Showing posts with label Oni Press. Show all posts
Showing posts with label Oni Press. Show all posts
Friday, April 15, 2016
Recommended Reading for 4/15: The Sixth Gun
The Weird Western genre has had a resurgence in recent years, and while some of that can be attributed to DC's push on Jonah Hex,as much if not more can go to Cullen Bunn and Brian Hurtt's The Sixth Gun, a creator owned western out of Oni Press that proved that original Western content had an audience still hungry for it, this writer included (cool fact: issue one of the series was Oni Press's 2010 Free Comic Book Day issue, for which I am grateful, since that's how I discovered the series. Another case where FCBD has done something awesome for me). While Bunn and heart had both done work in comics before (as a matter of fact, they had done a series called The Damned for Oni), this is the series that shone a spotlight on them, and as the series begins its final arc next Wednesday, I wanted to spend some time discussing why you should check it out.
Set in the Reconstruction era American South, The Sixth Gun is the story of a band of unlikely heroes attempting to stop the destruction and recreation of the world using six magical guns. The two main characters of the series are Drake Sinclair, a roguish gunman with secrets in his past, and Becky Montcrief, the innocent young woman who comes into possession of the eponymous Sixth Gun at the beginning of the series, and must keep it out of the hands of undead confederate generals, witches, serpent creatures, and all manner of monsters, or the world is doomed. Throughout the series, a wide variety of deeply written and interesting allies and enemies have lived and died, but Drake and Becky stand at the center of the story.
Before I talk about more plot and character stuff, I just want to address the title and its eponymous weapon. The Sixth Gun has been a tremendous achievement of world building, which I know is one of my favorite phrases, but it's something that draws me to a story. I love when the creators of a comic, novel, movie, or any work of fiction take time to plot out not only a long game, but to give thought to the world around their character, and the objects and locations in it. The Six, the magical guns that are the driving force of the series, are really well thought out. I want to give the description of each gun drawn from The Sixth Gun RPG as they use phrasing from the comic and show that Bunn put thought into each gun as an object on it own, instead of treating them simply as MacGuffins:
The First Gun strikes with the ungodly force of a cannon shell.
The Second Gun spreads the very flames of Perdition.
The Third Gun Spreads the flesh-rotting plagues of old.
The Fourth Gun calls up the spirits of the men and women it has slain.
The Fifth Gun grants eternal youth and the ability to heal from even fatal wounds.
The Sixth Gun speaks to its wielder, revealing the past and the future.
The opening arc of The Sixth Gun introduces readers not just to Drake and Becky, and details how Becky comes to posses the Sixth Gun, but the the current holders of the other guns of The Six. They are a group of former Confederate soldiers who served under the merciless General Oleander Hume, previous holder of the Sixth Gun, as well as Hume's wife. There goal is to retrieve the Sixth Gun so they can return it to the now undead Hume and begin bringing about the apocalypse. Becky and Drake travel, along with Drake's partner Billjohn O'Henry to the Maw, a prison built by Hume, and there, along with one of the prisoners, Gord Cantrell, face down Hume's army of the Undead and the bearers of the Six.
That first arc captures so much about what makes The Sixth Gun a great comic. Not only do we meet a group of fascinating characters, but it's a tense race to keep the Sixth Gun from the hands of General Hume's men, and the final battle at the Maw is a gorgeous set piece, brilliantly put together by Brian Hurtt and featuring monsters and men doing battle.
The series follows Becky and Drake through many different locales, some real or realistic, some decidedly fanciful. The second arc takes place on the streets of New Orleans, but streets populated by Caribbean crossroads gods and demons. There are towns populated by snake people that serve Griselda, the Grey Witch, the mother of General Hume and a powerful sorceress. One whole arc takes place nearly entirely in a supernatural snow storm, with supernatural wolves hunting out heroes. And when Becky goes on a Native American ghost walk, we see the origin of the Six and how they have taken different forms throughout many different ages,
The balance between the western and the weird is another of the charms of The Sixth Gun. While the villains include witches and undead generals, there are also Pinkerton detectives employed to find out heroes. The Native American tribes are always treated respectfully and realistically in their bearing, but there are thunderbirds of myth and the shrunken head of a shaman that possesses his bearer. And while not dwelt on, the social ramifications of the civil war are present, while the possible ramifications of the end of the world always dog the protagonists.
And now it's time to talk about those protagonists. Becky Montcrief is the center of the series, not just as the bearer of the title Sixth Gun, but as she is the character whose emotional journey rests at its core. When we first meet Becky, she is an innocent who has been living with her stepfather away from civilization. But when she comes into possession of the Sixth Gun (which her stepfather had, having been part of the party that liberated it from General Hume), she has to grow up fast. We watch Becky become part of the world outside her limited sphere, and not slowly. She not only has to deal with monsters hunting her, but the weight of responsibility. We watch Becky become a woman to be reckoned with as we move towards the series ending.
Drake Sinclair's path is one of redemption. Drake was part of General Hume's crew during the Civil War, but when he realized just how evil Hume was, Drake broke ties with the General, and tried to live his post-War years as a scoundrel and ne'er-do-well, looking out only for himself, his partner, and his pockets. But when he is drawn into the web of he apocalypse and the Six, Drake does his best to redeem himself for his selfishness and dark actions, and pays repeatedly with his own blood and hat of his friends. I'm a sucker for a redemption story, and Drake is a man who wants to do better, even if he so often falls short.
But if I had to pick a favorite character in the series, it would be Gord Cantrell. Gord is a former slave and a former prisoner of General Hume's Maw prison. He is also one of he few truly and fully good characters in the series. He had dabbled with the dark arts as a younger man, but now has passed through that crucible to be a trusted friend and ally to Becky, using his knowledge of magic to help find a way to destroy the Six. With a past filled with tragedy, Gord is a rich character who feels his own life is worth the sacrifice to save the world.
The final recurring heroic character, and I use the heroic in this case loosely, is Kirby Hale. Hale is a young gunslinger, handsome and charming, and cocky to the extreme. And you're never sure exactly whose side he's on. Kirby's first appearance sparks a romantic triangle of sorts between him, Becky, and Drake. His feelings complicate his life, as he really develops feelings for Becky, which drives him to be a better man and make choices the previously smarmy gunslinger never would have.
The villains of The Sixth Gun are a little more hand-wringingly evil at the time of the series, as most of them have surrendered much of their humanity to the power of The Six or to other forces of evil, but the spin-off mini-series have given us more of an understanding of their times before evil ruled them. The four men who wield four of the guns at the beginning of the series each get a spotlight issue to see what they were after the war and before they returned to hunt the Sixth Gun. Jesup Sutter, a Pinkerton who served Missy Hume and eventually Griselda the Grey Witch, shares a mini-series and we see that he has tragedy in his background. But General Hume and his wife, Missy, and Griselda the Grey Witch, who is revealed as the series big bad? They are more given over the the darkness, and are much less sympathetic figures, which is perfectly fine, if you ask me. When you're trying to bring about the apocalypse, there's a good chance evil is as evil does.
And over the course of the forty-seven issues so far, there are many more fascinating characters. Members of two rival orders, the Knights of Solomon, who seek the secrets and powers of the magical artifacts throughout the world, and the Sons of the Sword of Abraham, a holy order of priests dedicated to destroying The Six, move in and out of the series, the former led by Jesup Sutter, the latter by the noble but driven Brother Roberto. Towards the middle of the series, Becky and Drake gain two Native American allies, the warrior Nahuel and the medicine woman Nidawi, as well as the totem they wield, the shrunken head of the medicine man Screaming Crow, who can possess the bodies of the living and wield his magic through them. And the most odd character of all, Asher Cobb. Cobb was born with gigantism, and after his death was mummified, and whose corpse is now an oracle. Cobb is another character who I found absolutely fascinating, and whose tragic life makes his choices, both good and bad, understandable. And let me boil that down: he's an eight-foot tall mummy who sees the future; if that's not a comic book concept, I never heard one.
Brian Hurtt's art works perfectly in tandem with Cullen Bunn's scripts. His work captures both the old west and the fantastic elements of the stories, with large and terrifying creatures, like giant white wolves, as well as gunslingers and saloons. The book wouldn't ring with the authenticity without his thoroughly researched work (and if he didn't research the hell out of the period, he's got me fooled). On top of his excellent character designs, making all the main and minor characters of The Sixth Gun memorable, the monsters and settings make this is visually outstanding series. And on top of Hurtt's excellent work, one of my favorite artists in comics, Tyler Crook of BPRD and Harrow County fame, did three one-off issues focusing on the backgrounds of Kirby Hale, Asher Cobb, and Griselda, as well as my favorite of the the spin off mini-series, the one focusing on Drake's loyal partner Billjohn O'Henry.
The Sixth Gun is a western tale with magic, monsters, romance, and style. If you're a fan of Stephen King's The Dark Tower, another western by way of magic, or traditional westerns of any stripe, it's a great book to try out, and with the concluding arc kicking off this Wednesday, you have three months to get caught up before the big finale.
The Sixth Gun is collected in eight individual trade paperbacks, starting with Cold Dead Fingers, all of which are readily available at comic shops and on-line, that collect the entire series to date, as well as three trades that collect the spin-off mini-series. There are also three over-sized hardcovers to date, but those have not quite reached the most recent arcs, so if you want to get caught up, the trades are the way to go, or if you like big hardcovers, a final volume or two should finish off the series,
Monday, June 18, 2012
Reviews of Comics from Wednesday 6/13
Amercian Vampire: Lord of Nightmares #1
Story: Scott Snyder
Art: Dustin Nguyen
American Vampire has been a slow but sure exercise in world building for writer Scott Snyder and his artistic collaborators. Since issue one, Snyder has been creating a whole new vampire mythos, with different breads and an order of humans who are fighting them. This, the second spin-off miniseries from the core Vertigo title, follows up on the end of the previous spinoff, Survival of the Fittest. Felicia Book, the half American-Vampire is back, along with her now foster son, Gus, who has a vampiric lineage of his own. They seem to be living a normal life in Paris before Agent Hobbes, the face of the vampire hunting Vassals of the Morning Star, pops up again. What he reveals at the end of the issue shouldn't be too much of a shock; this is a vampire story, and the twist is something that usually goes hand in hand with those, but it is well handled. The opening sequence of the issue, with Agent Hobbes sitting down with the enemy for a talk, and the chaos that ensues at the end of it, are beautifully rendered by Dustin Nguyen, making his American Vampire debut. This is a promising start to the mini-series, with a central plot that I'm excited to follow and the return of Felicia Book, a favorite character from earlier arcs. If the rest of the series can keep up with this premiere issues, it will be a worthy addition to the American Vampire mythos.
Batman #10
Story: Scott Snyder & James Tynion IV
Art: Greg Capullo & Rafael Albuquerque
Scott Snyder continues to wow this week, with the penultimate issue of this "Court of Owls" story in Batman. Just in case you've been avoiding them from the numerous places they have been on-line the past week, SPOILERS AHEAD. While the revelation that Lincoln March is the mastermind behind the Court of Owls plot was one I saw coming, the revelation that he is, in fact, Thomas Wayne Jr. was a pleasant surprise. I was going to lay out the history of this lost scion of the Wayne family, but Chris Sims over at Comics Alliance beat me to it. Still, Bruce's slow realization of the answers to the mystery, his discovery of the remains of much of the Court, and his discussion with the man claiming to be his brother were excellent character beats. The back up, by Snyder and James Tynion IV, continues to flesh out the rivalry between the Court and the Wayne family, and giving a voice to Jarvis Pennyworth, Alfred's father, who has never really been anything other than a character mentioned by Alfred before. This has been the stand out book of the New 52 for me, and I'm looking forward to see how Snyder wraps up his epic next issue.
Batman and Robin #10
Story: Pete Tomasi
Art: Patrick Gleason
Since it's New 52 #1, Batman and Robin has really been a book about Damian and Bruce Wayne, and how they act towards each other as father and son. It's interesting to watch Bruce, who has always acted as something less than a father but more than a friend to his previous Robins, really try to act like a father to Damian, and fail as often as he succeeds. This issue introduces a new villain, Terminus, and a new group of henchmen made up of those criminals injured by Batman in his crusade. And that's an interesting concept, but isn't the focus or the heart of the issue. No, the center of this issue is sibling rivalry. One of the things that I have felt most missing from the Bat titles since the New 52 has been the presence of Tim Drake, the hero called Red Robin. Tim is probably my second favorite character in comics, right behind Batman himself, and while I understand he's busy in Teen Titans, I miss him interacting with his family. This issue is probably not Tim's shining hour. After bickering with Damian, the young Robin declares that he will best all the previous Robins at something they are good at, and prove himself. And he beats Tim. He out thinks Tim, which is Tim's strongsuit: he was always the smartest Robin. Now, Tim has had a weak spot when it comes to Damian since Damian entered the Batcave, mostly since their earliest interactions mostly involved Damian trying to kill Tim, so I have no problem with Tim's characterization here. He lets Damian push his buttons. I just love the ways the characters interact, which has been Tomasi's strong suit on this book. I can't wait to see Damian take on the other former Robins in the next couple issues.
The Sixth Gun #23
Story: Cullen Bunn
Art: Tyler Crook
The Sixth Gun is a great weird western that debuted two years ago on free comic book day, and the action hasn't slowed down since. After a very cool silent issue in #21, and the wrap up of the current storyline, "A Town Called Penance" last issue, this one serves as an epilogue of sorts to that story, with the return of dashing, and treacherous, gunslinger Kirby Hale. I enjoy the one offs that writer Cullen Bunn has worked into the ongoing narrative of The Sixth Gun, fleshing out side characters and giving us a breath between the major arcs. Artist Tyler Crook, best known for his work on B.P.R.D. does an admirable job, making the issue his own, while bending just enough to fit with the overall style of the book. By issue's end, it looks like Kirby Hale is on a crash course with our heroes, and I don't think everyone is going to make it out alive. But what's a western without a little bloodshed?
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