Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Monday, April 9, 2012

Star Trek #1432: Vulcan's Vengeance Part 1

1432. Vulcan's Vengeance Part 1

PUBLICATION: Star Trek #7, IDW Comics, March 2012

CREATORS: Mike Johnson (writer), Joe Phillips (artist)

STARDATE: Unknown (sometime after the Star Trek movie)

PLOT: The Vulcans have recovered Red Matter from the site of Vulcan's destruction, but the Enterprise is unable to stop it from being stolen by a masked party. One of the culprits is revealed to be a former Narata crewmember who would really like to avenge Nero. What the Enterprise doesn't know is that he's working with Sarek. The Enterprise decides to follow them into the Neutral Zone without asking permission.

CONTINUITY: Various elements of the Star Trek movie are featured, including Rura Penthe, crewmen from Nero's ship the Narada, Red Matter, and Spock's father Sarek. Boma makes an appearance (Galileo Seven). The destroyed subspace relay on the Neutral Zone evokes events from Balance of Terror.

DIVERGENCES: The story starts in a "forgotten corner" of the Delta Quadrant, which seems a bit far for the ships of the era. Obviously, it's somewhere on its frontier with the Beta quadrant (and thus, the Romulan Empire), but the bar features Alpha Quadrant races like Tellarites and Andorians. Using the Beta Quadrant might have been more appropriate.

PANEL OF THE DAY - Kobayachied AND Marued!
REVIEW: Now that's more like it! The more vocal readers have been clamoring for material not based on TOS episodes, and we finally got one. More please! (Or at least pick stories that would be vastly changed in the new timeline, like Amok Time.) Using Nero's surviving crew is a good idea, as they have the ability to throw the timeline into even more of a lurch. But if they're goal is to give contemporary Romulus the means to build more ships like the Nerada and Red Matter weapons, why is Sarek on board with the plan? If the title is to be believed, then is Romulus actually about to get its ass destroyed? And if so, why are Nero's men on board? So it's got a nice little mystery going and big, big stakes. The comic balances action and characterization nicely, and I do like this more reckless Spock. He's happy to give his stamp of approval to crossing the Neutral Zone (no longer a bureaucratic impediment to Kirk as he was in the film), and gives a good speech about what it means to be a Vulcan survivor even as he threatens a Vulcan scientist with a forced mindmeld. The art is a bit uneven, perhaps too reliant on photo referencing, and the coloring tends to give everything an aura that just makes Phillips' clean lines muddier. These are minor complaints however. I WOULD like to see some proper covers on this series, though. The photo montage stuff is really generic even when it tries not to be.

Monday, April 2, 2012

Star Trek #1431: Star Trek/Legion of Super-Heroes Part 6

1431. Star Trek/Legion of Super-Heroes Part 6

PUBLICATION: Star Trek/Legion of Super-Heroes #6, IDW Comics/DC Comics, March 2012

CREATORS: Chris Roberson (writer), Jeffrey and Philip Moy (artists)

STARDATE: Unknown (follows previous issue).

PLOT: While Kirk tells Vandar where he can stick his empire, the combined Enterprise-Legion crew in prehistory gets Q out of his genie's bottle which restores the timeline.

CONTINUITY: See previous issues (Flint, Fatal Five, Q). The restored timeline features the planet Holberg 917G (Requiem for Methuselah) and Q dressed as Trelaine (The Squire of Gothos). Agony booths were used in Mirror, Mirror.

DIVERGENCES: The inference that Q and Trelaine are the same entity contradicts the novel Q-Squared.

PANEL OF THE DAY - Kirk loves those agony booth treatments.
REVIEW: The trip is over, but what fun we had. Structurally, one might complain that the crew that stayed in the "present" didn't have anything to do except get tortured and expositioned to, so they might as well have gone back in time with the rest where all the action was. One might, but then we'd miss out on Kirk being a cocky son of a bitch to Vandar and that's where 90% of the comic's entertainment value lies. Roberson's Kirk is just awesome and I hope he gets to write him again some day. It takes real balls to taunt a villain from inside a still-warm agony booth, and Kirk keeps putting on the pressure just to see if the caveman is still in there somewhere. Best of all, he gets one of those Kirk-trademarked speeches where he talks about the great thing about both franchises - the hope their respective utopias give us, the readers/viewers, for a better tomorrow. That's the power of Star Trek and Legion, showing that there'll come a day when we all work together regardless of gender, race or creed, that we'll be able to beat back poverty, famine and oppression. Back in time, while it's fun to see Spock and Brainy spark off each other, the story is more plot-driven. Q is treated like a genie who'll do your bidding if you only know how to ask. It's literally a deus ex machina type of thing, but then, the story sorta needed to push the reset button. Since no one but Q remembers it happening, we can go on believing it did despite it never being mentioned in the original episodes/comics. If there ever was a coda that deserved its "Never the end", this was it...

Monday, March 12, 2012

Star Trek #1430: Operation: Annihilate Part 2 (Reboot)

1430. Operation: Annihilate Part 2 (Reboot)

PUBLICATION: Star Trek #6, IDW Comics, February 2012

CREATORS: Mike Johnson (writer), Joe Corroney (artist)

STARDATE: Unknown (follows the previous issue)

PLOT: The comic follows the events of the tv episode "Operation: Annihilate!", with changes based on the new J.J. Abrams continuity. Spock cures himself of Denevan parasite madness and Scotty follows suit for the whole colony.

CONTINUITY: See previous issue (George Samuel Kirk, Deneva, the parasites, Yeoman Zahra). The woman I believed to be George's wife Aurelan wasn't, but Aurelan and their son Peter appear here. The Remastered Trek ultraviolet satellites are shown. There are TOS-style Vulcan musical instruments in Spock's quarters.

DIVERGENCES: See previous issue (title, Zahra). Spock's blindness does not go completely away by the end of the story.

PANEL OF THE DAY - Star Trek, Rated R.
REVIEW: I've been fairly lenient with this reboot series, but this issue is a real disappointment. Not because it's too close to the original, because it does at least end on a more hopeful note, with George and Aurelan Kirk still alive. Kirk reconnecting with his family so far from home is probably the best thing about the issue. Likewise, it ends with Spock regaining partial eyesight and in need of a Vulcan doctor IF any still exist, and the promise of a completely new story next issue (fingers crossed). No, what disappoints is that because we already know the solution to the problem, the conclusion to the story falls completely flat. I respect Johnson's attempt to skip to the newer material, assuming that we do indeed know the solution, but all the drama focusing on Spock in the original episode is lost in the process. Spock has the parasite under glass already, so doesn't return to the planet. Once the solution is found, it's implemented in just a couple of panels (that at least give Scotty a boost), and we're simply told Spock's eyesight is returning. Even the bit about George Kirk returning for his family is a little dull. Kirk goes back for him and finds him, ah well, so that's that. The problem may boil down to this: In trying to tell television stories, the comics medium fails to achieve its full potential. The comics should be telling comic book stories (as the Legion crossover does) and go where the television series never could go (in effects, pacing and ideas).

Monday, February 20, 2012

Star Trek #1429: Star Trek/Legion of Super-Heroes Part 5

1429. Star Trek/Legion of Super-Heroes Part 5

PUBLICATION: Star Trek/Legion of Super-Heroes #5, IDW Comics/DC Comics, February 2012

CREATORS: Chris Roberson (writer), Jeffrey and Philip Moy (artists)

STARDATE: Unknown (follows previous issue).

PLOT: In the prehistoric past, the Starfleet/Legion team discover the entity captured by (Emperor) Vandar and it makes an appeal for them to free it before the future can happen. And in the future, the other team is invited to dinner by the Emperor and THEY discover other time travelers have tried before, and failed.

CONTINUITY: See previous issue (Flint). Among the races apparently enslaved by the Earth Empire are the Caitians (M'Ress' people from TAS), Cherons (Let That Be Your Last Battlefield), Andorians and (from DC's Green Lantern comics, Xudarians) . Among the captured time machines are Lazarus' dimension ship (The Alternative Factor), Captain Braxton's timeship (Future's End), Rasmussen's timeship (A Matter of Time), and both the Atavachron and one of its data discs (All Our Yesterdays). From the DC side of things, we have Flash's Cosmic Treadmill and Rip Hunter's Time Sphere. (See Panel of the Day for more.) And SPOILER (block text to read): Flint/Vandal Savage has harnessed the power of Q to change the timeline.

DIVERGENCES: None (except as per the divergent universe).

PANEL OF THE DAY - Can you identify them all? In particular, the patch of steaming mud under Lightning Lad. What is that thing? And don't go looking for Marvel's time machines, I'm pretty sure this being a DC book, they weren't allowed. My answers in SPOILERY WHITE: The Time Tunnel, the Doctor's and Master's TARDISes, Bill & Ted's Phonebooth, the Stargate, Prince of Persia's dagger, the Voyagers' Omni, the Hot Tub Time Machine, the Delorian from Back to the Future, Time Cop's Timesled, H.G. Wells' Time Machines from the book and from Time After Time.
REVIEW: With the two-page spread, writer Chris Roberson labels himself as a great big nerd, and that's probably why we like him so much. What comes through in everything he does is fannish love, which is definitely what is fueling this crossover. Too inside-jokey? Who cares. He's riffing on these characters and on time travel the same way we might. And he does it so well we can't quite call it fanwank. In addition to the big spread, we've got three histories of the world crashing together, an obvious but unexpected reveal at the end, and more great scenes between characters of both franchises. Especially fun is Brainiac 5 talking down to Spock (he's the superior genius after all, and it's not like Spock can be offended... right?) and Kirk hitting on Shadow Lass who's got a REAL man at home (do you really want to get between Mon-El and his girl?). The Moy brothers do an excellent job with the art, as usual, keeping things upbeat and lightly comical (especially the characters' expressions), reminiscent of Mark Bagley's work.

Monday, January 30, 2012

Star Trek #1428: Operation: Annihilate (Reboot)

1428. Operation: Annihilate (Reboot)

PUBLICATION: Star Trek #5, IDW Comics, January 2012

CREATORS: Mike Johnson (writer), Joe Corroney (artist)

STARDATE: Unknown (sometime after the Star Trek movie)

PLOT: The comic follows the events of the tv episode "Operation: Annihilate!", with changes based on the new J.J. Abrams continuity (for anomalies that cannot be accounted for, see Divergences). The Enterprise visits Deneva, a colony taken over by brain parasites. Spock gets infected, and as the landing party goes underground, they meet Kirk's brother Sam.

CONTINUITY: The story includes the first mention of the rebooted Nurse Chapel. People and elements that appear here and in the original story include George Samuel Kirk, Deneva, the parasites, Yeoman(?) Zahra and an unnamed character who is probably Sam's wife Aurelan. A flashback to Kirk's younger days picks up from a deleted scene that features Kirk's mom and stepfather in the Star Trek movie.

DIVERGENCES: The title lacks the exclamation point. Hard to tell, has Zahra's ethnicity changed?

PANEL OF THE DAY - Take Spock drinking, buy him a new hat, well... you'll live to regret it.
REVIEW: Finally! Mike Johnson gives us a reboot script that diverges from the original screenplay in a meaningful way! Not just the redesigned Deneva and parasites, not just the youthening of the characters' timeline (it's doubtful, for example, that Sam has a son in this timeline), but also as far as structure goes (Spock gets infected earlier, for example). Thanks to the opening flashback, the issue has a stronger link to the film than to the episode, so it's about the new Kirk, not the new Kirk following the old Kirk's lead. His relationship to his brother is changed by the reboot - he now left Earth to get away away from his stepfather - and surprise! He's still alive when the Enterprise gets to Deneva (although, as in the original episode, Sam Kirk looks like he's being played by the same actor who plays Jim, except with facial hair). The comic format's strengths are well used to do bigger and better effects and action sequences, with the Denevan parasites looking so much better than the flying pancakes from tv (it wasn't hard). And almost 50 years on, Zahra is allowed to kick some ass. I feel like IDW/Johnson has been listening to fan criticism and despite the brief he's been given, he's finally making these stories part of the reboot universe and not retellings of what has gone before. Same premise, different story, which is what I want to see (at least if completely original stories are off the agenda).

Tuesday, January 17, 2012

Star Trek #1427: Star Trek/Legion of Super-Heroes Part 4

1427. Star Trek/Legion of Super-Heroes Part 4

PUBLICATION: Star Trek/Legion of Super-Heroes #4, IDW Comics/DC Comics, January 2012

CREATORS: Chris Roberson (writer), Jeffrey and Philip Moy (artists)

STARDATE: Unknown (follows previous issue).

PLOT: Having split up into two teams, the Enterprise crew/Legionnaire combos meet the evil emperor, both in the now and back in prehistory.

CONTINUITY (SPOILERS - Block text to find out): The Emperor is the immortal man the Legion knows as Vandal Savage (DC Comics) and the Enterprise crew know as Flint (Requiem for Methuselah).

DIVERGENCES: None.

PANEL OF THE DAY - George Takei shows through.
REVIEW: I could have done this review weeks ago, but I wanted to put some distance between its publication and my ultimate revelation of the emperor's identity. And still I put a spoiler advisory on Continuity and won't make direct mention of it in the review. It's a nice surprise, not at all what I was expecting, yet a completely logical link between the two franchises, and hopefully I haven't spoiled it for anyone. And just because this part of the mystery has been revealed doesn't mean we're out of mystery. Just how the character was able to change history and where those Kirbyed up cavemen came from will certainly have me coming back for the 5th issue. Not that I would have bailed, especially since Roberson is writing such pleasant versions of the characters. Plot aside, the character moments are what make the book so enjoyable, whether it's Kirk walking into an enemy citadel with a wink and a smile, or Cosmic Boy wondering if Chekov's Russian boasts mean history has diverged more than he thought. And the Moy Brothers' art goes hand in hand with the writing, just as fun and pleasant-looking.

Monday, January 9, 2012

Star Trek #1426: The Galileo Seven Part 2 (Reboot)

1426. The Galileo Seven Part 2 (Reboot)

PUBLICATION: Star Trek #4, IDW Comics, December 2011

CREATORS: Mike Johnson (writer), Stephen Molnar (artist)

STARDATE: Unknown (follows the previous issue)

PLOT: As ape-like Taureans attack the Galileo shuttle, Scotty manages to get the ship working on low power to escape from them. Back on the Enterprise, Uhura steals a shuttle to rescue Spock, which Kirk uses as an excuse to go back to Taurus II, seeing as he's lost most of his senior staff.

CONTINUITY: See previous issue (Taurus II, New Paris, Makus III, Commissioner Ferris, Boma, Gaetano, Latimer, Kelowitz, Galileo shuttle).

DIVERGENCES: See previous issue (Yeoman Rand). Other divergences are a result of the J.J. Abrams continuity.

PANEL OF THE DAY - Apes: Comics' bread and butter.
REVIEW: I'd like to think criticism like the one found in these pages has led to this series diverging more from the original canon in future issues, but I'm not holding my breath. Part 2 of The Galileo Seven is quite divergent, however, as with the second part of Where No Man Has Gone Before, Mike Johnson has predicated the changes on what's actually different in the Abrams continuity - namely, that Spock and Uhura are in a relationship. (Also, that girls can do as much as boys now that we're out of the 1960s.) There's a well-played, meaningful look between Kirk and Uhura when the captain gets ordered to leave the Galileo crew behind. At first, you think Kirk's just apologizing for what's about to happen. In retrospect, they were silently hatching a plan. There's a nice speech from Kirk about why his crew must come first, and a sweet ending with Spock and Uhura confined to shared quarters. Shippers rejoice! The Taureans get the promised make-over, though they're still ape-like. It's fun to see the action outside the shuttle the original episode denied us. My one complaint is that Yeoman Rand's presence doesn't add anything after all. Is she a plant to prepare the next movie? Or will she actually get to do something? The next issue retells Operation: Annihilate!, so not immediately, no. If it'd been Miri or The Enemy Within...

Monday, December 19, 2011

Star Trek #1425: Star Trek/Legion of Super-Heroes Part 3

1425. Star Trek/Legion of Super-Heroes Part 3

PUBLICATION: Star Trek/Legion of Super-Heroes #3, IDW Comics/DC Comics, December 2011

CREATORS: Chris Roberson (writer), Jeffrey and Philip Moy (artists)

STARDATE: Unknown (follows previous issue).

PLOT: The Enterprise senior staff and the Legion initially fight, but soon realize they're on the same side by virtue of coming from parallel universes that have disappeared and been replaced by this amalgamated timeline. After they cooperate to fight an alternate universe version of the Fatal Five, they split up into two groups. One will investigate a temporal anomaly in the present, while the other will go back in time to fix what an event they have in common.

CONTINUITY: The Star Trek historical splash features Vulcans, Andorians, Tellarites, Klingons, Romulans, Gorn and Trelaine (The Squire of Gothos). The Legion history splash features, in addition to Superboy and the LSH, Durlans, Khunds, Dominators and Universo. Also, the Legion's voting machine. The "Imperial Elite" is really the Fatal Five with Star Trek characters in each role. The Emerald Empress is an Orion, Persuader is a Gorn, Mano is a Benzite (both require a special atmosphere to breathe), Tharok is really Ruk (What Are Little Girls Made Of?), and Validus is a Mugato (A Private Little War).

DIVERGENCES: Uhura mentions having an Orion roommate at the Academy, which surely, wasn't true until the reboot? The same might be said of Sulu's martial arts skills shows here, though that's more nebulous because of Star Trek III.

PANEL OF THE DAY - Star Trek's version of the Fatal Five
REVIEW: Like the best team-ups, the two teams fight one another, and then combine forces against a common foe. It's the best of all worlds. And I gotta say, that common enemy is awesome. I'm a sucker for Amalgamation and that's exactly what Roberson has given us here. But it's more than just the Fatal Five! The two universes have been merged and there's no unmerged home to go to! Alternate universe stories are fun, but "fix history" stories are even better. Can't wait to see what common point in time the DCU and Trekverse might have... Edith Keeler, perhaps? But that'll be next month. This month? The Trek guys actually hold their own against supervillains and it doesn't seem forced. Each fight is won through teamwork, and we'll see more of that with the two recombined teams that leave the battleground. It's the IDIC at work. Roberson admitted this series was a big helping of continuity porn in a recent interview, and it is, but that may be exactly what the doctor ordered for these two nerdaliscious franchises. He's certainly doing it cleverly, and as you can see, the art is as fun as the writing.

Tuesday, December 6, 2011

Star Trek #1424: The Galileo Seven (Reboot)

1424. The Galileo Seven (Reboot)

PUBLICATION: Star Trek #3, IDW Comics, November 2011

CREATORS: Mike Johnson (writer), Stephen Molnar and Joe Phillips (artists)

STARDATE: 2821.5 (sometime after the Star Trek movie)

PLOT: The comic follows the events of the tv episode "The Galileo Seven", with changes based on the new J.J. Abrams continuity (for anomalies that cannot be accounted for, see Divergences). The Galileo crashes on Tarsus II while investigating a quasar and must face primitive beings and a total loss of ship power. Meanwhile, Kirk has a dignitary breathing down his neck about keeping to an important schedule and threatening to put an end to the search for survivors.

CONTINUITY: The story signals Yeoman Janice Rand's first rebooted appearance. People and elements that appear here and in the original story include Taurus II, the Murasaki 312 quasar (with the look of the remastered episode, though a different color), the plague on New Paris, Makus III, Commissioner Ferris, Boma, Gaetano, Latimer, Kelowitz, and of course, the Galileo shuttle.

DIVERGENCES: Yeoman Rand does not appear in the original episode. She here replaces Yeoman Mears. The stardate is the same as in the original episode, despite the fact that the reboot continuity is set much earlier in time.

PANEL OF THE DAY - Someone knows he's wearing a red shirt.
REVIEW: Though issue 2 of this series proved interesting by visibly diverging from the original script it was based on, this issue suffers from the same problems the first issue did, namely that it's so close to the original as to be unnecessary. If it weren't for some small touches, like Uhura's relationship with Spock, you wouldn't even know this wasn't a straight adaptation, albeit an off-model one. The appearance of Yeoman Rand holds some promise. Here is a character unlikely to show up in the films, but whose name we know and who could enjoy some kind of hopefully surprising reboot arc. A paper-and-ink character need not suffer from the same personal problems as an actress and might be able to profit from this project. Very little is done with her here though. And while the "special effects" are naturally better than the original's (and the art up to the task), we don't get to see the Taureans yet, creatures in deep need of a makeover. But even with that to look forward to, there seems to be little to look forward to in the second and final chapter. The dangers are the same, the proposed solutions up to now are too, and the reactions beat-for-beat identical to the original script. Can you surprise me next month, Mr. Johnson? While I can enjoy this series on the same basis as, say, Target's Doctor Who adaptations, I do wish there was more meat to the retold stories.

Thursday, November 10, 2011

Star Trek #1423: Star Trek/Legion of Super-Heroes Part 2

1423. Star Trek/Legion of Super-Heroes Part 2

PUBLICATION: Star Trek/Legion of Super-Heroes #2, IDW Comics/DC Comics, November 2011

CREATORS: Chris Roberson (writer), Jeffrey and Philip Moy (artists)

STARDATE: Unknown (follows previous issue, sometime after Mirror, Mirror).

PLOT: On opposite coasts, the Legion and Kirk's crew escape the divergent universe authorities and head for each other in the hopes of finding another temporal anomaly.

CONTINUITY: See previous issue (Mirror-ish universe). DC's Controllers are at odds with the Organians (Errand of Mercy), as are the Klingons and the DC's Khunds. The Borg have merged with Tyr's homeworld Tyrraz. There is a shot of the divergent Daedalus-class ships. We see the Emperor's beard, hinting that it might be that universe's version of Spock (Mirror, Mirror).

DIVERGENCES: None.

PANEL OF THE DAY - Khunds and Klingons: Come on, you knew they were the same all along.
REVIEW: The two teams meet only on the last page, so I guess we're still in the set-up. However, Roberson adds depth to his divergent universe with a few key panels (like the one above). Turns out, creating a parallel world that's equal parts Trek, Mirror and Legion was the best possible move. Not only is it the best of both worlds, but he's free to treat his sandbox any way he sees fit. The Legion is well handled, but it's the Star Trek characters that shine the most. Sulu gets to figure out the controls for a divergent shuttle in a matter of seconds, Uhura is a lovely shade of sassy and McCoy complains that this universe is probably ruled by an evil version of himself with a goatee. Lovely character touches throughout that make me wish Roberson was given a Star Trek book all his own after this mini-series is completed. But I'm getting ahead of myself. I'll enjoy this crossover's ride while it lasts and worry about the future (ha!) later.

Tuesday, November 1, 2011

Star Trek #1422: Where No Man Has Gone Before Part 2 (Reboot)

1422. Where No Man Has Gone Before Part 2 (Reboot)

PUBLICATION:
Star Trek #2, IDW Comics, October 2011

CREATORS: Mike Johnson (writer), Stephen Molnar (artist)

STARDATE: 1313.1 (follows previous issue)

PLOT: Gary Mitchell's ESP powers are growing to dangerous levels, so the crew imprisons him on Delta Vega while Scotty conducts repairs. Mitchell escapes and kills Kelso, so Kirk tracks him down in the desert. During their confrontation, Spock sneaks up from the back and neck pinches Mitchell. When Mitchell temporarily becomes human again, he asks to be killed and Kirk obliges. Mitchell and Kelso get a burial in space near the Great Barrier and Spock offers to become Kirk's new chess opponent.

CONTINUITY: Though there are a number of divergences, the issue is based on the second half of the classic episode "Where No Man Has Gone Before" and so features Gary Mitchell, Lee Kelso and Delta Vega. Among the illusions created by Mitchell, we see the bar and the Academy classroom again (Star Trek movie).

DIVERGENCES: Mitchell kills Kelso by forcing him to shoot himself with a phaser, not by strangling him with cables. Other divergences are a result of the J.J. Abrams continuity.

PANEL OF THE DAY - Captain Kirk's Awkward Sleeping Positions #1
REVIEW: While Part 1's set-up was too close to the original to feel like anything other than a subtle What If, Part 2 does much better. There's a sense that Johnson is actually retelling the story from the same bullet points instead of the episode as aired. Case in point, Mitchell's powers are slightly different from the episode's, allowing him to tie into the reboot Kirk's history through illusions. By reminding us of the film, he avoids simply remaking Where No Man Has Gone Before with different likenesses (though I must say Molnar does a great job). And with Elizabeth Denner out of play, it advances the Kirk-Spock relationship to have the Vulcan save Kirk's life. He definitely earns his place into the chess game, and his friendship with the captain (as opposed to the done deal of the television series). Sure, it's a little less epic than two gods battling, but since they were both guest-stars, who cares? The comic stretches out character moments instead, like Kelso's death (much more horrible, but there's more reaction to it too). And it's the characterization that drives the changes in story. This younger, brasher Kirk doesn't hesitate to shoot Mitchell the first time, but it hurts him to do so just as much. By not drawing out the action an extra beat, Johnson allows Mitchell and Kelso to get proper Starfleet burials, neatly eschewing the ridiculous tombstone bit in the original story. So while I hope IDW does a few original stories with its Trek license (perhaps in mini-series), after two issues, I have to admit I like the classics retold idea.

Monday, October 31, 2011

Holiday Snaps: Halloween Villains

As promised, here are costume pictures from this year's Halloween party. Or should I say partIES. There was a phenomenon at work this year that I call Schrodinger's Party, in which two crowds fail to mix properly. Simply put, there were the people who understood the costumes below, and then there were the people who didn't. Even when explained. The theme was Villains. I will only report on the geeky ones.

Star TrekHere's mine. True to mine own self, I went for something obscure, but easy to conjure up. I was Mirror Spock during the mirror events of City on the Edge of Forever, which I imagine would have happened to the Mirror crew too, and as in our universe, Edith Keeler must die. In this case, however, Mirror Spock was driving the truck.

Doctor Who
Isabelle score a lot of points by coming as a creepy Weeping Angel. Gah! Don't blink, guys.

Comics
My favorite comic book-related costume has to be Marty's as MODOK. Dude cut off his entire body just to make it work!
Ludger came as the Riddler chilling at a ski lodge. He's been playing a LOT of Arkham City lately. That's all I can hear coming from the downstairs appartment.
Renée went for Roxy, one of the evil exes from Scott Pilgrim. She went and won herself a prize for sexiest costume too (but the competition was fierce, as you'll see.)
And Julien came in a pretty cool homemade Shredder costume. Cleverly done when you look at it closely.

Gaming
Speaking of clever, St-Pierre came as the fabled grue from the old computer text game, Zork. As the Weeping Angel's boyfriend, they made a particularly terrifying duo in the dark.
Furn was there as Punch-Out's King Hippo, doing the complete opposite of last year's gorilla suited Robot Monster.

Movies and TV
So while the sexy votes ultimately came down in favor of Roxy, mine probably went to Nath and Josée as Kill Bill's Gogo and Elle, respectively. I mean, COME ON!
And here's Isabel's Carmen Sandiego, elusively slumming it in other people's pictures (here with evil goth doll Amelie). Never could capture Carmen alone in the frame.
At one point, I caught Statler and Waldorf on the balcony (where else?) as incarnated by Xavier and Fred. We did need someone to laugh at the *other* crowd.

So that was our Halloween, just a quantum step away from another one where they broke a kitchen table, the one that was crashed by three guys in morphsuits for all of 10 minutes, and where being a Villain apparently involved an "evil" make-up job and absolutely no concept. I'm sure they had fun, in their own way, but we can't know unless we open Schrodinger's Party and that would ruin the experiment.

Wednesday, October 26, 2011

Star Trek #1421: Star Trek/Legion of Super-Heroes Part 1

PUBLICATION: Star Trek/Legion of Super-Heroes #1, IDW Comics/DC Comics, October 2011

CREATORS: Chris Roberson (writer), Jeffrey and Philip Moy (artists)

STARDATE: Unknown (during original 5-year mission) / In the Legionnaires' timeline, it seems to be just after The Great Darkness Saga (2982)

PLOT: In a divergent universe, the Imperial Planets are waging war against the shape-shifting Durlans. Simultaneously, Enterprise crew members are accidentally beamed down to that universe's dystopian Earth, and Legionnaires crash their time bubble on that same Earth.

CONTINUITY: The divergent universe features elements of both the Mirror and DC Universes, an Earth empire (with two swords across Earth instead of one) is called the Imperial Planets, shades of both the Terran Empire and the Legion's United Federation of Planets. The divergent universe has Durlans, a mirror Shadow Lass and a Captain Tomorrow that may well be Tommy Tomorrow (Tommy is Kamandi in an alternate future, so the character may synch up with the 23rd century). The Imperial Planets defeated the Dominion in the 23rd century. Ship designs seen at Imperial Earth include ones based on the Federation's, the Klingons' and the Vulcans'. The Earth itself looks like the Borg Earth seen in First Contact. Admiral Komac (This Side of Paradise, Amok Time) and Mr. Kyle appear. The Kobayashi Maru rates a mention (The Wrath of Khan). The Imperial Planets have a corrupted version of the famous Star Trek speech that ends with "boldly go where no man has gone before... and conquer!"

DIVERGENCES: None.

PANELS OF THE DAY - Spock and Brainiac 5, two guys on the same wavelength
REVIEW: I was really stoked about this project. Over the past year, Chris Roberson has been a rising star in comics, finishing up the horrible Grounded Superman storyline in an actually satisfying way, launching a cool Elric series, and continuing his excellent work on I, Zombie. I'm a big Legion fan and matching the heroes from the future with Star Trek is an excellent idea. Though the opening chapter is basically all set-up, Roberson scores his first points with his choice of teamed-up continuities. The Star Trek cast is from the Classic series, NOT the Abrams reboot, and the Legionnaires are from the classic 80s era before any of THEIR reboots took effect. Despite the 650 years between the two franchises, these share a similar aesthetic and philosophy. The two teams cross over thanks to a multi-dimensional snafu, with a universe mirroring BOTH their universes acting as a cool nexus. I mean, who doesn't love alternate universe stories? Roberson has a good understanding of all the characters he's writing, with small moments like Sulu being happy to see his home town of San Francisco, or Lightning Lad and Saturn Girl being kind of huggy. He also laces the comic with trivia (like the Tommy Tomorrow connection), but never in a way that will confuse readers. In fact, I think Legion fans who know nothing about Trek, or Trekkies with no knowledge of the LSH can definitely enjoy this. The art by the brothers Moy is fun and expressive with no reliance on stiff photo reference for the Trek sections. IDW and DC give you a number of choices for covers. There's the fairly standard Phil Jimenez group shot, a crazy awesome Keith Giffen action cover, and Gabriel Rodriguez' diptych above. The link he draws between Spock and Brainiac 5 is supported by the comic too, as the two characters make the same realization at the same time. Can't wait to see them actually pair up (and who else will, for that matter)!

Friday, October 21, 2011

Geek Intersect: Scott Bakula

A Geek Intersect is an entertainer - often an actor - who has portrayed more than one seminal role associated with genre television or movies. Someone who has come to MEAN something to fans of genre fiction, and consequently, whose every new appearance takes on a double meaning. To geeks, they've become a connection to important geekery real estate and immediately create a reference or allusion back into the Intersect of All Things Geek. This new series means to celebrate those men and women and what they've meant to us.Scott Bakula: The nicest man in geekdom.

Sam Beckett. Scott Bakula will always best be known for his role as a time-lost physicist in Quantum Leap. There was something so wholesome about Sam, apparently informed by Bakula's own personality. This guy was DECENT, and even if he had spent the rest of his career playing villains, it's still how we would remember him. Quantum Leap was a crossover show. Something my mom enjoyed as much as we kids did. Something I trotted out more than a decade later to much younger friends who also fell in love with it. It was science fiction that nonetheless attracted Emmy nods. It had a great premise, sure, but at the heart of it, it's all about hearing Sam say "Oh boy" after every leap, isn' it? Oh, and those quantum kicks. Definitely.

Captain Archer. We didn't hear from Bakula for a long time, it seems, after Quantum Leap. And then, out of the blue, he turns up as nothing less than the CAPTAIN OF THE ENTERPRISE on Star Trek's last series. After 7 tedious years of Voyager, I might have been willing to give up on Trek, but Bakula being in the cast made that impossible. Archer was imbued with the same decency and gentle humor as Sam Beckett (but again, that's all Bakula), but with a harder, more impatient edge. And I was more than willing to follow him on a tour of early Federation history, no matter how revisionist it would become. Archer was a great captain even if his star never rose as high as Kirk's, Picard's or Sisko's, but he's not far off. Before Chris Pine, he was the last captain of the Enterprise, but he was also the first (and still is).

Stephen Bartowski AKA Orion. Chuck is a show that's great at paying its dues to all the geekery the writers and producers grew up on. Is it any wonder that Chuck's dad would turn out to be Scott Bakula? Bartowski the elder came into the show's second season as a frazzled loser/inventor, not entirely far from a befuddled Sam Beckett, early in any given Leap, nervously looking around for clues as to who he is and talking to his imaginary friend. They referenced the "oh boy" and I thought he might well LEAP as soon as Ellie's marriage was saved. But no, Stephen Bartowski was also Orion, super-hacker and inventor of the Intersect, taking on the Archer-esque hero role in the shadows. It was perfect casting, and not just because of this dual role. One might be angry at a father who mysteriously left his kids when they were teenagers, but who could stay mad at Scott Bakula? He immediately ingratiates himself into our hearts and we forgive him everything. Not because he's got a good excuse, but because we've been conditioned by the Geek Intersect to think of him as a GOOD GUY.

Favorite moments: I've always loved the Man of La Mancha episode of Quantum Leap - really shows off Bakula's versatility. Archer scenes that come to mind all feature his dog Porthos, I don't know why. (Wait, of course I do.) And in Chuck... fight in the cabin? Yeah, fight in the cabin.

Extra credit: Bakula starred in Lord of Illusions, one of the few Clive Barker stories put on film, and more recently, he was cast as the voice of Jake Gillenhall's father in Source Code, SOLELY to make the audience care about a father-son relationship that couldn't have much screen time (and of course, that film borrows Quantum Leap's premise somewhat).

Geekmeter says: Aces, Charles!

What are your favorite Scott Bakula memories?

Tuesday, October 11, 2011

What Are We Gonna Do With All These Orcs?

RPG topic pulled from my Hat of Suggestions... Ogrebear wants me to talk about non-stereotypical Orc cultures. Well obviously, you could just shuffle the various races' roles in your campaign role and get an interesting result. Give the Orcs the role usually reserved for Elves, while the Elves act like Halflings and the Halflings like Dwarves, and so on. I've though of something a little more interesting though.Orcs have been around since the dawn of the role-playing game, and someone, somewhere, has probably already done what I'm about to suggest. Probably even published it. Still, if it's new to me, and new to you... The idea is to pull a Star Trek VI/TNG on their collective asses, and they're the Klingons. This is the Orc AFTER the Battle of Mordor (or its equivalent in your game world). Your Player Characters may have experienced it, and will have to adapt to the change, or it may be part of history and they've known nothing but this status quo. The Orcs are now refugees. Their world has been destroyed by the forces of good causing an influx of Orcish civilians in any land that will take them. Orc warriors have become dangerous mercenaries for hire or brigands/pirates, certainly not helping their people's reputation abroad.

Are they evil?
That's up to you. In the past, the PCs may only have dealt with official representatives of the Orcish government or religion and their warriors. These may well all have been evil. What the present crisis may reveal is that Orc civilians come in all colors and creeds, some good, some bad. Or it may be that while some are friendly and fun, even good-natured, their religion and/or customs are considered "evil". My Klingon analogy remains a good one. Even a "good" Klingon like Worf needs to satisfy his bloodlust, murders his wife's killer, etc., things ethically wrong in the Federation mindset. In the culture itself, "good" Klingons like Kurn, Martok and Kor have participated in massacres and the like. What they've done seems evil, but it isn't to them (they find deception and cowardice to be "evil", so to each his own).

If your PCs are living through the transition
There's certainly a lot of fodder for plots and subplots there. During the transition period, PCs may have to help Orcs settle in harsh desert plains or rocky mountains where no one wants to live, or bring peaceful resolutions in conflicts between refugee settlements too close to human(oid) habitation, or even help the "good" folk oust those pesky Orcs from their territory. The GM should make this process reveal shades of gray to the age-old conflict between Orcs and others, showing the "enemy" in a new light, and asking some important questions about the xenophobia exhibited by the PCs and their allies. Culture clashes abound.

As things settle down
A few decades later, Orc culture will have deviated in different ways depending on what niches the Orcs managed to fill...
-Nomads: Some will have embraced banditry or piracy as a way of life, while more peaceful Orcs living in isolated but harsh corners of the world will be forced to migrate seasonally to survive, living in tents or a string of outposts.
-Slaves: Evil (or unethical) empires will find a desperate worker force in the refugees massing at their borders, and Orcs in those regions could be enslaved easily. If the Orc leadership used to tread on its civilians this way, they may not register a change in lifestyle.
-Underclass: Even if they don't wind up as slaves, Orcs are likely to become the underclass, especially in city settings. Begging and stealing, filling their ghettos with violence, and being employed for only the most menial of tasks, the GM might use them to explore some topical concepts like gang violence, drugs and racial equality. Because there are still first-generation refugees around, the wound is quite fresh. These Orcs are not likely to have equal rights or access to good jobs. They are probably segregated.
-Terrorists and freedom fighters: Some regions might spawn faux-Middle East politics, with enemy groups within a stone's throw of each other. Many Orcs may feel that the other races are keeping them down, have stolen/destroyed their rightful lands, etc. and wish to retaliate. Terrorist cells would be a constant danger even in the most peaceful of areas. Extremism would thrive in the post-Mordor climate.
-Genocide or deportation: If they settled in an evil empire, this might very well happen, especially after a change in the leadership, causing a new wave of refugees (if the Orcs are lucky).
-Lawful co-habitation: If your campaign world has a strict "Lawful Good" civilization, it may embrace the Orc refugees completely, give them arable lands or even space in the cities. As long as Orc citizens obeyed the law, there would be no problem, and these Orcs would enjoy a certain tolerance for their way of life.
-Mini-empires: Some Orcs would get out of Mordor and immediately jump on border towns, creating a small closed-off city-state mirroring the mother culture. The warlords in charge would likely name themselves emperors or gods on Earth (think North Korea) and cause trouble for their neighbors. This might lead to a dangerous rise in Orcish power and ultimately, war. Or these states might be contained by the surrounding powers, yet remain impregnable, an irritant they must always keep careful watch of.

Orcs integrated into other cultures will tend towards assimilation, leaving some of their ways behind and embracing their adopted culture. Or they might go the voodoo route and combine elements from both cultures, creating an interesting hybrid. Some (like slaves) might have their culture forcibly bred out of them, leading to more secret or subtle practices. Orcs NOT integrated into their new culture (either by their own choice or because of segregation) will continue to behave in more Orcish ways, while newer generations may lose their native culture entirely and try to imitate or reject either culture as filtered through their own point of view. Gang culture, Orc Punk, an Orcish Revival, it could manifest in a number of ways. Meanwhile, Orcs that have remained isolated from other humanoid cultures may evolve in various ways away from the mother culture. Nomadic cultures will create traditions based on the needs of the tribe, while despotic city-states will embrace whatever crazed dogma their leader chooses.

There are a lot of avenues to explore, and Orcs from one region to the next may be entirely different. Just like people, which is what they are. As you can see, a lot of ideas can be mined directly from human history or current affairs, indeed, anywhere cultures are living side-by-side, peacefully or not.

Monday, September 26, 2011

Star Trek #1420: Where No Man Has Gone Before (Reboot)

1420. Where No Man Has Gone Before (Reboot)

PUBLICATION: Star Trek #1, IDW Comics, September 2011

CREATORS: Mike Johnson (writer), Stephen Molnar (artist)

STARDATE: 2258.5 or .6 (after the Star Trek movie)

PLOT: After finding the S.S. Valiant's black box, Kirk follows the trail through the Galactic Barrier where its strange energies turn his friend Gary Mitchell into a powerful psionic. Gary soon starts to show disdain for the "lesser beings" around him. Meanwhile, the ship must crawl to a dilithium-cracking station to effect repairs.

CONTINUITY: The comic follows the events of the tv episode "Where No Man Has Gone Before", with changes based on the new J.J. Abrams continuity (for anomalies that cannot be accounted for, see Divergences). Scotty's assistant Keenser appears (Star Trek).

DIVERGENCES: The original stardate was 1312.4. Of course, Kirk and co. were supposedly older in the tv episode, but that doesn't account for the number being higher earlier. The Galactic Barrier is green instead of pink.

PANEL OF THE DAY - The anomaly gave Gary Mitchell heightened juggling skills.
REVIEW: Yes, it's based on the Samuel Peeples' script for the second Star Trek pilot, and only gets us halfway through that episode (it takes two comics to tell an hour-long episode). Yes. And I agree that new stories would have been preferable. However! This new Star Trek #1 does more than replay the same story with recast likenesses. For Trekkies, I believe there's still some interest generated by the "What if" nature of the new Trek timeline. We get the same basic events, but twisted by subtle differences because of the new history. For example, the tense relationship between Kirk and Spock means the comic opens with Kirk playing chess with Gary instead of Spock.Gary and Kelso are aboard because Kirk could basically get all his friends on board (stuck on the night shift because of Chekov and Sulu), but psychologist Elizabeth Dehner isn't there because of a failed and unforgiven relationship with McCoy (who, like Chekov and Uhura, is aboard during these events for the first time). Kirk's new characterization also voids all the talk about his shy years and that certain blond research assistant. Scotty gets to play the comedy and the Spock/Uhura relationship is given a moment. I found it to be an intelligent extrapolation of what the story would be with the changes made by the film. The changes are a bit subtle, perhaps too subtle to make this first part all that different, but without Dehner, issue 2 should diverge a lot more from it. So as a fan of classic Trek AND What If stories, I did enjoy it. The art by Stephen Molnar is good, with strong likenesses and cinematic panels, but the new Enterprise interiors prove difficult to translate into comic art. The backgrounds are rather flat and lifeless as a result.

Monday, May 30, 2011

Amalgamonday Confession

Inspired by THIS:While you enjoy this Amalgam of Star Trek and Firefly, allow me to confess one of my repulsively geeky habits. This kind of amalgamation is something I do all the time as a mental exercise. Any show or franchise that has an ensemble cast, I eventually and inevitably put that cast on a Federation starship (usually TNG era) named after the corresponding show. It really doesn't have to be science-fiction. Captain Bartlet of the USS Republic? Check. Captain Phelps of the USS Impossible. Likewise. Captain Jack Harkness of the USS Torchwood (everyone's potentially a redshirt!). Captain Buffy Summers, youngest Captain in Starfleet, of the USS Sunnydale. Captain Donaghy of the USS Rockefeller (NCC-30). They've all existed in my head space.

Hi, my name is Siskoid and I'm a capital-G Geek.

Sunday, March 6, 2011

Star Trek 1419: Infestation, Part 2

1419. Infestation, Part 2

PUBLICATION: Star Trek: Infestation #2, IDW Comics, March 2011

CREATORS: Scott and David Tipton (writers), Casey Maloney and Gary Erskine (artists)

STARDATE: Unknown (follows the last issue)

PLOT: Kirk, Spock and McCoy infiltrate a working facility on Calibus VII, escaping from the walking dead, and hoping to find the source of the "disease". They meet a friendly robot whose creator was attempting to make a more humanoid brand of machine when he was misled by Britt, a woman split between various worlds (in Infestation #1) and the personified hive mind of the zombies. Instead of helping him create human-looking androids, she used him to deliver the undead infection to everyone in the colony. McCoy finds a cure, which he uses on the robots' creator. While the facility is under siege by zombies, he finds a way to dose the cloud layer with the cure. Britt attacks, but falls into a vat of the stuff and is destroyed. The plan works, and the population is cured. Except it isn't. McCoy's medicine only prevents the symptoms (the killer madness and low brain activity), but the colonists are still infectious undead. McCoy vows to find a real cure and the planet is placed under quarantine.

CONTINUITY: None.

DIVERGENCES: None.

PANEL OF THE DAY - A piece of the action II
REVIEW: The comic alternates between extremely talky scenes of exposition and almost silent action set pieces, and it's McCoy that really comes out on top. His medical tommygun, the biggest prescription he's ever filled, and much of his dialog are really fun. The other principals aren't quite treated so well. Spock comes up with contrivances that make the plot work, and Kirk is somewhat out of character with his respectful stance towards the guest A.I., and delivers a cheesy line at the end. I haven't read the other crossover books (G.I. Joe, Transformers and Ghostbusters), but they probably follow this book's premise, giving each version of Britt its own back story regarding the infestation in that universe. That helps the story stand on its own, without reading even the source book, though of course, it makes more sense if you have. Overall, I'd say this issue was better than the first, perhaps even upper average as far as these things go. The Tiptons can usually deliver at least solid entertainment, and the art is, well, variable.

Sunday, February 20, 2011

Star Trek 1418: Infestation

1418. Infestation

PUBLICATION: Star Trek: Infestation #1, IDW Comics, February 2011

CREATORS: Scott and David Tipton (writers), Casey Maloney and Gary Erskine (artists)

STARDATE: 7493.5 (TMP era)

PLOT: Prior to this issue, a zombie hive-mind from another dimension used a portal to get to this one. Kirk, Spock, McCoy and a shuttleload of redshirts arrive at Calibus VII where McCoy is to be honored. They find a deserted colony until the zombies come out to get them. One by one, the security team members are killed and turned into mindless undead. The three officers destroy the shuttle so the infestation can't get off the planet and send a subspace message to the Enterprise, which is due in 5 days. They head to a facility that still has power, where they make their last stand...

CONTINUITY: McCoy is being awarded a medal for work he's done with Frontier Medics Program (Leonard McCoy: Frontier Doctor mini-series). Kirk calls a General Order 7 on the infected planet (The Cage).

DIVERGENCES: None.

PANEL OF THE DAY - No he's not!!!
REVIEW: Well, this is an odd project. A crossover event that runs through four of IDW's licenses, the others being Transformers, G.I. Joe and Ghostbusters. And it seems to tap into a fad that's come and gone twice in the last decade already. While there is potential in a Star Trek zombie apocalypse, the issue fails to deliver on that promise. For example, I was overjoyed to see McCoy wielding a shovel through part of the comic, and was all set to show a battle shovel moment, but no, he never gets to use it (maybe in #2). Similarly, there's a creepy zombie deer in there, but it doesn't attack the landing party, just gets jumped by other zombies. Every time it seems to head for a cool sequence, it shies away from it. Now, I don't mean to come down too harshly on Infestation. The characters are written well. The Tiptons get the chemistry right, not surprisingly. And the tension you expect in a zombie story works for the most part. Still, an odd duck, if not quite of the same magnitude as the X-Men crossovers.