When Ethan Hunt, the leader of a crack espionage team whose perilous operation has gone awry with no explanation, discovers that a mole has penetrated the CIA, he's surprised to learn that he's the prime suspect. To clear his name, Hunt now must ferret out the real double agent and, in the process, even the score.
With computer genius Luther Stickell at his side and a beautiful thief on his mind, agent Ethan Hunt races across Australia and Spain to stop a former IMF agent from unleashing a genetically engineered biological weapon called Chimera. This mission, should Hunt choose to accept it, plunges him into the center of an international crisis of terrifying magnitude.
Retired from active duty, and training recruits for the Impossible Mission Force, agent Ethan Hunt faces the toughest foe of his career: Owen Davian, an international broker of arms and information, who's as cunning as he is ruthless. Davian emerges to threaten Hunt and all that he holds dear – including the woman Hunt loves.
If you were a brilliant young scientist diagnosed with only months to live, what choices would you make? To have faith that you were taken early for a reason and go quietly, or to use cryogenics to hope you could be cured someday in the future, or to download your consciousness into computer memory where you could still continue to interact with the ones you love?
A disgruntled former employee hijacks the Seabourn Legend cruise liner. Set on a fixed course, without any means of communication and at the mercy of the hijacker, it's up to the one cop on vacation, and his soon to be fiancé (hopefully) Annie, to regain control of it before it kills the passengers and causes an environmental disaster. Insurmountable and daunting tasks await them on their perilous journey throughout the ship trying to fend off the hijacker and save the passengers.
Raghavan, a simple and lonely man, comes out of jail. His life changes after he meets Anjali, a journalist who wants to prove herself professionally.
A woman wakes in a cryogenic chamber with no recollection of how she got there, and must find a way out before running out of air.
Terry works for a bank, and uses computers to communicate with clients all over the world. One day, she gets a strange coded message from an unknown source. After decoding the message, Terry becomes embroiled in an espionage ring. People are killed, and Terry is chased. Throughout, she remains in contact with this mysterious person, who needs Terry's help save his life.
For opposite reasons, an undercover federal agent and a small time hood join forces to take on a union of drug lords and dirty cops.
Along with his new friends, a teenager who was arrested by the US Secret Service and banned from using a computer for writing a computer virus discovers a plot by a nefarious hacker, but they must use their computer skills to find the evidence while being pursued by the Secret Service and the evil computer genius behind the virus.
After being rescued from the ruins of Virtual Space Industries, Jobe is rebuilt and reconnected to virtual reality by corporate mogul Jonathan Walker. Years later, teenage hacker Peter Parkette helps Jobe locate Benjamin Trace, the original creator of virtual reality, only to uncover Jobe’s plan to launch a new world order using Walker’s tech. Now, Peter, Trace, Cori, and a band of runaways must stop Jobe and Walker before they enslave humanity through cyberspace.
The movie's plot is based on the true story of a group of young computer hackers from Hannover, Germany. In the late 1980s the orphaned Karl Koch invests his heritage in a flat and a home computer. At first he dials up to bulletin boards to discuss conspiracy theories inspired by his favorite novel, R.A. Wilson's "Illuminatus", but soon he and his friend David start breaking into government and military computers. Pepe, one of Karl's rather criminal acquaintances senses that there is money in computer cracking - he travels to east Berlin and tries to contact the KGB.
High school student David Lightman has a talent for hacking. But while trying to hack into a computer system to play unreleased video games, he unwittingly taps into the Department of Defense's war computer and initiates a confrontation of global proportions. Together with his friend and a wizardly computer genius, David must race against time to outwit his opponent and prevent a nuclear Armageddon.
Mind-control technology has taken society by a storm, a multiplayer on-line game called "Slayers" allows players to control human prisoners in mass-scale. Simon controls Kable, the online champion of the game. Kable's ultimate challenge becomes regaining his identity and independence by defeating the game's mastermind.
F/X man Rollie Tyler is now a toymaker. Mike, the ex-husband of his girlfriend Kim, is a cop. He asks Rollie to help catch a killer. The operation goes well until some unknown man kills both the killer and Mike. Mike's boss, Silak says it was the killer who killed Mike but Rollie knows it wasn't. Obviously, Silak is involved with Mike's death, so he calls on Leo McCarthy, the cop from the last movie, who is now a P.I., for help and they discover it's not just Silak they have to worry about.
Computer hacker Will Farmer engages a government super-computer named Ripley in an online terrorist-attack simulation game. Little does Farmer know that Ripley has been designed to appeal to potential terrorists, and certain software glitches have in turn made him become paranoid.
Benjamin, a young German computer whiz, is invited to join a subversive hacker group that wants to be noticed on the world's stage.
The Resistance builds in numbers as humans are freed from the Matrix and brought to the city of Zion. Neo discovers his superpowers, including the ability to see the code inside the Matrix. With machine sentinels digging to Zion in 72 hours, Neo, Morpheus and Trinity must find the Keymaker to ultimately reach the Source.
The human city of Zion defends itself against the massive invasion of the machines as Neo fights to end the war at another front while also opposing the rogue Agent Smith.
Set in a near-future, militarized world marked by closed borders, virtual labor and a global digital network that joins minds and experiences, three strangers risk their lives to connect with each other and break the barriers of technology.