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TekWar
Created byWilliam Shatner
Original workTekWar
Print publications
ComicsTekWorld
Films and television
Television seriesTekWar
Games
Video game(s)William Shatner's TekWar

TekWar is a series of science fiction novels created by Canadian actor William Shatner, ghost-written by American writer Ron Goulart,[1] and published by Putnam beginning in October 1989. The novels gave rise to a comic book series, video game, and later TV movies and a series, both of the latter featuring Shatner.

Premise

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The 22nd century universe is centered on "Tek"—an illegal, addictive, mind-altering digital drug in the form of a microchip.[2][3] The drug creates a simulated reality (and in the films and TV series taps into "the matrix" hyperspace). In the later novels, a new version called "SuperTek" has improved efficiency, is less likely to cause brain damage in users, and features a shared reality, similar to the TV version's "matrix". The protagonist, Jake Cardigan, is a former police officer framed for dealing the drug four years prior to the start of the first novel. Having been sentenced to 15 years' cryo-imprisonment, his release is brought forward by Walt Bascom, the head of private investigation agency Cosmos, who has uncovered the framed charges and exonerates him. In return Bascom wishes to employ him as an expert in a series of Tek-related crimes, mostly in Greater Los Angeles, referred to as "GLA". In the first few novels Cardigan is portrayed as a recovering Tek-user with several lapses, but this aspect diminishes as the novels progress - in the first book Gomez comments that 70% of users relapse, while it is implied in later novels that to break the addiction for even a light user is impossible.

Partnered with the good-natured and charismatic Mexican Sid Gomez, the two make up a good cop/bad cop partnership with Cardigan's past continually being brought up as a foil for his new career - most honest people he meets distrust him, and most dishonest people attempt to kill him for perceived slights in the drug trade. However, the two prove an effective team and stay a core duo throughout the series, with input from a comprehensive list of informants, employees of both Cosmos, other detective agencies and Cardigan's son Dan and his girlfriend Molly - both of whom are enrolled in the GLA police academy and as such have access through their own informant to police files.

The 22nd century is populated with artificial intelligence such as integrated computer systems and "andies" which range from obvious metal robots to highly sophisticated simulacra, some of which are accurate enough to deceive an observer into thinking they are human.

Each novel covers a specific case; all are Tek-related, but most include sub-plots which involve non-Tek issues and travel out of the GLA, occasionally to other countries or as far as orbiting satellites. A shadowy government agency known as OCO - the Office of Clandestine Operations - is a frequent antagonist in the novels, albeit usually keeping to the background and supporting the particular novel's villain.

Background

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Shatner began to write notes that would become the novels on the set of Star Trek V: The Final Frontier, with the original book an attempt to blend elements from Star Trek and T. J. Hooker.[4][5][6]

Novels

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  1. TekWar (1989) ISBN 0-399-13495-6
  2. TekLords (1991) ISBN 0-399-13616-9
  3. TekLab (1991) ISBN 0-399-13736-X
  4. Tek Vengeance (1993) ISBN 0-399-13788-2
  5. Tek Secret (1993) ISBN 0-399-13892-7
  6. Tek Power (1994) ISBN 0-399-13997-4
  7. Tek Money (1995) ISBN 0-399-14109-X
  8. Tek Kill (1996) ISBN 0-399-14202-9
  9. Tek Net (1997) ISBN 0-399-14339-4

Comic book series

[edit]

In 1992, Tekwar was adapted into a comic book series.

A new Tekwar comic book adaptation, entitled The Tek War Chronicles, by Shatner and comic book writer Scott Davis with art by Erich Owen and colors by Michelle Davies, was released by Bluewater Productions on June 24, 2009.[7] As of 2010, The Tek War Chronicles is available digitally exclusively through Devil's Due Digital.

Trading cards

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Trading cards with comic book artwork were published by Cardz in 1993.[8][9]

Television films and series

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The TekWar novels became a television franchise with TV films in 1994, then a series.

TV movies
Title[10] Original airdate Runtime
TekWar January 17, 1994 97 minutes
TekLords February 20, 1994 96 minutes
TekWar: TekLab February 27, 1994 105 minutes
TekWar: TekJustice May 14, 1994 100 minutes

The first three were adaptations of the books, while TekJustice was an original movie.[11]

TekWar TV series
Episode no. Episode title Original airdate
1 "Sellout" December 22, 1994
2 "Unknown Soldier" December 29, 1994
3 "Tek Posse" January 5, 1995
4 "Promises to Keep" January 12, 1995
5 "Stay of Execution" January 19, 1995
6 "Alter Ego" March 2, 1995
7 "Killer Instinct" March 9, 1995
8 "Chill Factor" March 30, 1995
9 "Deadline" April 6, 1995
10 "Carlotta's Room" April 13, 1995
11 "Deep Cover" June 10, 1995
12 "Cyberhunt" June 17, 1995
13 "Zero Tolerance" June 24, 1995
14 "Forget Me Not" July 1, 1995
15 "The Gate" January 20, 1996
16 "Skin Deep" January 27, 1996
17 "Redemption" February 2, 1996
18 "Betrayal" February 19, 1996

Adult animated adaptation

[edit]

An adult animated adaptation/reboot of TekWar was announced in September 2021. The project will be developed and written by Matt Michnovetz and produced by Pure Imagination Studios with Shatner's Shatner Universe.[12]

Video game

[edit]

Tekwar was also made into a 1995 computer game by Capstone Software using the Build engine.

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
TekWar is a franchise created by Canadian-American actor , comprising a series of nine novels, a series, trading cards, four made-for-television movies, a syndicated television series, and a , all set in a dystopian near-future where society grapples with the addictive narcotic known as Tek. The franchise originated during the 1988 Writers Guild of America strike, when Shatner, drawing from his experiences on and , outlined the first novel TekWar, published in 1989 by Putnam. Ghost-written by science fiction author based on Shatner's concepts, the book introduces protagonist Jake Cardigan, a former falsely imprisoned for five years on Tek trafficking charges, who upon release joins the Detective Agency to dismantle the Tek cartel. The series expanded to eight sequels, including TekLords (1991), TekLab (1991), and Tek Net (1997), exploring themes of addiction, corporate intrigue, and virtual escapism in a 22nd-century world. In 1994, the novels were adapted into four pilot television movies starring as Cardigan and Shatner as agency head Walter Bascom, airing on the and achieving strong ratings that led to a full series. The TekWar television series, produced in , , ran for two seasons from 1994 to 1996, totaling 22 episodes, and shifted the timeline to 2044 while retaining core elements like Tek's hallucinogenic effects and Cardigan's quest for justice against the drug lords. Shatner not only acted but also served as , blending live-action with early CGI to depict futuristic as "New LA." Complementing the media, William Shatner's TekWar (1995) was released as a Build Engine first-person shooter video game developed by Walker Entertainment and published by Capstone Software, where players control an ex-cop eliminating Tek Lords in a cyberpunk urban environment, incorporating full-motion video clips from the TV series. The franchise's multimedia approach highlighted early 1990s anxieties about technology and addiction, predating similar themes in works like The Matrix, though it received mixed reviews for its execution across formats.

Overview

Premise

In the TekWar universe, set in a dystopian 22nd-century world dominated by advanced technology, society grapples with the proliferation of "Tek," an illegal and highly addictive digital drug delivered through implantable microchips. These chips induce immersive simulated reality experiences, allowing users to escape into virtual worlds, but prolonged use leads to severe brain damage, neurological degradation, and widespread social decay, exacerbating issues like crime and inequality in urban centers such as . The central protagonist, Jake Cardigan, is a former wrongfully framed for dealing Tek and sentenced to 15 years of cryogenic suspension, from which he is released early after four years. Upon his release, Cardigan joins the detective agency, a private security firm that specializes in investigating high-tech crimes, where he leverages his past experience to track Tek distributors and unravel the conspiracies behind his imprisonment. Key conflicts revolve around Cardigan's encounters with androids integrated into everyday life, ruthless corporate entities profiting from Tek's trade, and the broader societal to virtual realities that blur the lines between human experience and artificial simulation. Throughout the franchise, Cardigan's narrative arc centers on his quest for personal redemption and the systematic exposure of a shadowy network orchestrating the Tek epidemic, highlighting themes of technological peril and moral resilience in a landscape.

Background and creation

The TekWar franchise originated from an idea conceived by actor during the 1988 Writers Guild of America strike, which caused production delays while he directed Star Trek V: The Final Frontier. Shatner, seeking to channel his creative energies amid the film's challenges, developed the core concept of a futuristic involving addiction and cybernetic crime. Shatner drew significant inspiration from his own acting career, particularly his iconic role as Captain James T. Kirk in Star Trek and his portrayal of the tough sergeant in the police drama T.J. Hooker, merging speculation with gritty law enforcement narratives to create a distinctive cyberpunk-infused detective story. In an interview, Shatner described the novel as an intentional blend of these elements, aiming to produce a "science fiction police procedural" that reflected his experiences in both genres. The first novel, TekWar, was published in hardcover by on October 9, 1989, under Shatner's name, though it was ghostwritten by science fiction author based on Shatner's detailed outlines and plot ideas. Shatner collaborated closely with Goulart, providing the foundational vision while the latter handled the prose, a partnership that extended to subsequent books in the series. The book's commercial success prompted rapid expansion of the franchise, with Shatner and his collaborators deciding to develop additional novels, a comic series, and eventual television adaptations to capitalize on the growing interest in themes during the late and early . This initial publication marked the launch of a property that Shatner envisioned as a vehicle for exploring emerging technologies like .

Literary works

Novels

The TekWar novel series consists of nine science fiction thrillers credited to and ghostwritten by , published between 1989 and 1997 primarily by and , imprints of Penguin Publishing Group. The books follow ex-cop Jake Cardigan in a 22nd-century world dominated by Tek, an addictive drug delivered via microchips, as he works as a after being framed for dealing the substance. Across the series, recurring themes include escalating corporate and political conspiracies fueling the Tek trade, Cardigan's struggles with personal loss and ethical dilemmas in a high-tech society, and the broader impact of Tek on and inequality. The narrative evolves from the inaugural book's self-contained framing and initial investigation into a serialized arc, with later installments interconnecting cases that expand the mythology of underground Tek networks, android rights, and global power struggles. The novels, in order of publication, are:
  • TekWar (1989, ): Cardigan emerges from cryogenic suspension to clear his name by locating a scientist whose anti-Tek invention threatens the cartels.
  • TekLords (1991, ): Cardigan probes the of a fellow , revealing ties to elite "Teklords" controlling the drug's distribution.
  • TekLab (1991, ): Investigating a sabotaged facility, Cardigan uncovers experiments blending Tek with that endanger public safety.
  • Tek Vengeance (1993, ): Cardigan pursues vengeance against a rogue AI linked to Tek-enhanced killings across .
  • Tek Secret (1993, ): A hidden Tek formula prompts Cardigan to infiltrate a secretive corporation hiding deadly side effects.
  • Tek Power (1994, ): Cardigan confronts a political figure using Tek to manipulate elections and consolidate influence.
  • Tek Money (1995, ): Tracking laundered Tek profits leads Cardigan to a financial syndicate exploiting virtual economies.
  • Tek Kill (1996, ): Cardigan investigates serial murders tied to experimental Tek implants altering users' psyches.
  • Tek Net (1997, ): In the series finale, Cardigan dismantles a vast online Tek network threatening worldwide stability.

Comic book series

The TekWar franchise expanded into comics with the 1992 launch of William Shatner's TekWorld, a series published by , an imprint of . This ongoing title, which ran for 24 issues from September 1992 to August 1994, adapted elements from Shatner's TekWar novels, focusing on ex-cop Jake Cardigan's investigations into the illegal drug tek in a future. Written primarily by with art by and others, the series featured visual expansions on the source material, including dynamic action sequences that highlighted holographic interfaces and urban dystopias, while structuring narratives into shorter, self-contained arcs to suit the comic format. Tied to promotions for the novels, TekWorld introduced original subplots, such as corporate conspiracies and AI threats, that built on the books' premise without direct page-for-page . In 2009, Bluewater Productions revived the universe with William Shatner Presents: The Tek War Chronicles, a limited series of eight issues that presented new stories set in the established TekWar world. Co-written by Shatner with artist Scott Davis and inker Erich Owen, the series explored fresh threats like a tek virus infecting robots, delving into Cardigan's past while emphasizing high-stakes chases and technological horrors through vivid, gritty artwork. Unlike the novel adaptations in TekWorld, Chronicles prioritized standalone episodic tales with intensified visual action, such as explosive cybernetic battles, to revive interest in the franchise amid a digital comics boom. The print run began in June 2009 at a cover price of $3.99 per issue, followed by a digital release in 2010 exclusively through Devil's Due Digital, marking an early effort to distribute TekWar content in electronic formats. This revival attempted to update the lore for modern audiences, incorporating themes of evolving AI dangers while maintaining the core cyberpunk intrigue.

Collectibles

Trading cards

In 1993, Cardz released the "William Shatner's TekWorld" set as a collectible to the TekWar franchise, consisting of 100 base cards featuring artwork by originally created for the series. The cards depicted key franchise elements, including character profiles for figures like Jake Cardigan, Sid Gomez, and Beth Kittridge; illustrations of Tek technology such as addictive drugs and advanced weaponry; and teaser scenes involving androids, skycars, and virtual environments that expanded on concepts from the novels and . Distributed primarily through comic book shops and hobby stores in wax packs (36 per box), the set served as promotional merchandising to build anticipation for the TekWar novels and the forthcoming television adaptations starring . Collectors prized unique variants, including holographic or foil "Tekchrome" chase cards (numbered T1-T4), autographed cards signed by Shatner or Sullivan, promo cards from events like , and checklist cards (e.g., #96 and #97) that outlined the set despite some discrepancies in titles compared to the artwork. These features highlighted futuristic visuals, such as settings and slum districts, providing static glimpses into the world not always fully elaborated in print media.

Television adaptations

Live-action films

The live-action films of the TekWar franchise consist of four standalone television movies produced in , which served as pilots introducing the central premise of a futuristic detective agency combating the illegal "Tek," a , while establishing protagonist Jake Cardigan's wrongful conviction and quest for redemption. These films were developed as entry points to the broader series, adapting and expanding upon elements from William Shatner's novel series by incorporating additional screen-specific conflicts involving corporate intrigue and personal stakes. The movies were co-produced by Atlantis Films and Lemli Productions in association with , airing on the in the United States and CTV in . Directors varied across the installments, with helming the first to blend action with character-driven drama. The production emphasized practical effects for holographic interfaces and urban dystopias, filmed primarily in to evoke a near-future North American metropolis. Key cast members included as the resilient ex-cop Jake Cardigan, as the enigmatic agency head Walter Bascom, Eugene Clark as Cardigan's tech-savvy partner Sid Gomez, and as Beth Kittridge. Supporting actors added depth to subplots involving family and alliances.
Film TitleAir DateRuntimeDirector
TekWarJanuary 17, 199492 min
TekLordsFebruary 14, 199496 minGeorge Bloomfield
TekWar: TekLabFebruary 21, 199489 minTimothy Bond
TekWar: TekJusticeMay 9, 1994100 minJerry Ciccoritti
In the pilot TekWar, Cardigan is released early from after being framed for his partners' murders and Tek trafficking, joining the agency to uncover a tied to a missing and his own family's disappearance, escalating from personal vendetta to exposing a Tek distribution ring. TekLords builds on this by having Cardigan confront imprisoned crime lord Sonny Hokori, who unleashes a dual human-computer to global powers, forcing Cardigan to navigate and protect his son amid custody battles with his ex-wife's new partner. The third film, TekWar: TekLab, shifts to an international heist when the legendary sword is stolen from a London museum, revealing a TekLords plot to manipulate British succession and electronic drug empires, with Cardigan and Gomez racing against corrupt to recover the artifact. Finally, TekWar: TekJustice culminates the arc with Cardigan framed for murdering his ex-wife's husband, a prominent TekLords figure, leading him to evade capture, infiltrate a rogue AI program, and dismantle a judicial scheme that threatens the agency's existence. These films collectively heightened the stakes of Cardigan's battles against escalating Tek cartel threats, from individual framing to systemic power grabs, paving the way for the episodic series by resolving initial arcs while teasing ongoing agency operations.

Live-action series

The live-action TekWar television series premiered on December 22, 1994, with the episode "Sellout," and concluded on February 9, 1996, after airing 18 episodes across two short seasons. It was broadcast in syndication in the United States on the USA Network and Sci-Fi Channel, while in Canada it aired on CTV. Produced as a co-production between Atlantis Films and Universal Television, the series was filmed primarily in Toronto, Ontario, and developed by Stephen Roloff from William Shatner's TekWar novels. The main cast featured as the protagonist Jake Cardigan, a former and ex-convict recruited to combat Tek trafficking; as Walter H. Bascom, the enigmatic founder of the security firm; as Nika, Cardigan's tech-savvy partner; Maria del Mar as Lt. , a ; as Lt. Winger; Eugene Clark as Sid Gomez; and as Beth Kittridge. Supporting roles included recurring appearances by actors such as and in various capacities across episodes. Shatner also directed two episodes, including "Chill Factor" and "The Gate." The series adopted an anthology-style format, with each episode centering on a standalone case involving cyber-crime, Tek-related conspiracies, and threats, while weaving in an overarching mythology of corporate intrigue, personal redemption for Cardigan, and the societal impacts of and . Season 1 consisted of 13 episodes airing from December 1994 to March 1995, exploring themes like framed identities and experimental tech; for instance, "Unknown Soldier" (December 29, 1994) follows Cardigan investigating a modified super-soldier haunted by wartime memories, highlighting military experimentation. Season 2, shorter with five episodes from July 1995 to February 1996, delved deeper into AI and virtual utopias; "The Gate" (January 20, 1996) introduces elements of when Cardigan probes disappearances linked to a seductive VR game world. Other notable Season 2 entries include "Forget Me Not" (July 1, 1995), which examines memory manipulation through Tek, and the finale "" (February 9, 1996), tying up arcs with high-stakes corporate . Building directly on the four preceding live-action TV movies that served as backdoor pilots, the series expanded the universe with serialized elements amid its procedural structure. Production emphasized practical sets and early CGI for sequences, reflecting the era's mid-1990s sci-fi television constraints, though specific budget details remain limited in . Directors like Allan Kroeker (six episodes) and Pittman (four episodes) handled the blend of action and drama, with effects focusing on immersive Tek-induced hallucinations to convey the drug's disorienting allure.

Animated adaptation

In September 2021, William Shatner announced an adult animated reboot of his TekWar franchise, teaming up with his production company Shatner Universe and Pure Imagination Studios to develop the project. The series is being written by Matt Michnovetz, known for his work on 24 and Star Wars: The Clone Wars, and aims to adapt the original novels' cyberpunk narrative for contemporary viewers. The is envisioned as a mature, mixed-reality animated production that updates the core premise of detective Jake Cardigan navigating a dystopian future plagued by the drug "tek." It emphasizes themes of , technological dependency, and societal decay in a gritty setting, potentially incorporating interactive elements via mobile devices to immerse audiences. Producers intend to revisit Cardigan's world with a fresh style, drawing from unadapted aspects of the novels to expand the lore while honoring the franchise's roots in the live-action adaptations. As of November 2025, the project remains in development without any episodes produced or a confirmed release date, having faced delays since the initial announcement.

Video game

is a 1995 based on the TekWar franchise. Developed and published by for , it was released on September 30, 1995. The game uses the Build Engine, the same technology later employed in Duke Nukem 3D, and features full-motion video sequences with William Shatner providing mission briefings as Walter Bascom. Players control protagonist Jake Cardigan, an ex-cop revived from cryogenic suspension, who must eliminate seven Tek Lords responsible for distributing the addictive virtual reality drug Tek in a dystopian future Los Angeles known as "New LA." The single-player campaign consists of seven missions set in cyberpunk environments, where the player uses weapons like pistols, shotguns, and rocket launchers to combat enemies while avoiding harming civilians. The game incorporates elements from both the novels and the contemporaneous television series, including live-action footage. It received mixed reviews, praised for its ambitious use of FMV and engine but criticized for repetitive , poor enemy AI, and technical issues. As of 2025, fan ports like TekwarGDX allow it to run on modern systems.

Reception and legacy

Critical reception

The TekWar novels received mixed responses in 1990s science fiction circles, with reviewers praising their fast-paced action while critiquing the pulp-style writing and heavy reliance on William Shatner's celebrity branding over narrative depth. Publishers Weekly noted that Shatner's debut novel delivers a hard-boiled private eye story in a sci-fi setting, with an unrelenting pace, but awkward writing in spots and predictable plotting. The television films and series garnered generally positive feedback for Greg Evigan's lead performance and visuals, though they were faulted for low-budget effects and formulaic plots reminiscent of standard cop dramas. The series holds a 6.4/10 rating on based on user and critic assessments, reflecting appreciation for its immersive future-tech elements despite production limitations. The described it as a "cops-and-robbers story with a few futuristic gimmicks thrown in," adding that the "cheeseball here is just barely silly enough to qualify as watchable," while aggregates a 43% score from contemporary reviews, highlighting its entertainment value amid clichés. Critiques of the comic book series and video game were more niche, with the Epic Comics adaptation viewed as a faithful extension of the novels' cyberpunk themes but limited by inconsistent artwork and storytelling. The 1995 video game was noted for its innovative virtual reality shooting mechanics tied to the franchise's drug-sim concept, yet criticized for a dated Build Engine implementation, drab visuals, and poor controls; GameSpot awarded it 4.6/10, calling it an interesting story with low frustration but failing in technical execution. Overall, the TekWar franchise was perceived as a quintessential cash-in, leveraging Shatner's fame for appeal but often drawing unfavorable comparisons to more substantive genre works like .

Cultural impact and legacy

TekWar's exploration of as an addictive "drug" known as Tek contributed to the media landscape by emphasizing dystopian themes of digital escapism and technological dependency, predating similar motifs in films like . The franchise portrayed Tek as a cautionary emblem of VR's potential for societal harm, blending high-tech noir with ethical questions about simulated realities that resonated within the era's burgeoning trend. William Shatner's involvement amplified its visibility, positioning TekWar as a extension of aesthetics in novels, , and during the genre's peak popularity. Retrospectives in 2025 have recast TekWar as a overlooked chapter in Shatner's career, often described as a "forgotten franchise" that expanded ambitiously across formats despite its niche status. Analyses praise its role in Shatner's post-Star Trek efforts to build an independent sci-fi universe, highlighting how the series captured early 1990s anxieties about digital futures through serialized storytelling. Merchandising elements, such as the 1993 TekWorld trading cards, have seen renewed interest among collectors, underscoring the franchise's enduring appeal to sci-fi memorabilia enthusiasts. The legacy of TekWar includes notable gaps in adaptation progress, with coverage lagging since the 2021 announcement of an adult animated that remains unproduced as of 2025. It functions as a cultural footnote in examinations of Shatner's post- ventures, frequently cited as his most derided yet innovative attempt at genre expansion. In modern contexts, TekWar's narrative of VR-induced addiction parallels ongoing concerns with AR/VR technologies and the opioid crisis, framing digital immersion as a double-edged sword for and productivity. These themes sustain niche fan communities and discussions on tech ethics, bolstered by digital availability of the original TV series for purchase and viewing, including preparations for a new Canadian release of the complete series as of September 2025. A stalled animated reboot, briefly referenced in production updates, underscores the franchise's untapped potential amid evolving media landscapes.

References

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