Tag Archives: heather moore

Star Trek: The Last Starship #3 Mixes a Little Old with a Little New in a Tense Showdown and Shocking Moments

Star Trek: The Last Starship #3

The U.S.S. Omega launches into battle! Its adversary? A chaotic Klingon cult whose bloodred path is focused purely on obliterating the remaining vestiges of Starfleet. What’s left of the Federation is falling apart by the moment. Captain Sato, who once dreamed of uniting the galaxy, is now living his worst nightmare. He was raised in a time of peace…but no progress comes without a fight. While the Klingons might be his enemies after centuries of peace, he has Kirk as his ally…and no one knows how to defeat a Klingon better than the Federation’s greatest hero. Star Trek: The Last Starship #3 ups the shock factor as the Klingon fleet battles the Federation.

When it comes to this take of Star Trek, writers Jackson Lanzing and Collin Kelly seem to be tearing everything down before it can be rebuilt. The series opened with “The Burn,” an event that saw the death of billions. Now, they up that by millions in a shocking Star Trek: The Last Starship #3 that’s full of tension and moments you won’t see coming.

Lanzing and Kelly deliver a little something for every Trek fan with Star Trek: The Last Starship #3. There’s a lot that’s new but also something that feels rather old-school about it all. Captain Sato has to turn to Kirk for advice and as Kirk does his thing, there’s a certain suave factor as he gives orders to try to win the day. Add in a final panel that screams classic Kirk, the comic feels like it attempts to blend various eras in its delivery. There’s something rather old-school in Kirk’s depiction by Sato and others take to battle in a different direction delivering moments that are both cool but also a bit head scratching visually.

The visuals are full of surprises and shocking moments from Adrian Bonilla, colorist Heather Moore, and lettering by Clayton Cowles. There’s some aspects that feel on part with the first issue’s meltdown of so much delivering moments that I have never seen in Star Trek. A battle to the death feels epic and leaves you guessing as to how it’ll end. There’s some visuals that are a bit muddled like some actions in space that might be references to other things but for new readers isn’t explained quite enough. Even reading the dialogue multiple times, I wasn’t quite sure what characters were doing, though could make some guesses. It’s not a major negative and doesn’t take away from the overall experience of the issue.

Star Trek: The Last Starship #3 takes some big swings in the narrative with moments that’ll make readers gasp. It further shakes things up keeping everyone on their toes as far as what comes next. If you thought the first issue brought chaos, this third issue delivers even more. Will future issue deliver even more unexpected bomb drops that further reshape the Star Trek universe? This issue will leave you guessing.

Story: Jackson Lanzing, Collin Kelly Art: Adrian Bonilla
Color: Heather Moore Letterer: Clayton Cowles
Story: 8.5 Art: 8.5 Overall: 8.5 Recommendation: Buy

IDW Publishing provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Star Trek: The Last Starship #2 is a Mix of Hope, Fear, Action, and Facing the Past

Star Trek: The Last Starship #2

Star Trek: The Last Starship #2 is a packed issue that gets the ship running then dials it up to Warp 10. In the wake of the cataclysm known as the Burn, the dream of a united Federation stands on the brink of extinction. The only thing holding the Galaxy back from chaos is Captain Sato and the crew of the Borg-enhanced Omega—a ship fueled by transwarp technology and fraught with distrust.

No one on board trusts the Borg…and Captain Sato trusts their mysterious new passenger, bearing the face and name of James T. Kirk, even less. This so-called Kirk speaks of a dark future, but Sato refuses to be guided by fear or prophecy.

When a distress call from the Klingon Empire pierces the silence—urgent, cryptic, and unexpected—Sato doesn’t hesitate. Whatever the risk, he will answer. Because if Starfleet’s legacy is to survive, it won’t be through retreat. It’ll be through action.

I’ve always enjoyed Star Trek. It’s never been a property where I needed to see every episode but I’ve seen all of the films multiple times, and dabbled in the various series that have been released, so know enough. Star Trek: The Last Starship is the first Star Trek property where I need to see what’s going to happen next. Star Trek: The Last Starship #2 is a hell of an issue that gets things going and then takes it to unexpected places.

Written by Jackson Lanzing and Collin Kelly, the Federation is hanging on by a thread. With warp drives destroyed and billions dead, one ship remains and a deal with the devil has been cut to attempt to hold things together. Star Trek: The Last Starship #2 picks up from that debut issue and the return of Captain James T. Kirk through the technology of the Borg. But, that’s just one aspect of a comic that introduces new characters and quickly shows how much things have already gone to shit.

Lanzing and Kelly present an interesting situation the Federation is in now that The Burn has destroyed so much of its abilities and killed so many of its members. Star Trek: The Last Starship #2, and really Captain Sato, confront the reality of things but also confront the reality of the past. Kirk has returned and while he himself questions that, Sato questions Kirk and the mythology surrounding him. It’s a comic that lays it out that we are the products of our experiences, or how we perceive those experiences. Kirk sees himself in a certain way, but Sato confronts him with the cold reality of his past actions. He wasn’t a man of peace or exploration, he brought death to a lot of individuals, not just his crew. But, even Kirk realizes that reality, though not the extent of it, and clearly struggles.

That struggle is both internal and external as Captain Sato and the crew of the Omega must face reality in the now and we see how quickly the peace falls apart. Much like Kirk was contend with, it’s clear the Federation’s true power wasn’t that of diplomacy but that of sheer firepower and technology. Without that, it is wounded and losing its grip on the order it has instilled. Star Trek: The Last Starship #2 delivers the reality that while the Federation overall is a positive good, there’s also a lot of underlying bad.

The art by Adrian Bonilla is fantastic. With color by Heather Moore and lettering by Clayton Cowles, the comic is a visual treat. The characters all have personality and stand out, it helps that the cast is small and focused and so varied. But, what’s really intriguing is comparing all of that to how Captain Kirk is drawn. Kirk has a bit of a throwback, “classic” look to him, something you might expect from the old animated series compared to Bonilla’s art style. It’s a great visual idea that really emphasizes how out of place he is. The use of Borg technology on the ship too evokes a little bit of horror as well as slapped together, for a ship that also should feel so advanced to what we’ve seen before.

Star Trek: The Last Starship #2 is a solid issue that really gets things going while packing so much in. This issue took the series from intriguing to one of the first I’ll be reading during the week it’s released. A solid issue and series that stands out in 2025.

Story: Jackson Lanzing, Collin Kelly Art: Adrian Bonilla
Color: Heather Moore Letterer: Clayton Cowles
Story: 8.5 Art: 8.5 Overall: 8.5 Recommendation: Buy

IDW Publishing provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Star Trek: The Last Starship #1 Highlights a Bold, New, and Dark Era for Star Trek

Star Trek: The Last Starship #1

For seven centuries, the United Federation of Planets brought together the entire Galaxy with peace, stability, enlightenment, and the promise of mutual protection. And then, in one terrible moment, it all crumbled in an event known as THE BURN, a Galaxy-wide disastrous event in which dilithium has gone inert, causing the detonation of every active warp core. The only ship remaining is a hack-and-slash Enterprise-Omega and its ragtag crew. Facing a true Wild West in space, the crew will need to make use of what few resources they have to uphold Starfleet’s mission of unity across the universe…and Captain Kirk will have to face a future without the Federation he loved so dearly… Star Trek: The Last Starship #1 explores a dark era of the Federation with a debut comic that’s full of doom and gloom, but also hope.

I’m not a die-hard Star Trek fan. I don’t know all of the details inside and out, so the concept of The Burn, as well as some of the details within the comic are completely new to me. Even as someone new to this bit of Star Trek history, Star Trek: The Last Starship #1 is a very accessible, and entertaining comic. Written by Jackson Lanzing and Collin Kelly, Star Trek: The Last Starship #1 starts off with hope and quickly leads to disaster. Taking place in 2401, about 30 years after the end of The Next Generation, the debut issue begins with hope and peace. The Federation are welcoming new members but disaster strikes. Dilithium has gone inert causing ships to explode and planets to be destroyed, billions dead in an instant. It’s a shocking moment, and especially one to see on page.

Lanzing and Kelly handle the disaster perfectly, delivering a debut issue that’s full of chaos, questions, fear, sadness, and what Star Trek does best, through the darkness a tinge of hope. The Federation has no idea what has caused this happened or why, but they know they are crippled by the destruction of so much and the deaths of so many. It’s a once mighty force reduced to a skeleton crew in an instant. But, this leads also creates an opportunity to build something new and rise from the ashes, to build upon what the Federation stood for, not what it had.

The comic weaves in interesting directions, ending with the return of James T. Kirk. It actually makes sense within the comic and creates an interesting alliance between the Federation and a group that might be unexpected for casual readers though not quite hit for those completely new. It creates a potential and a direction for the series that adds more danger for what lies ahead for the Federation as it attempts to recover.

The art by Adrian Bonilla is interesting. With color by Heather Moore and lettering by Clayton Cowles, they style feels a bit more rough and chaotic than some of the clean and polished art we’ve seen in previous Star Trek comics. The style fits the comic perfectly and reflects the chaos of what’s happening. It also sets itself apart from other series and comics, squarely placing itself in the future of the property. The designs of the characters, ships, everything, feels like a logical step in the progression of Star Trek. It creates an interesting world, especially in the latter part of the comic that feels futuristic and also empty due to the disaster that has taken place.

Star Trek: The Last Starship #1 is a debut that longtime Star Trek fans should enjoy but new readers and casual fans can dive in and pick up what’s happening. It takes Star Trek back to the beginning in a way, forcing the familiar to rebuild and rethink what it means to be the Federation.

Story: Jackson Lanzing, Collin Kelly Art: Adrian Bonilla
Color: Heather Moore Letterer: Clayton Cowles
Story: 8.75 Art: 8.5 Overall: 8.75 Recommendation: Buy

IDW Publishing provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Captain Kirk is Back From the Dead in Star Trek: The Last Starship

IDW Publishing has announced Star Trek: The Last Starship, a thrilling new mission the likes of which comics have never seen before. Arriving this September from acclaimed co-writers Collin Kelly and Jackson Lanzing and featuring breathtaking art by Adrián Bonilla and stellar colors by Heather Moore, the iconic Star Trek hero Captain Kirk is back from the dead… and just in time for him to watch the Starfleet he loved so dearly burn to the ground. 

This epic comic book series takes place during The Burn, a galaxy-wide disaster which caused the destruction of every active warp core, killing trillions and shattering the peace, stability, enlightenment, and mutual protection the United Federation of Planets provided for seven centuries. Facing a true wild west in space, a mysteriously resurrected Captain Kirk will lead a new crew and ship in a seemingly impossible effort to uphold Starfleet’s mission of unity across the cosmos.

Star Trek: The Last Starship​ #1 features a primary cover by Francesco Francavilla, variant by Skyler Patridge, and a foil variant by Michael Cho. Plus, there will be full art variants for Francavilla’s (1:15) and Cho’s (1:15) stunning covers in addition to a Local Comic Shop Day variant by Malachi Ward. The debut issue goes on sale September 24 with a pre-order deadline of August 18. 

Doctor Strange #13 rolls another incredible issue for the series

Doctor Strange #13

An infamous tabletop role-playing game has possessed New York City, forcing Doctor Strange to form a ragtag party to fight it. Allied with Black Cat, Hunter’s Moon, and Taskmaster, the four must venture into the game to reverse its magic. But Strange must ensure his team can work together before saving the day. Doctor Strange #13 by Jed MacKay and Pasqual Ferry offers an exciting adventure with plenty of action, magic, and fantasy that will appeal to RPG fans. 

MacKay has tackled a variety of Marvel characters, so I enjoyed having all of them interact in this issue. More impressively, he explains why Strange would call upon them as new Secret Defenders to help tackle this threat. Considering his history, the party has defined and character-motivated dynamics within the party. While they may be fighting for the overall group end goal, they each have different reasons for accepting Strange’s offer to join the team. MacKay’s firm grasp of the characters and their personalities showcases his excellent writing and how he became a defining creative, such as with Black Cat or Taskmaster.

Utilizing the TTRPG structure for the adventure justifies the team-up and explores and plays with established conventions. A magical tabletop game feels perfect for a Doctor Strange adventure, and I am pretty surprised it has not been done before. Also, it allows for a much more humorous tone especially for those familiar with similar games. Considering my passion for TTRPGs, MacKay translates those experiences on a much larger scale for this story. Strange forming Secret Defenders from three other characters who have no ties to each other truly matches the party creation process of those games. And the characters fall under those archetypes as well. It’s a fun premise that scratches that TTRPG itch while leaving plenty to explore in the next issue. 

Ferry demonstrates again his incredible talent and penchant for capturing Strange’s magic nature through his art. New York City already has a heightened feel but goes full-on fantasy after the party travels into the game. And his designs for the party’s costumes reflect that classic Dungeons and Dragons aesthetic while reflecting the character’s personalities and characteristics. You can quickly tell the character’s class by looking at their new costume. Ferry’s clean paneling with black borders and even using shapes like circles make an already stunning comic more visually gorgeous. Heather Moore’s colors accentuate Ferry’s mystical art with her dreamy and enchanting color palette. Especially in the game, the colors feel otherworldly and unnatural. VC’s Cory Petit’s lettering matches the book’s overall tone, such as a blue and wispy tone to match Strange’s astral form or red and yellow for his thought panels. 

Doctor Strange #13 continues the strong and artistically excellent series by MacKay and Ferry. The pair have proven that they have yet to run out of ideas as they embark the character on a new fantastical adventure. The series is as magical as ever and has me digging through my dice pouch and exploring my manuals. This story is truly a love letter for TTRPG fans like myself.

Story: Jed MacKay Art: Pasqual Ferry 
Color: Heather Moore Letterer: VC’s Cory Petit
Story: 9.4 Art: 9.4 Overall: 9.4 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Review: Doctor Strange: Fall Sunrise #1

Doctor Strange: Fall Sunrise #1

Doctor Strange awakens alone in a distant world not his own. Lost of purpose and surrounded by danger, the wandering sorcerer must explore this land of blades and mystery to unravel arcane secrets and escape the deadly horrors that lie in wait! Tradd Moore introduces to a strange new world in Doctor Strange: Fall Sunrise #1, a debut issue that highlights Moore’s artistic talents.

It’s hard to describe Tradd Moore’s art style. I originally discovered his talent with the Luthor Strode series from Image and from there it was All-New Ghost Rider and Silver Surfer: Black. Moore’s style is unique and stands out with a pop sense about it that is hard to find in the current comic market. Moore mixes classic Jack Kirby with black light tripiness for a visual treat.

Doctor Strange: Fall Sunrise #1 is a fine example of where Moore’s strengths lie. Strange has awakened in a strange land unsure of where he is and what he’s to do. Like diving into an open world video game, he wanders attempting to put the pieces of the puzzle together. What’s going? Honestly, I can’t say beyond a magical world that feels like I should be dropping acid in. Weird ghost like creatures, more down to earth animals, and a likely enemy that’s ominous and mysterious all are introduced.

The story itself is an interesting one with a dreamlike style. There’s a poetic flow to it at times reminding me of Poe during moments that feel like madness sinking in.

Moore’s art is the highlight here with visuals that will have you lingering on the page long after you have finished the words. It’s a beautiful and beyond unique look that stands out from the rest of the comics on the shelves. If you’re a fan of pop art, beautiful comic art, or what makes comics unique, this is one to definitely check out.

Story: Tradd Moore Art: Tradd Moore
Color: Heather Moore Letterer: Clayton Cowles, Tradd Moore
Story: 7.0 Art: 9.5 Overall: 7.5 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


Purchase: TFAWZeus ComicscomiXology/Kindle

Lost Soldiers Delivers Gritty Military Action this July

Bestselling writer/co-creator Aleš Kot, artist Luca Casalanguida, and Heather Moore team up for a gritty, all-new military action story in Lost Soldiers. The five-issue miniseries will launch from Image Comics this July. 

Set during both Vietnam in 1969, and Juarez, forty years later, Lost Soldiers follows three men tied by the war they left behind—and on a collision course with a new one.

Lost Soldiers #1 (Diamond Code JUN200021) will be available at comic book shops on Wednesday, July 29.

Lost Soldiers

Review: The New World #1

In their new series The New World #1, Ales Kot, Tradd Moore, and Heather Moore craft a post-nuclear apocalypse United States that has been carved into many small countries, chief among them, New California. It’s a reality not far from our own with surveillance technology, brutal police officers, partying, music, and slightly smarter home A.I’s. The most popular past time is watching a reality show called Guardians where super cops subdue criminals and the audience votes real time for them to either execute them on the spot or let them have a fair trial. Through this program, Kot crafts the logical progression of Americans’ obsessions with police procedurals, reality television (Especially with an interactive element.), and most of all, unrelenting violence.

In conjunction with cameras or a handler watching Stella Maris, New World’s protagonist and a cop who doesn’t like to kill even when the audience wants her to, Tradd Moore uses lots of full page and double page splashes and big panels to give the book a televised feel. Even his scene-to-scene transitions have a pretty big scope like a full page of a satellite in silhouette on one page zooming in back to Earth to the West Hollywood home of Kirby Miyazaki, an atheist anarchist vegan hacker, who sabotages an airing of Guardians and thanks to loads of hormones and probably moly, ends up hooking up with Stella. He’s doing just fine with his revolutionary activities and putting his war vet dad to bed after a long night of drinking, but comes off as insufferable. But weren’t we all insufferable in our early twenties? (Aka me currently). His anime protagonist good looks don’t help either and act as one big visual joke along with Kot giving the same middle name as one of the monsters in Naruto.

Like the majority of Ales Kot’s comics, New World #1 has a real activist streak, but it reads more like a coming of age romance than the chronicles of the revolution although there is a harrowing flashback showing Stella’s rebel parents being beaten down by border guards drawn by Moore from the POV of her in the back seat. New World is a YA dystopia shorn of its twee-ness and pandering to Hollywood suits. There’s banter with dads and robotic assistants about cats, and Kot and Moore soak up the daily lives of Stella and Kirby between being an action cop or subversive hacker using the extra-sized first issue to run through a literal day in their shoes. There are plenty of full face close-ups along the way to show exactly how characters are feeling with colorist Heather Moore adding intriguing touches, like a ghostly white to the features of Stella’s grandfather Herod, the governor of New California, who wants Stella to be more ruthless on TV like bulky killing machine Logan Maximus.

Even though it’s thrilling to see Kirby do his hacker thing and tell the slightly creepy person who is interviewing him for the job at Guardians how he is going to disrupt the show, New World #1 hits its peak when Kot and Moore give Kirby and Stella an opportunity to let their proverbial hair down and enjoy a rave party in Long Beach. And it’s the coolest, most energetic rave in comics since Kieron Gillen and Jamie McKelvie’s Dionysian one in The Wicked + the Divine #8. There’s a cascade of colors as Kirby hits the dance floor because he’s straight edge and doesn’t need booze or drugs to have a good time, and Tradd Moore draws the hell out of a crowded dance floor until two young people meet, the (not) talking leads to touching and the touching leads to sex, and you know that Rilo Kiley song. Moore’s panels flow together in a beautiful symphony of lust, and he and Kot also stick the landing when they wake up back at there separate places, but are filled with life and Janelle Monae and Billy Bragg songs. Kirby and Stella have real chemistry, and it’s all in the magic of Tradd Moore’s fluid layouts and use of body language and Heather Moore’s energetic colors.

The New World #1 is the socially responsible young people falling in love story that we deserve in summer of 2018 featuring smart world building and tongue in cheek humor from Ales Kot and jaw dropping visuals from Tradd Moore and Heather Moore. Don’t forget “ACAB” though.

Story: Ales Kot Art: Tradd Moore
Colors: Heather Moore Letters: Clayton Cowles

Story: 8.2 Art: 9.0 Overall: 8.6 Recommendation: Buy 

Image Comics provided Graphic Policy with a FREE copy for review

Mad Max meets Romeo + Juliet in Tradd Moore & Ales Kot’s Edgy The New World

Aleš Kot, Tradd Moore, and Heather Moore come together for The New World—a ballistic, science-fiction, action, romance miniseries set to launch this July.

The New World #1 begins with a massive-sized, 72-page debut issue, and features a backup comic introducing the talents of Aaron Stewart-Ahn and Sunando C.

Set in The United States of America—after the Second Civil War—The New World follows two lovers. One: a straight-edge vegan hacker anarchist boy with a penchant for messing with the State. The other: a chaotic, hedonistic cop with a reality TV show and a license to kill. This really shouldn’t happen—and yet, somehow, it does. Soon, the entire state of New California is after them—so they have to run.

The New World #1 hits stores on Wednesday, July 25th. The final order cutoff for retailers is Monday, July 2nd.

  • The New World #1 Cover A Moore & Muller (Diamond Code MAY180036)
  • The New World #1 Cover B Moore & Muller (Diamond Code MAY180037)
  • The New World #1 Cover C Bertram (Diamond Code MAY180038)
  • The New World #1 Cover D Muller (Diamond Code MAY180039)