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REVIEW: “Prey, Book 3 — The Hall of Heroes”

prey3-coverContinuing the milestone 50th anniversary celebration of Star Trek—an epic new trilogy that stretches from the events of The Original Series movie The Search for Spock to The Next Generation!

The Klingon Empire stands on the precipice. In the wake of violence from the cult known as the Unsung, paranoia threatens to break Chancellor Martok’s regime. Klingons increasingly call for a stronger hand to take control…one that Lord Korgh, master manipulator, is only too willing to offer.

But other forces are now in motion. Assisted by a wily agent, the Empire’s enemies secretly conspire to take full advantage of the situation.

Aboard the USS Titan, Admiral William T. Riker realizes far more than the Federation’s alliance with the Klingons is in danger. With the Empire a wounded animal, it could either become an attacker—or a target.

Yet even as hostilities increase, Commander Worf returns to the USS Enterprise and Captain Jean-Luc Picard with a daring plan of his own. The preservation of both the Empire and the Federation alliance may hinge on an improbable savior leading a most unlikely force….

An Empire in disarray, relations between the Klingons and the Federation on a knife’s edge, and a usurper who vows to make the Klingon Empire great again is attempting to seize power. And now, even foreign powers such as the Breen and the Kinshaya are getting involved!

After an amazing set-up in books one and two, it all comes down to this. How does the final book in the Prey trilogy compare?

John Jackson Miller has set a difficult task before himself. Up to now, the Prey trilogy has been wonderfully fresh and intriguing, with plot twists and turns that haven’t failed to surprise. Thankfully, in The Hall of Heroes, Miller sticks the landing, and even gets full marks from the judges, if you will indulge my tortured metaphor. Continuing the strong character work and tight plotting of books one and two, book three was an incredibly satisfying conclusion to the trilogy.

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The alliance between the Federation and the Klingon Empire is once again put at risk thanks to the machinations of Korgh.

One character who is especially intriguing is Shift, seen in the first two books as the Orion assistant to Buxtus Cross. She would often be seen to adopt a guise along with Cross in order to lead the Unsung in their attacks on Klingons and other targets. However, with the death of Cross at the end of The Jackal’s Trick, Shift’s true allegiances are revealed.

Working for the Breen, Shift has been deep undercover in Cross’s “Truthcrafter” group, biding her time. I really loved this character. Shift’s motivations for joining the Breen and their true egalitarian society make a lot of sense for an Orion woman who has spent her entire life being valued mainly for her appearance. With their full-body suits, all Breen look alike, and that sort of anonymity would be very tempting to someone like Shift.

As with many Klingon tales, redemption is a motif that plays out in Prey. The crimes of the Unsung are at least partially redeemed by their actions in The Hall of Heroes, and by their continued service after the end of the story. Also, Kahless himself experiences a form of redemption, after having languished in isolation for many years. He once again has a purpose to serve, and his role as Emperor is once again valued by him.

A great lesson imparted in this story is the idea that history should be remembered. The Unsung became such a huge problem partly because they were forgotten by the Empire. Being discommendated made them less than nothing in the eyes of the Empire, and therefore beneath their notice, allowing them to be corrupted by Korgh and his confederates. If the Klingons had felt it necessary to keep track of them, it’s likely that these events would not have happened.

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The Breen, with their philosophy of conformity and egalitarianism, are very alluring to someone like Shift, who comes from a society where looks are all that matters.

In the end, rather than seeing the end of the alliance between the Federation and the Klingon Empire, Prey becomes a celebration of it. While the Federation and the Empire are both very different, it is in those differences that they find strength.

A beautiful cameo appearance by a character who had a direct hand in originally bringing the two powers together ties the story up nicely, and cements it as a perfect celebration of a half-century of Star Trek.

The end of the Prey trilogy, and the final part of The Hall of Heroes in particular, are supremely satisfying. I feel like it would be difficult to craft an ending that sufficiently matches the high notes of the previous two books, but John Jackson Miller has accomplished that and more.

DISCOVERY’s Doug Jones on Playing a First-Time TREK Alien, Lt. Saru

Filming is set to begin later this month on STAR TREK: DISCOVERY, and today IGN released a new interview with recently-cast actor Doug Jones, who takes on the role of alien Lieutenant Saru – a member of a brand new Trek species, debuting in the new series.

In addition to a pronunciation guide to the new character name, Jones also told IGN’s Jim Vejvoda about his preference to create a new alien species, rather than don the makeup of an already-established Trek race.

JONES: I am a new breed of alien that you’ve never seen on the series before, or in any of the movies, which I’m ticked pink about – that I get to, from the ground up, get to find and develop this character and his species, and what we’re all about from the getgo… instead of taking folklore that’s already existing in the franchise and trying to appease the fans in playing a new one of those [alien species].

This is a whole new thing that we get to discover together, which I’m really excited about – and I will be the science officer [Saru].

IGN: How do you say his name, ‘Saow-ru’?

JONES: ‘Suh-ROO.’ Lieutenant Saru, is what they’ve said so far. Now rank, of course, can change over the years; I don’t know where I’ll be heading from here. Let’s hope up!

STAR TREK: DISCOVERY debuts this May on CBS All Access and Netflix.

REVIEW: “Prey, Book 2 — The Jackal’s Trick”

prey2-coverContinuing the milestone 50th anniversary celebration of Star Trek—an epic new trilogy that stretches from the events of The Original Series movie The Search for Spock to The Next Generation!

The Klingon-Federation alliance is in peril as never before. Lord Korgh has seized control of the House of Kruge, executing a plot one hundred years in the making.

The Klingon cult known as the Unsung rampages across the stars, striking from the shadows in their cloaked Birds-of-Prey. And the mysterious figure known as Buxtus Cross launches a scheme that will transform the Klingon Empire forever.

Into danger flies Admiral William T. Riker and the USS Titan, charged with protecting the peace forged nearly a century before during the Khitomer Accords.

Aided by Captain Jean-Luc Picard and the USS Enterprise, Riker and his officers scour the stars, seeking to find the Unsung and uncover the truth behind the conspiracy before time runs out.

Yet even as Commander Worf departs on a deeply personal mission of honor, hidden sinister forces seek to turn the crisis to their advantage. And the conspirators’ plans threaten to spiral out of control, jeopardizing the very empire they aspire to rule.

The Prey trilogy continues in book two, The Jackal’s Trick! In this installment, Galdor (recently revealed to be the treacherous Korgh) has seized the House of Kruge through dishonorable means. His troops, The Unsung, believe they are being led by the legendary Kruge himself.

However, “Kruge” is actually a Betazoid con artist by the name of Buxtus Cross. Book one, Hell’s Heart, was an examination of the history of Galdor/Korgh, while this book takes a look at what led Buxtus Cross to where he is now.

Cross was a former Starfleet officer who had murdered a fellow officer. Escaping from prison thanks to some skilled “truthcrafters,” Cross now leads the troupe as they ply their schemes across the galaxy. “Truthcrafters” are basically con artists who use tricks and illusion to hoodwink unsuspecting victims — think Ardra from the TNG episode “Devil’s Due,” who used cloaking technology, transporters, and holography to convince the people of Ventax that she was their version of Satan, returned to collect on an ancient debt.

Cross, in his guise as Lord Kruge, has taken control of the Unsung in order to carry out Korgh’s scheme. However, he has his own goals in mind as well.

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The people manipulating the Unsung have created a cult of personality around their fake version of Lord Kruge.

One thing that stood out to me in The Jackal’s Trick is the way in which the Unsung are manipulated. It has a very familiar feel to it. They have an unwavering belief in and support of Kruge, to an extent that is downright scary. It does, however, make a lot of sense. The Unsung are discommendated Klingons, which makes them among the most vulnerable in that society.

People who have had everything taken from them can be very easily manipulated. Weakened or oppressed people have always been easy targets of a charismatic leader. Germany’s disillusioned population after World War I fell under Hitler’s sway, and cults will often target new arrivals to a city because they are cut off from family and may feel lonely and vulnerable. In fact, the Unsung feels very much like a cult. One Klingon in this book says to Worf that it “doesn’t matter” that their leader may not truly be Kruge; he is nonetheless “saying the right things.” This all seems eerily familiar, which makes it all the more terrifying.

One thing that John Jackson Miller excels at is writing exciting, beautifully visual scenes. There are a few in this book that certainly jump out. At one point, the Unsung are attacking a conference being held at H’Atoria. During the battle, just when you think the Starfleet forces are completely outmatched, Riker issues a coded order and Starfleet troops emerge from beneath the water in a brilliant counterattack. Not only is the sequence amazing to imagine, but it is reflective of part of the story being crafted in this trilogy.

Throughout the narrative, Korgh and his schemes makes some headway, seeming to embarrass Starfleet and harm their standing in the Klingon Empire. However, at no point are they completely defeated, and the result is a sort of cat-and-mouse game in which both sides score their own victories from time to time. This makes for an exciting story in which you are never really sure what will happen next.

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Admiral Riker and his flagship, the Titan, put in an appearance in the ‘Prey’ trilogy.

Also fun to see is Riker and the Titan getting some more “screen time.” The crossover aspect of these event trilogies are always a highlight, and it’s great to see the various crews working together to solve a problem. With the Aventine set to show up in book three, Prey is looking like a more epic story all the time. While maybe not on the level of Destiny, it’s still good to see these larger stories being undertaken by the novels.

As with Hell’s Heart the first Prey novel – The Jackal’s Trick ends on a completely unexpected note. In this second book, we learned a lot about Buxtus Cross and what makes him tick, but in book three, it seems as though there is yet another mastermind behind what has been happening.

Her story is yet to come…

Trek Comics: GREEN LANTERN — STRANGER WORLDS #1

gl1-coverBuy Stranger Worlds #1

In brightest day, in blackest night… it’s the return of IDW Publishing’s Star TrekGreen Lantern crossover comic series – a sequel to 2015’s The Spectrum War saga – in this first chapter of Stranger Worlds!

If you weren’t fortunate enough to read the first time IDW and DC Comics collaborated with each other, then you’re in for treat, particularly if you’re a Green Lantern fan as well. It’s an odd combination, to be sure, but the last crossover between the DC Universe and the Star Trek’s Kelvin Timeline was a well-received “otherworlds” tale that there’s a clear demand for a return to that shared universe.

The Spectrum War saw the struggle between the ringbearers of different factions (The Green Lantern Corps, The Sinestro Corps, the Star Sapphires, the Indigo Tribe, The Red Lanterns and the Blue Lanterns) with Nekron, the leader of the Black Lanterns.

Poised on the verge of defeat, Ganthet, the last of the Guardians of the Universe, sent the remaining defenders to an alternate universe to carry on the fight. Nekron followed them, and combining forces with James T. Kirk and the crew of the USS Enterprise, the ringbearers were able to defeat Nekron once and for all.

However, that left the fate of the ringbearers to be determined in this reality.

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Mike Johnston has taken up the challenge to connect Kelvin Trek to the DC Universe and with artist Angel Hernandez, crafted the first issue in a series that further explores the fate of these few “ring-slingers” – beginning with Guy Gardner, Kilowogg and John Stewart instructing a room full of Starfleet Academy cadets about the basics of their ring technology. Of course, while Gardner tries to hit on the Vulcan professors, his companions lament the loss of the power batteries that charge their rings.

But damn, if this isn’t a cool story to imagine: Hal Jordan’s arch-nemesis Sinestro is the new emperor of the Klingon Empire; Starfleet tries to replicate its own rings; Hal Jordan and Carol Ferris rescue Starfleet personnel from a crippled starbase. While there is so much going on, we also have to remember that Atrocitus, leader of the Red Lanterns of Rage, is also out there, somewhere deep within the Romulan Empire.

Johnston capitalizes on significant elements of both properties and exploits them well for his readers’ entertainment. Hal Jordan’s boldness is an easy match for Kirk’s own personality in pushing themselves to the limit for their respective duties. Jordan’s ring is near the point of exhaustion yet he still takes its life support to the maximum while rescuing the crew of the damaged starbase. In the end, Kirk manages to transport him to safety but this is a great example of the two evenly-matched personalities collaborating well.

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However, I have to disagree with Sinestro as the choice of leading the Klingon Empire. Klingons are bloodthirsty in their pursuit of war – and while I see them as an excellent army for Sinestro to lead, his scheming personality would have been better suited to leading the Romulans. Atrocitus would have been a better match, yet I can understand Johnston’s choice in that their respective adversarial profiles are equal. When you think villains for each franchise, those are the two names that easily come to mind. (But if you read The Spectrum War, then you will recall that was where we left our villain… so I can’t complain too much.)

Angel Hernandez’s art is pretty lively. It’s a demanding role to recreate images from two iconic properties but Hernandez’s talent is up for the task. Which is good, considering that it has to satisfy the editorial department of two comic companies!

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  • The covers are fairly standard and similar to each other. Hernandez provides us with the standard cover, which sees a scheming Sinestro at the head of a Klingon army standing over Hal Jordan, John Stewart beside Spock and Kirk in heroic poses; nothing too striking.
  • Rachael Stott’s subscription cover features a malevolent-looking Sinestro staring at the reader in a typical villain manner, crushing a solid-light projection of the Enterprise. Again, nothing too daring and fairly comic-standard.
  • The fun retailer incentive cover, also by Angel Hernandez, imparts a degree of personality with all the positive spectrum Lanterns (Green, Blue and Violet) in a candid camera pose alongside the bridge crew of the Enterprise.
  • The final design is a Nerd Block-exclusive cover (again from Hernandez) which actually features a central image of the Enterprise with Kirk and Spock over top of the ship, flanked by Hal Jordan and Sinestro. It’s a better cover than the other four in my opinion, and it’s definitely my favourite. Nerd Block definitely got its money’s worth out of this one.

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Clearly, Johnston knows these properties well and has a lot of fun in describing them in a plot that is both engaging and entertaining. In fact, the final three pages of Stranger Worlds #1 really shows this familiarity and makes for a bit of a cliffhanger that really has me looking forward to the next issue.

REVIEW: “Prey, Book 1 — Hell’s Heart”

prey1-coverContinuing the milestone 50th anniversary celebration of Star Trek—an epic new trilogy that stretches from the events of The Original Series movie ‘The Search for Spock’ to The Next Generation!

When Klingon commander Kruge died in combat against James T. Kirk on the Genesis planet back in 2285, he left behind a powerful house in disarray—and a series of ticking time bombs: the Phantom Wing, a secret squadron of advanced Birds-of-Prey; a cabal of loyal officers intent on securing his heritage; and young Korgh, his thwarted would-be heir, willing to wait a Klingon lifetime to enact his vengeance.

Now, one hundred years later, while on a diplomatic mission for the United Federation of Planets, Captain Jean-Luc Picard and the crew of the USS Enterprise are snared in the aged Korgh’s trap—and thrust directly in the middle of an ancient conflict.

But as Commander Worf soon learns, Korgh may be after far bigger game than anyone imagines, confronting the Federation-Klingon alliance with a crisis unlike any it has ever seen!

The Star Trek universe has an extremely rich history, featuring heroes of villains of many different stripes. One of the strengths of the Trek novel-verse is its ability to draw upon the multitude of previous adventures, pulling on a thread here and there and teasing out a compelling story about a character or situation that was previous only given a limited amount of screen time.

In Prey, Book 1: Hell’s Heart, one such villain is revisited in Commander Kruge, the main baddie from Star Trek III: The Search for Spock. However, I suppose it makes sense that we never got more about this character. After all, he was killed by Admiral Kirk at the climax of that film. Or was he…?

While Kruge was apparently killed on the Genesis Planet, his legacy has endured well into the 24th century. Leaving behind a house initially in disarray, the nobles of the House of Kruge have banded together to rule the house as a group. However, a young Klingon named Korgh, who fancied himself Kruge’s true heir, began a century-long plot to lead the wealthy House of Kruge. Now, as the Empire prepares to enter into negotiations with the Federation and a number of other powers for the establishment of a free-flight corridor through Klingon space, Korgh begins to enact his plot.

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The legacy of Klingon Commander Kruge plays a big role in the ‘Prey’ trilogy.

The story itself is divided into three acts. The first act introduces the main players in the 24th century: the nobles of the House of Kruge, as well as the caretaker for the house: an elderly Klingon by the name of Galdor. Act two involves a flashback to the 23rd century, following the events of The Search for Spock. This part of the story features the Enterprise-A under Captain Kirk and their encounter with a group of dishonored Klingons, fallout from the death of Kruge. They are allowed to take refuge in a nebula called Klach D’kel Brakt, or as the Federation calls it, the Briar Patch.

In act three, these dishonored Klingons enact the plan, having come under the control of Korgh. Calling themselves the “Unsung,” they use a fleet of birds-of-prey called the “Phantom Wing” to carry out attacks on behalf of Korgh. Most of their action is seen through the eyes of Valandris, one of the Unsung who turns out to be a truly fascinating character. While her life as a dishonored Klingon is the only one she has known, it seems as though there may be cracks in her conviction to follow the cause of the Unsung.

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The Unsung operate from a planet located within the Briar Patch, seen in ‘Star Trek: Insurrection.’

Like his previous stories in the Trek universe, Miller has created some truly interesting characters. They all feel real, with a depth that is sometimes lacking in one-off secondary characters. The machinations of Korgh are a definite highlight, and I found myself unable to guess what would happen next. The story is anything but predictable. While Korgh’s plan may seem fairly simple, it is clear that there are wheels within wheels, and we are in for quite the ride throughout the rest of this trilogy.

Given the long life of the Klingons involved and the length of time this plan has been in motion, the Prey trilogy serves as an excellent celebration of Star Trek’s 50th anniversary, with a story that spans a century and includes both the original and Next Generation crews. Not to mention the fact that the Klingons are a fan-favorite, and this story dives deep into Klingon lore. Fans of everyone’s favorite lumpy-headed honor-bound warriors will find a lot to love in this story!

REVIEW: Dept. of Temporal Investigations — “Time Lock”

timelock-coverAn all new Star Trek e-novella from the world of Deep Space Nine, featuring the fan-favorite Federation bureau the Department of Temporal Investigations!

The dedicated agents of the Federation Department of Temporal Investigations have their work cut out for them protecting the course of history from the dangers of time travel. But the galaxy is littered with artifacts that, in the wrong hands, could threaten reality.

One of the DTI’s most crucial jobs is to track down these objects and lock them safely away in the Federation’s most secret and secure facility. As it happens, Agent Gariff Lucsly and his supervisor, DTI director Laarin Andos, are charged with handling a mysterious space-time portal device discovered by Starfleet.

But this device turns out to be a Trojan horse, linking to a pocket dimension and a dangerous group of raiders determined to steal some of the most powerful temporal artifacts ever known…

Star Trek stories can be many things. They run the gamut from dark and intensely personal to fun and whimsical.

The novels and novellas in the Department of Temporal Investigations series definitely fall into the latter category. Above all else, these stories are fun, and Time Lock continues the tradition of clever and playful storytelling that has been a hallmark of this highly entertaining series.

The Eridian Vault, the department’s repository of dangerous time-related artifacts, comes under siege by a paramilitary group intent on stealing an item from the vault. The vault goes into a special lockdown called a “time lock,” during which time on the inside of the vault slows down incrementally as compared to the space-time continuum outside the vault.

Trapped inside with the attackers are Agent Lucsly along with a number of other DTI agents as well as the director, Laarin Andos. As time continues to slow, it’s up to them and the rest of the DTI, working outside the vault where time continues forward normally, to stop the militants led by a mysterious woman named Daiyar.

Meanwhile, stationed on Denobula, Lucsly’s former partner Dulmur must marshal his resources to aid his friend in this unstable predicament. An interesting aspect of the story is the forward progression of events in his life while only a few minutes pass in the Eridian Vault. Dulmur’s experiences of falling in love and moving on in his life provide an excellent illustration of the extreme time difference between the two halves of this story.

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Despite the fact that Time Lock separates them both by light years and the actual flow of time, the close relationship between Dulmur and Lucsly plays a big role in how this story unfolds.

The main thrust of the story is a pursuit through the vault, in which the antagonists use some of the various temporal artifacts against our heroes. The result is a jumbled mess of time-related shenanigans, some of which are quite confusing. I’m reminded of a frustrated O’Brien alongside a temporal copy of himself bemoaning, “I hate temporal mechanics.”

However, Bennett utilizes his usual skill in navigating these complexities with the same level of competence in temporal matters as the protagonists he writes about. My favorite illustration of this mastery of time comes when Lucsly communicates with Dulmur from within the temporally-slowed vault. After imparting the information critical to the plot, he pauses briefly, and ends the message with “Happy Birthday.”

In order for Dulmur to have gotten the message on the correct day, Lucsly would had to have timed the message perfectly within a fifteen second window. This is an example of the fun stuff that Bennett does with time in this story!

The end of the Time Lock story reveals that not all is as it seems (and really, when is it ever?). There is a very clear set up here for a sequel, and indeed word has come down that a third Department of Temporal Investigations e-book is in the works: Christopher Bennett is currently working on Shield of the Gods – due out in June – the next entry in the DTI series! I’m really looking forward to seeing this story continue.

REVIEW: The Original Series — “Purgatory’s Key”

legacies3-coverThe conclusion to the epic trilogy that stretches from the earliest voyages of the Starship Enterprise to Captain Kirk’s historic five-year-mission—and from one universe to another—just in time for the milestone 50th anniversary of Star Trek: The Original Series!

Eighteen years ago, the Starship Enterprise thwarted an alien invasion from another universe, and Captain Robert April took possession of the interdimensional transfer device that made it possible. Since then, each captain of the Enterprise, from Christopher Pike to James T. Kirk, has guarded this secret with his life.

Now, Romulan agents have succeeded in stealing the device and using it to banish Ambassador Sarek and Councillor Gorkon to an unknown realm in the midst of their groundbreaking Federation-Klingon peace negotiations.

With time running out as interstellar war looms in one universe—and alien forces marshal in another—will Captain Kirk and his crew preserve the tenuous peace and reclaim the key between the dimensions?

A crew to rescue, an enemy to overcome, and the fundamental nature of a strange, otherworld reality is revealed. Just another day for the brave crew of the Starship Enterprise!

In many ways, Purgatory’s Key had a simple task: wrap up the storylines that had been set up in the previous two books in the Legacies trilogy. Purgatory’s Key could easily do that in a simple, 1-2-3 manner, but good Star Trek stories are seldom simple. The writing team of Dayton Ward and Kevin Dilmore have applied their usual skill to craft a story that concludes Legacies in an interesting and compelling manner.

For me, the most fascinating part of Purgatory’s Key was the slow revelation of the nature of the alternate universe that people from our universe are banished to by way of the Jatohr transfer key. The idea of it being not so much a physical space and instead a sort of mindscape “waiting room” makes sense, given the effect over the environment that Captain Una is able to exert. I thought it was a fascinating development that tracks with the clues we have been given over the two previous books.

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It was fun to see Gorkon as a Klingon warrior, rather than a diplomat and head of state.

Additionally, getting to spend time with Gorkon and Sarek in the alternate reality was a lot of fun. It was interesting to see how various people react to the strange environment of the other universe. Sarek tackles things from a purely analytical perspective, while Gorkon embraces his Klingon-ness and fights alongside the Usildar against the Jatohr.

Seeing this side of Gorkon after only knowing him as a diplomat from his appearance in Star Trek VI: The Undiscovered Country was a nice change of pace. Sarek’s story had another interesting aspect: his telepathic link with his wife, Amanda. The way there were able to communicate was reminiscent of the bond shared between Trip and T’Pol, shown in the Enterprise episode “Affliction.”

Ward and Dilmore have a great command of the voices of the main characters, and I thought their interactions were pitch-perfect, especially the dynamic between Kirk, Spock, and Bones. It was also nice to see that many of the often-forgotten crew are given lots to do. Chekov, Uhura, and Sulu all get their moments to shine in this story.

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The strong bond between Sarek and Amanda plays a significant role in ‘Purgatory’s Key.’

Another aspect of this story that I appreciated was the representation of both the Jatohr and and Usildar. Oftentimes in Star Trek, alien races are presented as monolithic cultures. Klingons are all warriors, Ferengi are all scheming capitalists, et cetera. However, this story does a good job of presenting the Jatohr as not just an enemy to overcome, but a multifaceted culture with individuals who have varied interests and goals.

While the story could have taken the easy way out and given us an implacable “other” whom we must overcome, it instead gave us something deeper. This is another element that comes through in the best Star Trek stories.

Trek Comics Review: “Boldly Go #3”

bg3-coverOrder Boldly Go #3

I’m really impressed by Mike Johnson and Tony Shasteen’s work on IDW’s Star Trek: Boldly Go. As a die-hard fan of the franchise love so much, it’s clear they given me new reason to love the cinematic version of Star Trek.

No, I mean it – they’ve taken on the sensitive ground of extending the Kelvin Timeline into a something that actually grows on me. They’ve instilled within this version of Trek a natural sense of progression, and this organic growth works.

Johnson has created a real sense of relationship among all the crew members. The first movie didn’t have this sense as the characters and the audience were all being re-introduced to them.

We had to go through this artificiality of pretending that we didn’t know these characters and had to affect a degree of surprise at mannerisms or behaviour that we knew all too well, or were to accept any changes with a sense of acceptance.

The last two films did little to reinforce those bonds, which is a disadvantage to cinema. If ‘the-powers-that-be’ wanted to really reboot TOS, then a new television show would have given them the chance to introduce the natural, transitional changes that Shasteen and Johnson are able to bring to bear in their book.

In a way, this comic is doing it right.

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  • George Caltsoudas’s primary cover is a stylized version of the Borg rather than a more exact one that we are used to. It’s not my cup of tea, but there’s no doubt that he manages to convey the dark sense of foreboding and terror that this race represents. Let’s face it: the Borg are probably the most fearsome and memorable foe that has ever been created for this franchise.Though Johnson might be criticized for “jumping the gun” a little in introducing them to this renewed version of the original series, I do enjoy how he manages to route that back to the original timeline anomaly that started this diverted version of Star Trek. If we can understand that, then there’s room for Caltsoudas’s interpretation of the Borg.
  • Tony Shasteen’s B-variant cover is another in the series of profile pieces of the command crew’s transfer orders to the USS Endeavour; this time, it’s Leonard McCoy. I love these. They’re solid works of art but they’re also a subtle manifestation of the story line of this book. I really want to see the complete piece as a whole. I think I’ll be sending Mr. Shasteen some of my wife’s orange-flavoured, chocolate tipped shortbread cookies this holiday season as a bribe.

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  • The third in the cover variants is a gorgeous shot of Lieutenant Nyota Uhura, played by Zoe Saldana. It’s a lovely piece of photography, and while I appreciate the skill that went into this shot – as well as the subject – I just feel that a comic cover should be drawn. I want to see more of Shasteen’s work or J.K. Woodward – another excellent Trek artist.For that matter, why can’t John Byrne draw some more excellent Trek work? IDW as some awesome talent at its disposal for this franchise.
  • The final cover variant is the paper doll series and it’s of Lieutenant Uhura as well. While I’m not usually disposed to playing dress-up dolls, I think this is an area that I could probably investigate more, in the interests of spending some valuable playtime with my youngest daughter. I could also kindle an interest in Star Trek… yeah, that’s why my wife is rolling her eyes at me.

Johnson has gifted the crew of the Enterprise – now the Endeavour, with a real sense of team identity. They have a closer sense of relationship – Nyota Uhura jokes with Kirk about Spock’s lack of surprise at Kirk’s decision-making; they feel Sulu’s pain at his missing family members, and Shasteen even manages to pencil relaxed expressions on their face, visibly reinforcing this notion.

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Unlike their cinematic counterparts, there’s a real sense of unity in this crew. I think that’s why I like Johnson and Shasteen’s rendition of the Kelvin Timeline better than the actual film.

In short, Johnson and Shasteen are doing a wonderful job with this extension into the franchise. They have taken the traditional elements of Trek and successfully merged them into the Kelvin Timeline. Sarah Gaydos has a good team here and this is a book with controversial fan emotions (ie: the Trek purists vs. Trek evolutionists) and synthesized something that all lovers of Trek can get behind.

If there’s a way for the Kelvin Timeline to work, IDW has definitely made it work under these folks.

Romulus Invades Earth in STAR TREK: DEVIATIONS Comic

IDW Publishing announced this week a second run of their What If?-style DEVIATIONS alternate universe comics, which first debuted in early 2016 – and this time around, they’ve included Star Trek in this trip around the multiverse!

Star Trek: Deviations imagines a galaxy where the Romulan Star Empire got its talons around Earth before the Vulcan ship T’Plana-Hath could make first contact with humanity – and now the planet is an intergalactic prison world!

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Star Trek: Deviations—SPOTLIGHT
Donny Cates (w) • Josh Hood (a & c)

In a world where the Romulans discovered Earth before the Vulcans, Earth is now a brutal penal colony. Resistance fighter William Riker has uncovered a vast conspiracy, and together with his band of prisoner outlaws (you just might recognize a few!), must fight to rescue a mysterious prisoner in the darkest level of the Romulan dungeons. The only man on Earth that still holds the key to humanity’s return to the stars!

Coming in March 2017, the one-shot Star Trek: Deviations will also feature a “mash-up variant” from Cates, Hood, and colorist Rachel Stott, along with an additional variant cover from artist David Malan.

Watch for our review this Spring!

New STAR TREK ADVENTURES RPG Playtest Launches

Tabletop game designer Modiphius Entertainment last month officially launched the playtest of Star Trek Adventures, a pen-and-paper role-playing game slated for publication in summer 2017.

Modiphius is hosting the free and open playtest over the next few months to allow fans and gamers to offer feedback as the developers polish the game’s mechanics and elements. Game developers Chris Birch and Nathan Dowdell, who were kind enough to answer several of our questions, said the initial playtest materials focus on presenting the core concepts of the system.

“As much as anything else, we want to make sure here that we’ve got a solid foundation – and playtesters who understand that foundation – before we start piling on things like starships, supporting characters, playing senior staff, and so forth,” Birch and Dowdell wrote in an email.

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The initial playtest materials, released just before Thanksgiving, include five downloadable PDFs that total roughly 75 pages of rules, character sheets, setting information and an adventure scenario. The packet doesn’t cover rules for starships or for character generation but instead includes a dozen pre-generated characters from which players may choose. The pre-gens represent a range of species from throughout Star Trek’s 50-year history including human, Andorian, Tellarite, Denobulan, joined Trill or Vulcan.

Each pre-generated character sheet outlines that character’s six attribute scores along with some accompanying skills and focuses. Characters also possess a limited number of talents, or special abilities, and weapon and attack entries for combat situations. The character sheets also provide players with several personality “values” for each character, which will give players some guidance on how to role play.

Modiphius also has provided playtesters with a survey to provide feedback about their experience with the first batch of materials. Birch and Dowdell said they want players and games masters to adhere to the rules as they’re written as closely as possible rather than suggest alternatives. “House rules,” while a long-accepted tradition in the tabletop RPG hobby, don’t help developers in a playtest situation, Dowdell and Birch said.

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“Try and explain why you think something doesn’t work, and try to be clear about the difference between a rule you don’t like and a rule you don’t think works, and they tell us different things,” they wrote.

The developers also want to know if playtesters think the rules support the thematic elements of Star Trek storytelling.

The adventure included in the playtest materials, titled “The Rescue at Xerxes 4,” opens with the player-characters crash landing a shuttle on a remote planet after encountering an intense ion storm. The crew will have to repair the damaged shuttlecraft while trying to rescue a stranded science team suffering from bizarre environmental effects. The scenario, while fairly short and linear, incorporates some exploration and problem-solving themes as well as a dash of TOS-esque pulp adventure.

Future playtest materials will weave together a larger meta-story set in the Shackleton Expanse, a vast area of largely unexplored space. The meta-story will allow players to man one of three Next Generation-era Starfleet ships: the U.S.S. Venture, the U.S.S. Bellerophon and the U.S.S. Thunderchild. Crews that prefer classic Star Trek can take part in a mission aboard the TOS-era U.S.S. Lexington.

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Modiphius has enlisted Dayton Ward, a New York Times bestselling author familiar to Star Trek fans for his entries in the novel universe, to contribute to the playtest’s storyline.

“As each phase of the playtest progresses we’ll be tailoring the plot based on the progress of the playtesters and sending them a communiqué from Starfleet written by Dayton Ward touching on some of the highlights of the big events in the story,” Birch and Dowdell wrote.

Star Trek Adventures runs on the 2d20 system, a game engine designed by Modiphius that also drives several of the company’s previous rpg lines. The system’s main task resolution mechanic requires players to roll two 20-sided dice, attempting to roll as low as possible to achieve successes. The playtest’s 40-page rules document also outlines a narrative-driven momentum and threat mechanic that encourages players and games masters to ratchet up the drama of the story through narrative improvisation.

Players score momentum when they roll successes beyond what their immediate task requires. They may spend earned momentum to get a bonus or they can save momentum in a pool to be used later. Likewise, the games master has a pool of threat points to be used to create complications for the player-characters or to allow their foes to unlock certain special features. The system comes with a bit of a learning curve for the uninitiated, but it allows for players and games masters to craft a more dynamic and exciting story on the fly.

If you’re interested in joining the pre-release fun, Mophidius’ playtest is still open for signups at their official Star Trek Adventures website.