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During their earliest voyages, Picard, Riker, Data, Worf, Troi, Yar, and Laforge learn about each other and encounter a de-powered Q who seeks refuge aboard the Enterprise as he attempts to learn what it means to be mortal, a world where warriors see battle as a child's game, and a world with dark secrets which threaten both the ship and the crew.
Reprints the very first comics adventures from The Next Generation and the crew of the U.S.S. Enterprise. Set during their earliest voyages, join Picard, Riker, Data, Worf, Troi, Yar, and Laforge as they learn about eachother and encounter: A de-powered Q who seeks refuge aboard the Enterprise as he attempts to learn what it means to be mortal; A world where warriors see battle as a child's game; A world with dark secrets that threaten both the ship and crew, and more.
Set during the earliest voyages of ''The Next Generation'' series, join Picard, Riker, Data, Worf, Troi, Yar, and Laforge as they learn about each other and encounter: A de-powered Q who seeks refuge aboard the Enterprise as he attempts to learn what it means to be mortal; A world where warriors see battle as a child's game; A world with dark secrets that threaten both the ship and crew, and more.
Collecting DC Comics' original miniseries based on Paramount's smash hit series, this graphic novel treats readers to the early voyages with the original crew of U.S.S. Enterprise under Captain Jean-Luc Picard's command when they were still getting used to one another and functioning as a team.
Covering genres from adventure and fantasy to horror, science fiction, and superheroes, this guide maps the vast terrain of graphic novels, describing and organizing titles to help librarians balance their graphic novel collections and direct patrons to read-alikes. New subgenres, new authors, new artists, and new titles appear daily in the comic book and manga world, joining thousands of existing titles—some of which are very popular and well-known to the enthusiastic readers of books in this genre. How do you determine which graphic novels to purchase, and which to recommend to teen and adult readers? This updated guide is intended to help you start, update, or maintain a graphic novel collection and advise readers about the genre. Containing mostly new information as compared to the previous edition, the book covers iconic super-hero comics and other classic and contemporary crime fighter-based comics; action and adventure comics, including prehistoric, heroic, explorer, and Far East adventure as well as Western adventure; science fiction titles that encompass space opera/fantasy, aliens, post-apocalyptic themes, and comics with storylines revolving around computers, robots, and artificial intelligence. There are also chapters dedicated to fantasy titles; horror titles, such as comics about vampires, werewolves, monsters, ghosts, and the occult; crime and mystery titles regarding detectives, police officers, junior sleuths, and true crime; comics on contemporary life, covering romance, coming-of-age stories, sports, and social and political issues; humorous titles; and various nonfiction graphic novels.
Attention, everypony! Get ready for another unforgettable adventure in the land of Equestria. Twilight Sparkle and gang are confronted with a perilous new danger in the form of a long-unseen enemy! See how the Magic of Friendship prevails in the start of a brand new story arc!
Since 1966, the Star Trek television franchise has used outer space and the thrilling adventures of the crews of the U.S.S. Enterprise to reflect our own world and culture. Kirk and Spock face civil rights issues and Vietnam war allegories while Picard, Data, and the next generation seek an ordered, post-Cold War stability in the Reagan era. The crews of Deep Space Nine, Voyager and Enterprise must come to terms with our real life of war, manifest destiny in the 21st century, and the shadow of 9/11. Now, as the modern era of the franchise attempts to portray a utopia amidst a world spinning out of control, Star Trek remains about more than just the future. It is about our present. It is about us. This book charts the history of Gene Roddenberry's creation across five decades alongside the cultural development of the United States and asks: are we heading for the utopian Federation future, or is it slipping ever further away from reality?
Boldly going… where it all started! Presenting the first comic book adventures of the U.S.S. Enterprise and her crew! Fully remastered with new colors, volume 4 collects issues #19–24, including the stories "The Haunted Asteroid," "A World Gone Mad," "The Mummies of Heitus VII," "Siege in Superspace," "Child's Play," and "The Trial of Captain Kirk."
In the fourth of the thrilling A Time to… series, the untold story of what compelled longtime and trusted members of Captain Jean-Luc Picard’s crew to seemingly abandon the USS Enterprise on the cusp of an epic battle—perfect for longtime and new fans of Star Trek: The Next Generation. Still reeling from the disastrous events that have rocked all of Starfleet and tarnished the career of one of the Federation’s most decorated captains, Jean-Luc Picard and his crew must now endure scandal, ostracism, and an uncertain future. But despite all that has occurred, none aboard the USS Enterprise have forgotten their duty as Starfleet officers. Assigned to assist a small colony of refugees who maintain a precarious existence on a rapidly disintegrating asteroid, Picard’s crew must somehow aid this alien race in terraforming a nearby planet into a new home for their kind. But violent acts of sabotage soon turn a humanitarian crisis into a deadly confrontation. To save the them from extinction, Picard must uncover the presence of an old adversary and prevent a catastrophic disaster.