This week, Jake Sisko becomes the first kid in history to get grounded for acing a test. But when the hottest new video game on the promenade starts putting all comers into comas, he may be the only pinball wizard who’s up to the challenge. Why is a Ferengi giving out free plays? Where is the Ultimate Crown of Wisdom? And can video games truly be part of a well-balanced life? All this and more in Arcade, the book where all those games really will rot your brain!
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This week, Kirk squares off with Totally-Not-Q, who banishes three of his officers to tumultuous moments in Earth’s past. While he learns how to play nice with the Klingons and work out the god-alien’s inscrutable morality, his missing crewmen struggle to reconcile their desire to return to their own time with the obligations they’ve committed to in their new surroundings. What’s a ghargh? Is Kirk always this whiny? Why don’t children ever just listen? It’s the book with a special appearance by John Larroquette!
(This is really late, I know. Christmas and all. Sorry to anyone who was invested in it!)
Picking up immediately where the previous mission left off, it’s clear right off the bat we’re not in Kansas anymore. Geometric shapes stand out against a dense star field, and a giant three-eyed head of lettuce presides over the group. This is it: the final test.
“Light and Darkness” is the second part of the game’s major story arc, and it cuts right to the chase: there’s some kind of distress signal coming from Onyius II, go check it out. The economy of storytelling is impressive. No drawn-out space battles, no jibber-jabber—simply straight to the action.
While surveying Balkos III, the USS Demeter is subjected to an incredibly powerful scan—an occurrence you don’t generally expect from a species still in its stone age. Feeling uncomfortably exposed, Commander Gellman retreats and tags in the Enterprise, and the standard Kirk/Spock/Bones trio beams down to the site from which the scan originated.