells memorably. That distinctive note is instantly recognizable and is definitely among Trek’s all-time great scores.

Beyond “Scorpion,” five other popular two-part episodes are featured in detail, with Chattaway’s “Equinox,” McCarthy’s “Year of Hell” and Bell’s “Dark Frontier” all standing out for their distinctive, movie quality treatments.

Much of disc four holds Dennis McCarthy’s powerful “Year of Hell” score.

“Year of Hell” is a more muted and somber score than the dominating “Scorpion” and has some powerful, moving pieces of music, including “The Watch” and “The Captain.” The two haunting tracks capture the drama of the episode with swirling, emotional highs and lows.

McCarthy’s “Basics” and “Workforce” are also featured with a number of tracks, but don’t resonate quite as strong.

Throughout the four discs you will continually land on unique musical frameworks for select episodes. Chattaway does it with Irish mandolins and flutes on music from “Spirit Folk” as well as with a classic sci-fi theremin in the single “Captain Proton” track. And McCarthy’s unique takes feature distinct Civil War-era cues on “The Q and the Grey” and a Renaissance-tinged suite of tracks from “Concerning Flight.”

The collection would be stronger, however, with more of Chattaway’s moody, powerful score that opened up Voyager’s fifth season with “Night.” The dark brooding episode has only one track included beyond the ‘50s era sci-fi themed “Captain Proton.” It would have been great to hear more.

Disc three holds nearly twenty minutes from “Lifesigns”, which unfortunately becomes a bit repetitive.

The same is true for the surprising omission of any music from “Bride of Chaotica,” a rousing score that would have added a blast of fun to the music showcased across these four CDs – while there are about 12 minutes from that episode included in 2000’s The Best of Star Trek: Volume 2, there must still be more of that wild score still in the vaults!

Additionally, the inclusion of more than 19 minutes from “Lifesigns” is not very successful. Paul Baillargeon’s score certainly provides for a contrast in style, but ultimately it is not among Voyager’s strongest. The eight tracks from “Lifesigns” include three nearly identical accordion renditions from Sandrine’s totaling almost nine minutes.

It’s an odd choice with so much great Voyager music to choose from.

This collection includes a number of distinctive and powerful scores, most of which could translate unchanged straight to the big screen. The music is organized extremely well, with select composers across multiple episodes.

Ultimately, this massive collection is definitely a must own for any fan of Star Trek: Voyager or Star Trek music in general, even if you aren’t a completist.

“Endgame,” along with more Delta Quadrant music, is expected to follow in a second “Voyager” collection in 2018.

And for those of you hoping for music from other great Voyager adventures, like the series finale (“Endgame”), there’s already word of a second soundtrack collection expected from La-La Land in the next year or so — so stay tuned!

This long awaited Star Trek: Voyager soundtrack collection can be purchased directly from La-La Land Records’ website, and is limited to 3,000 units.

David Mack’s First STAR TREK: DISCOVERY Novel Gets a Title, PLUS: Another Series Release Date Clue?

First announced back in September at the Mission New York convention, David Mack’s first Star Trek: Discovery tie-in novel finally has a title: “Desperate Hours.” The author released the title on his personal website earlier this week.

What this title signifies for Discovery has yet to be revealed, but Mack has been hard at work at this in-progress story for several months, as – unlike previous Trek novels – his books will be connected to the ongoing Discovery storyline, something confirmed by fellow novelist (and Discovery series writer) Kirsten Beyer back at the NY convention.

The eBook edition of this first Star Trek: Discovery novel can be pre-ordered now at Amazon, but while Mack’s website indicates availability in January 2018, the release date is still uncertain until CBS locks down a launch date for the television series’ debut.

Speaking of scheduling, while Star Trek: Discovery doesn’t currently have an official release date, we know from CBS president Les Moonves that the studio is targeting a “late summer, early fall” debut on CBS All Access (and Netflix outside of the US/Canada market).

Early this morning, semi-official Discovery Twitter account @StarTrekDog – supposedly operated by writer/producer Nick Meyer’s dog Stella – tweeted the following:

That tweet has since been deleted (screenshot above from one of our quick-acting readers) – and the account has never been an official news release outlet for CBS – but it may be another hint as to where on the calendar the studio is targeting for Discovery to leave spacedock.

Once CBS has made an official release date announcement – one that we all hope sticks this time! – we’ll be sure to update you here at TrekCore with the news.

DEEP SPACE NINE Documentary Fundraiser Concludes, Raises Over $630,000 From 9,200+ Fan Contributions

The “What We Left Behind” Deep Space Nine documentary team completed their Indiegogo crowdfunding campaign last night, raising more than a stunning $631,000 in fan-driven donations, blowing past even their highest stretch goal by over $100k.

Ira Behr and the production team released this ‘thank you’ video Friday afternoon to pay tribute to the more-than-9,200 contributors to the month-long fundraiser – with a guest appearance by Garak actor Andy Robinson.

The team announced the other week that the high volume of raised funds will help in their negotiations with CBS to hopefully gain access to the original Deep Space Nine film negatives, to rescan and remaster select series clips to 1080p high definition for inclusion in the forthcoming film, as well as work with Trek visual effects veteran Doug Drexler to revisit some of the 1990’s-era CGI work used in the show.

From a recent campaign status update:

As you probably know, this final stretch gives us the financial ability to follow up with our intent to scan and remaster selected shots from the series for presentation for the first time in HD. While we want to reiterate that nothing’s guaranteed until we can get into details further with various departments, we’ve been empowered by our positive talks with CBS Television Studios, along with guidance from familiar faces Mike & Denise Okuda and VFX master Doug Drexler, among others.

Any additional funds will continue to be put towards additional interviews, custom graphics, and most importantly, the costly process of licensing (and re-scanning for HD!) archival clips for use in the film.

While such a goal remains, at this time, still under negotiation – the “What We Left Behind” team has been clear that nothing is certain yet on this topic – the incredible support behind the Indiegogo campaign is surely a point in their favor. Fingers crossed!

We’ll be sure to keep you updated on any new developments on the “What We Left Behind” Deep Space Nine documentary as they are revealed.

New Expansions for STAR TREK ADVENTURES Playtesters

Popular culture has spawned few fan communities as creative and passionate as Star Trek fandom. We attended conventions, fashioned our own costumes and wrote our own fan fiction long before such pursuits gained any sort of recognition among the larger culture.

For many of us, it wasn’t enough to watch Star Trek on television or at the movie theater. Instead, we longed to participate. We wanted to take part in our own adventures, to carve out our own place in Starfleet.

The catastrophic power failure took the turbolift completely offline, but the crew could still navigate the small science outpost by manually climbing up and down the empty turboshaft.

Suddenly, a plasma fire erupted at a junction point near the turboshaft ladder, leaving the route impassible and forcing the crew to find a new way of getting around the outpost. Jeffries tubes seemed like the obvious choice, but the executive officer never liked taking the easy way out.

“Let’s find the nearest airlock,” the executive officer said. “We’re going for a spacewalk.”

Enter the tabletop role-playing game, an interactive medium that allows a group of friends to get together and tell their own stories set in the final frontier (and maybe eat some snacks and goof off a little too).

The scene described briefly at the start of this column played out two weekends ago, when my gaming group and I played the latest scenario handed out as part of the Star Trek Adventures playtest. The text of the adventure included a couple alternatives that players might consider when faced with the challenge of navigating the outpost without turbolifts.

A spacewalk was not included on the menu, though. And that’s part of the beauty of tabletop role-playing games. Your imagination – along with what the gamemaster is willing to allow – is the only limitation. If you can dream it, you can do it, even if it’s not explicitly stated in the rules or the adventure module.

The Star Trek license has passed through the hands of some classic RPG publishers such as FASA, Last Unicorn Games and Decipher, but it’s now been over a decade since the last officially licensed game saw print. The license has stagnated while other big-time intellectual properties (Dungeons & Dragons, Star Wars and Firefly to name a few) have enjoyed a surge of enthusiasm in recent years for tabletop gaming.

But that changed last year when game publisher Modiphius Entertainment announced Star Trek Adventures, a new RPG slated for an official release later this year. We’re now in the middle of a public playtest of the game, and many of its core mechanics have begun to take shape.

The playtest allows fans to try out the game and help the designers hone the rules for optimal clarity and playability. The most recent rules update spans about 60 pages, and a separate document contains another 30 pages of rules on starship operations and ship-to-ship combat.

The rules don’t cover character generation guidelines yet, but they include 20 pre-generated characters from which players may choose. These pre-gens represent a range of Star Trek species such as human, Trill, Vulcan, Andorian, Bajoran, Denobulan, Betazoid and Tellarite.

Modiphius has crafted a “living playtest,” in which each player can retain his or her character from one adventure to another, forming an overarching story arc. The meta-story takes place in the Shackleton Expanse, a largely unexplored region of space jointly administered by Starfleet and the Klingon Empire.

Against this backdrop, players can choose to serve aboard one of three Next Generation-era vessels:  The Galaxy-Class USS Venture, the Intrepid-Class USS Bellerophon and the Akira-Class USS Thunderchild. A fourth option, the Constitution-Class USS Lexington, gives gaming groups an opportunity to play in the classic Star Trek era.

I chose the USS Venture for my gaming group, owing to its well-rounded mission parameters and the fact that the Galaxy-Class is my all-time favorite starship design. The first adventure scenario written for the Venture, titled “Dying Star,” doesn’t actually spend much time on the ship though. Instead, the player characters quickly transport over to a small research outpost studying a mysterious star that appears to be losing its energy for no discernible reason.

The science outpost soon suffers a catastrophic power outage, plunging the Starfleet crew into a crisis they’ll have to solve without the help of much of their advanced technology. The adventure includes a variety of classic Trek ingredients, including an Orion freighter captain, a couple Naussican body guards and a sci-fi mystery.

The adventure is short and likely designed to be completed in a single session, which my group managed with time to spare.

The adventure captures the feel of an episode of The Next Generation, though the text doesn’t always do a great job of explaining to the gamemaster how all the components of the story should fit together, leaving much to the discretion of the gamemaster. That’s fine with me, though newer gamemasters may find that a bit daunting.

Star Trek Adventures utilizes the 2d20 system, the in-house engine Modiphius has used for several of its games. The basic mechanic requires players to roll a pair of 20-sided dice to determine the outcome of character actions. Each dice that rolls below a target number scores a success.

The game also relies heavily on mechanics called “Momentum” and “Threat” to heighten the dynamism of the story. Any time players achieve more successes than necessary, they receive Momentum that can be spent to unlock various bonuses and advantages. Likewise, gamemasters can bank a reservoir of Threat points they can use to create new obstacles the players must overcome.

The mechanic creates an economy of resources players and gamemasters use to tug the story in exciting new directions on the fly. In practice, it requires some getting used to as the rules governing the various uses of Momentum and Threat take some time to process. But once you’ve mastered the learning curve, you can use Momentum and Threat to mimic the dramatic twists and turns of an episode of Star Trek.

That’s largely how the spacewalk scenario described earlier came about. The players in my game had been climbing the turboshaft to get from one deck of the outpost to the next, so I, as the gamemaster, dipped into my Threat pool to create the plasma fire as a new challenge for the players to solve.

Rather than trying to put out the fire or entering the Jefferies tubes (two solutions recommended in the adventure document), one of the players suggested a spacewalk as a means of traveling two decks up. The player decided to use some Momentum points to improve the odds that the extra-vehicular activity would go as planned.

Ultimately, the scene played out like this:

The executive officer and the ensign, clad in environmental suits and magnetic boots, checked their equipment one last time before opening the airlock door. The hatch slid open, revealing the breathtaking vista of the Shackleton Expanse. The officers needed to reach the science labs two decks up to find out why the outpost was losing power. If they didn’t get there before life support failed, the crew would have to abandon the station.

“This might be a bad time to mention this, but I nearly failed my zero-g training at the Academy,” the ensign said, trying to keep his voice from quivering.

 “It’s alright,” the executive officer said, taking the ensign by the arm. “We can do this.”

If you’ve ever imagined what it would be like to play the hero in an epic adventure – or if you’ve ever fantasized about taking the center seat on the bridge of the Enterprise – I can’t think of a better hobby to try than tabletop RPGs… and, just like the human adventure, this game is just beginning.

REVIEW: The Next Generation – “Headlong Flight”

Surveying a nebula as part of their continuing exploration of the previously uncharted “Odyssean Pass,” Captain Jean-Luc Picard and the crew of the Starship Enterprise encounter a rogue planet. Life signs are detected on the barren world’s surface, and then a garbled message is received: a partial warning to stay away at all costs.

Determined to render assistance, Picard dispatches Commander Worf and an away team to investigate, but their shuttlecraft is forced to make an emergency landing on the surface—moments before all contact is lost and the planet completely disappears.

Worf and his team learn that this mysterious world is locked into an unending succession of random jumps between dimensions, the result of an ambitious experiment gone awry. The Enterprise crewmembers and the alien scientists who created the technology behind this astonishing feat find themselves trapped, powerless to break the cycle.

Meanwhile, as the planet continues to fade in and out of various planes of existence, other parties have now taken notice….

Entertaining and engaging, Dayton Ward’s latest Star Trek novel Headlong Flight is the author’s best to date.

Ward presents an irresistible puzzle for Picard and company in this Next Generation tale, the kind they used to encounter during their seven-season syndicated run aboard the Enterprise-D. Speaking of that starship, Ward was not content to just write a straight-forward story, but added a tried a few true Star Trek elements – both time and inter-dimensional travel.

Headlong Flight opens on a familiar scene, as Geordi and Data prepare for the duo’s recurring poker night with their crewmates – yet something is different as readers soon learn this scene is set aboard the Enterprise-D, about a year after Wolf 359. That’s not all that’s different from what we know, however, as it’s revealed that this Enterprise is also from a alternate dimension where events unfolded quite differently than what we watched in “The Best of Both Worlds.”

Comfortable and reassuring, Ward allows readers to sink into a time of nostalgia when The Next Generation‘s adventures unfolded in weekly installments. There is something unmistakably soothing as experiencing the Enterprise-D crew back in action, even if the personnel involved have changed.

“They’re dealing with this just like you are. It’s strange for all of us.”

Portraying the characters of both Enterprise-D (and Enterprise-E) crews with such an intimate and personal knowledge, it is hard to imagine another author capturing the characters as well as Ward. He injects a natural humor and writes with an apparent ease that brings the characters to life, allowing readers to instantly recognize them.

Ward admittedly prefers to write for the classic Original Series characters when afforded the chance, but as a reader it seems that his best fit really is with the Next Generation crew.

Clever labels ‘Here’ and ‘Elsewhere’ help delineate the dual crews — and dimensions — so readers always understand where and when events are occurring. And as if two Enterprises from different dimensions and times were not enough, Ward also introduces a third ship – a Romulan Bird-of-Prey, from yet one more alternate dimension, one set a century earlier. Events spiral out of control quickly as both Enterprise crews must act instead of satiating their instinctually curiosity about the rogue planet. Meanwhile, the Romulan subcommander, Sarith, injects another obstacle in which both crews must contend.

All three ships encounter the rogue planet in each of its own dimension, but the real mystery is not in the planet fading in and out of each plane of existence – but rather, who or what is causing it to shift between realms. Eventually, each of the separate crews team up together in one location – and allows readers to experience a fascinating interaction between the two Enterprise crews. There is an understandable hesitancy between them as not to reveal too much.

While regular Star Trek fiction readers are familiar with the Enterprise-E‘s current crew roster, they’ll quickly discover a compelling portrayal of an alternate William Riker from the Enterprise-D dimension – and Ward spends a lot of time with him, which makes Headlong Flight all the more enjoyable.

“Play the hand you’re dealt.”

Ward bookends the story with the ritualistic poker game back aboard the Enterprise-D. The senior staff tradition is a favorite interaction among fans, and he utilizes it to great effect when it comes to Riker’s personal journey. The irreverent author even finds a natural moment to apparently throw in a blink-and-you-missed-it nod to his 2016 Vulcan travel guide, an in-universe tourist’s handbook to that logical alien planet.

Headlong Flight is an enjoyable read, and while some of what ensues might be predictable, Dayton Ward also delivers an unexpected twist which could have serious consequences for all involved.

Hopefully, the tale of this alternate Enterprise-D does not end here, as it would be exciting to see what impact each Enterprise has on the other.

Trek Comics Review: WAYPOINT #4

I don’t think Enterprise got the respect it deserved.

I mean, it was a bit of a slow burn, but it found its pace in the third season. Then it was direfully affected by dwindling ratings and a change in network leadership, then… well, that was that.

I liked it and that’s the great thing about IDW’s Waypoint series; it gives fans a chance to go back and enjoy the stories that could have been and focus more on the positive attributes of this show and other iterations of the franchise.

For one thing, I really enjoyed Jonathan Archer – what a great character and the fact that he is so integral to the historical foundation of the Federation is wonderfully reinforced by writer Vivek J. Tiwary in the first story of this book, titled “The Fragile Beauty of Loyalty.” It’s a bit of a clunky title, but speaking as someone who’s never been good with titles himself, it’s something I’m willing to overlook and forgive.

However, the value of this story is in the wonderful capture of Archer’s character background. Tiwary takes a very canonical approach to the legend of Archer and ties it in so neatly to the short-lived television show. In fact, I would venture that this is exactly what editor Sarah Gaydos is looking for in a Waypoint story to illustrate and keep in tune with the fabric of the Star Trek license. I hope this is an example shown to hopeful writers. I know I learned something from it.

This is an excerpt of Archer’s childhood. There were frequent mentions of Archer’s father and references to his childhood in the show and this is a direct relation back to that aspect of Enterprise. It’s also relevant in that we see Archer as the target of a Suliban assassination in his past – deadly agents of the Temporal Cold War. It’s definitely a story that makes a fan go “Ahh, I see what they did there!” – and is a really entertaining slice of a story that could have existed in between episodes.

The art of Hugo Petrus provides a thoroughly enjoyable representation of Archer – young and old – along with a faithful canine companion. In my opinion as a dog-lover, Porthos didn’t get enough love in the show, but it’s to Tiwary’s credit that he manages to create such a heart-warming story with such a minor character and ties it into the canonical fabric of the show. It’s certainly something that Enterprise – and dog-lovers for that matter – will enjoy.

The second story in this issue is Scott Bryan Wilson’s Next Generation tale, “Mirror, Mirror, Mirror, Mirror,” which suffers a bit from the opening page.

Worf smelling flowers isn’t a good lead-in image. Let’s face it: while it may be an incongruity to the character of a Klingon we’ve come to love, it really fails to deliver anything more than establishing shock value for just a frame. Afterwards, the odd nature of the image is lost with the rest of the story.

Dr. Crusher and Worf beam down to a planet to investigate the curative properties of a flower that can help with plague on a Federation planet. In the process of investigating the flower, they discover an artifact – a mirror – that can replicate anything in its reflection.

The story wasn’t exciting; I think that’s the most relevant criticism that I can levy against it. I can’t fault its structure, but I have to say that it was somewhat staid. After all, a mirror that can recreate real objects? It’s just my opinion, and I could be off-base, but I just found this a tad dull. It fell somewhat short of delivering a punchy and entertaining short story, which is what an anthology is supposed to do.

I found it vague in terms of resolution. After all, leaving what happened to all the reflections afterwards to the very last frame understated the story resolution. Also. the mirror’s sentience was only hypothesized, yet the last frame indicates that the mirror did resolve all the duplicates which confirms its sentience and demands a greater response than simply leaving it alone with a BEWARE sign on the front lawn. I’ve read and re-read the story over and over and I’m still stuck with the same opinion: this story left me with a sense of dissatisfaction.

However, I found the artwork satisfactory. I am not overly familiar with Caspar Wijngaard’s work so this was a first introduction to me. It was serviceable and solid and I can’t criticize it too much other than more detail to the backgrounds would be appreciated. It delivered a solid presentation of the story and that’s what art is supposed to do.

  • Turning our attention to the covers, I have to say that I was extremely fond of the subscription cover by Cat Staggs (center), featuring a stylized depiction of Archer, Porthos, and a Suliban foe. It was dynamic and had a 1980’s flair reminiscent of a restrained Bill Sienkiewicz that I found extremely palatable. I enjoyed this cover immensely and wish they would have stuck with this one for all three variants.
  • I found the regular cover by Zachary Baldus (left) was a little too faded and imprecise. When you also consider that it really didn’t have anything to do with the interior story, I found that to be a little misleading as well. The bridge crew of the USS Enterprise firing phasers into what looks like a fog was a little vague. At least, that’s my opinion.
  • The retailer incentive cover is a photograph of Scott Bakula playing Captain Archer. While Bakula is a perfect choice for this role, I just am not a fan of photographs on a comic cover. I’d love to get the rationale for this choice, but I’m guessing it’s just a reflection of how good-looking Scott Bakula is in relation to the rest of us! It’s a good cover, but it’s not a good comic cover.

I’ve mentioned this in the past, but Waypoint is still growing. Anthology series are rare but they used to be very popular in the 70’s and 80’s. I think it’s admirable that IDW is resurrecting the tradition which makes this a book that I feel very invested in.

I want this to succeed, not just because of its Trek nature but because of the classic format. It’s getting better, and just like Enterprise, it’ll find its stride.

More Info on La-La Land’s MOTION PICTURE Vinyl Release

We’ve got some more details on the upcoming Star Trek: The Motion Picture vinyl soundtrack release – first announced last week by La-La Land Records – coming up for order March 14!

STAR TREK THE MOTION PICTURE: LIMITED EDITION 2XLP (LLLLP 2003)
Music by Jerry Goldsmith · Limited Edition of 1500 Units

Produced by Mike Matessino and Bruce Botnick
Mixed and Mastered by Bruce Botnick
Music Restoration, Editing and Track Assembly by Mike Matessino
Vinyl Mastering by Eric Boulanger, The Bakery
Metal Plating and Stampers by MasterCraft
Vinyl Pressing by RTI, Record Technology Incorporated
Original Album Jacket Art by Daren R. Dochterman
Additional Designs by Jim Titus

Gatefold Double LP · 180 Gram, colored vinyl · 12-Page Insert

As we reported previously, the gorgeous-looking new two-LP collection – crackling with V’Ger’s lightning – will include the remastered Star Trek: The Motion Picture score first released on CD in 2012 – and here’s the tracklist breakdown for each colorful album in this set.

SIDE A
1 Overture 1:41
2 Main Title/Klingon Battle 6:59
3 Total Logic 3:54
4 Floating Office 1:07
5 The Enterprise 6:00
6 Malfunction 1:29
7 Goodbye Klingons/Goodbye Epsilon Nine/Pre-Launch 2:08

SIDE B
1 Leaving Drydock 3:31
2 TV Theme/Warp Point Eight :48
3 No Goodbyes :53
4 Spock’s Arrival 2:03
5 TV Theme/Warp Point Nine 1:46
6 Meet V’Ger 3:02
7 The Cloud 5:02
8 V’Ger Flyover 4:59

SIDE C
1 The Force Field 4:15
2 Micro Exam 1:13
3 Games/Spock Walk 9:50
4 System Inoperative 2:02
5 Hidden Information 3:56

SIDE D
1 Inner Workings 4:04
2 V’Ger Speaks 4:03
3 The Meld 5:35
4 End Title 3:13

Total Album Time: 84:54

This new Motion Picture vinyl set goes up for sale over at La-La Land Records March 14 at noon PT (3PM ET), for a retail price of $34.98 – with a limited quantity of 1,500 units available.

Jason Isaacs is the USS DISCOVERY’s Captain Lorca

CBS has made yet two more casting announcements today for 2017’s Star Trek: Discoveryand perhaps the biggest name yet attached to the upcoming project.

  • British actor Jason Isaacs, best known to genre fans as the evil Lucius Malfoy in the Harry Potter films, is “Captain Lorca” – commanding officer of the starship Discovery.
  • In addition, relative newcomer Mary Wiseman joins the series as “Tilly,” a Starfleet Academy cadet in her final year of schooling, assigned for field studies aboard the Discovery.
Image via CBS.

As previously reported, series lead Sonequa Martin-Green – not yet officially announced by CBS – will not be a starship captain, making Discovery the first Trek series where a starship captain’s role won’t be the primary focus for storytelling.

That being said, putting an actor of Isaac’s ability in the center seat aboard the USS Discovery – and fellow formidable performer Michelle Yeoh in command of the USS Shenzhou – will certainly bring a great deal of gravitas to the series.

Stay tuned to TrekCore for more Star Trek: Discovery news!

FIRST LOOK: New STAR TREK: VOYAGER DVD Collection

The new Star Trek: Voyager DVD box set hits stores on Tuesday – you can order the collection from Amazon now – and believe it or not, this is the first reissue of the UPN-based Trek series in North America since the original 2004 release.

Today we’ve got the first hands-on photos of the new collection!

Like the reissues of both The Next Generation and Deep Space Nine before it, this new space-saving box set contains all seven seasons in three DVD cases, with two three-year Epik Pak cases and the final season of the show in a traditional seven-disc pack.

The cover art for each case heavily features Kate Mulgrew’s Captain Janeway, with different hairstyles to represent the passing years included within each case. The artwork is unusually darkened and moody, a sharp contrast to the explosive colors found on last month’s DS9 DVD box set.

In addition, there’s a surprising usage of this odd Voyager cast photo on the back of the Season 7 case, which hides Ethan Phillips (Neelix) and Roxann Dawson (Torres) behind the rest of the crew – there wasn’t another group shot that was usable on this box set?

Inside each case, the plain-faced gray discs bear out each grouping of episode titles, while the case interior gives an overview of each season.

As with the other DVD re-releases, the discs themselves are identical to the original 2004 DVDs released in North America – save for the lack of disc art found on those first sets – right down to the on-screen menus.

Like those first-run sets, all of the special features are carried over to this new box (and the available individual season collections also available Tuesday), however the Best Buy-exclusive bonus discs continue to remain lost to collectors of the past – or to those willing to pay out the nose for them on eBay.

All the standard bonus features carry over from the original DVDs.
The 2004 Best Buy bonus discs, not carried over to the new box set.

Despite the exclusion of the Best Buy content, this new North American DVD box set is the most affordable way ever to bring the entire Voyager saga home for fans in the USA and Canada – for a sale price of under $100 USD, this entire collection is near or below single-season DVD prices that the original 2004 sets sold for individually.

And while the series is, of course, available through a multitude of streaming platforms, the DVDs are the highest-quality presentation of the spin-off series available in the marketplace, since the outlook for a future high-definition remastering is, at this time, questionable at best.

So if you’ve been holding off for all these years on buying Star Trek: Voyager – or if your old, brittle plastic season sets have begun to crack and splinter – now’s the best time to take a new trip to the Delta Quadrant with the intrepid Voyager crew.

Star Trek: Voyager
A Vision of the Future



Star Trek: Voyager
Complete Series on DVD



Star Trek: Voyager
A Celebration