Showing posts with label Sixth Gun. Show all posts
Showing posts with label Sixth Gun. 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,
Friday, June 26, 2015
Random Link Friday
I had a couple plans for this week's recommended reading, but I haven't had time to do my standard research, and I think the timing isn't right now, so instead I'm just tossing out a few links that I think you might all might enjoy.
- I think I've brought it up before here as well as on Facebook, but in case I haven't, I've also been writing reviews for Graphic Novel Reporter. I've gotten three up so far, Bone Vol.1: Tribute Edition, Twisted Dark Vol.1, and Exquisite Corpse. Check them out, and keep your eye out, because there will be two more of my reviews popping up in a short while, Louise Brooks: Detective and The League of Regrettable Superheroes. And once you've read my reviews, poke around on the site and read some others. These are smart, great people writing.
- I'm a big fan of Adventure Time, the fantasy/sci-fi/coming-of-age/everything-including the kitchen sink animated series from Cartoon Network. And I'm a big fan of podcasts. Last week, a new podcast dedicated to Adventure Time started on the Infinite Guest network, called Conversation Parade. Hosted by John Moe, comedian and host of the comedy/music variety show Wits (look it up, seriously. Neil Gaiman has been a repeat guest, and they did a phenomenal crossover with The Thrilling Adventure Hour), and Open Mike Eagle, rapper and Wits regular guest, there are only two episodes up, so you don't have a lot of catching up to do. The first episode has the hosts discussing the fraternal relationship between Finn and Jake, and an interview with the voice of Jake, John DiMaggio (who has also voiced Bender on Futurama, The Joker in Batman: Under the Red Hood, and more other parts than I can name readily). The second discusses the Enchiridion and the Ice King's crown as well as the Earl of Lemongrab, and has an interview with co-executive producer Adam Muto. It's a wonderful, thoughtful look at what might be the deepest and most insane cartoon on television right now.
- Atomic Robo is back! Well, sort of. New material is now popping up on AtomicRobo.com. It's just, none of it features Robo yet. We're building towards Robo's big return after the events of his time travel adventure in Knights of the Golden Circle. Here's the link to the beginning of the new material, so check it out and keep reading for regular doses of new Robo, which is a highlight for any day.
- I've been playing a lot of RPGs with my bi-weekly gaming group lately. I'm currently running a Dresden Files RPG campaign that I can't say too much about, since some of my players read this and I don't want to spoil my Machiavellian plans by giving away too much. And the Kickstarter for an RPG based on the excellent weird Western comic The Sixth Gun closed yesterday, and I'm pretty sure I'll be playing that one once my copies arrive. I love RPGs, as they allow you to immerse yourself in a character and world in an interactive manner. I've run games and played as well, and it's all just a ton of fun.
- And don't forget, The Matt Signal's own Dan Grote is currently writing The Press of Atlantic City's pop culture blog, Wednesday Morning Quarterback. Always worth a check Wednesday morning.
- I think I've brought it up before here as well as on Facebook, but in case I haven't, I've also been writing reviews for Graphic Novel Reporter. I've gotten three up so far, Bone Vol.1: Tribute Edition, Twisted Dark Vol.1, and Exquisite Corpse. Check them out, and keep your eye out, because there will be two more of my reviews popping up in a short while, Louise Brooks: Detective and The League of Regrettable Superheroes. And once you've read my reviews, poke around on the site and read some others. These are smart, great people writing.
- I'm a big fan of Adventure Time, the fantasy/sci-fi/coming-of-age/everything-including the kitchen sink animated series from Cartoon Network. And I'm a big fan of podcasts. Last week, a new podcast dedicated to Adventure Time started on the Infinite Guest network, called Conversation Parade. Hosted by John Moe, comedian and host of the comedy/music variety show Wits (look it up, seriously. Neil Gaiman has been a repeat guest, and they did a phenomenal crossover with The Thrilling Adventure Hour), and Open Mike Eagle, rapper and Wits regular guest, there are only two episodes up, so you don't have a lot of catching up to do. The first episode has the hosts discussing the fraternal relationship between Finn and Jake, and an interview with the voice of Jake, John DiMaggio (who has also voiced Bender on Futurama, The Joker in Batman: Under the Red Hood, and more other parts than I can name readily). The second discusses the Enchiridion and the Ice King's crown as well as the Earl of Lemongrab, and has an interview with co-executive producer Adam Muto. It's a wonderful, thoughtful look at what might be the deepest and most insane cartoon on television right now.
- Atomic Robo is back! Well, sort of. New material is now popping up on AtomicRobo.com. It's just, none of it features Robo yet. We're building towards Robo's big return after the events of his time travel adventure in Knights of the Golden Circle. Here's the link to the beginning of the new material, so check it out and keep reading for regular doses of new Robo, which is a highlight for any day.
- I've been playing a lot of RPGs with my bi-weekly gaming group lately. I'm currently running a Dresden Files RPG campaign that I can't say too much about, since some of my players read this and I don't want to spoil my Machiavellian plans by giving away too much. And the Kickstarter for an RPG based on the excellent weird Western comic The Sixth Gun closed yesterday, and I'm pretty sure I'll be playing that one once my copies arrive. I love RPGs, as they allow you to immerse yourself in a character and world in an interactive manner. I've run games and played as well, and it's all just a ton of fun.
- And don't forget, The Matt Signal's own Dan Grote is currently writing The Press of Atlantic City's pop culture blog, Wednesday Morning Quarterback. Always worth a check Wednesday morning.
Monday, May 12, 2014
Reviews of Comics from Wednesday 5/7
Batman: Eternal #5
Story: James Tynion IV & Scott Snyder, Tim Seeley, John Layman, Ray Fawkes
Art: Andy Clarke
I still plan on doing a catch up on this series with individual issue analyses, but I had to talk about this issue because it made me ever so happy. This issue moves away from the Jim Gordon plotline that was the driving force of the first month and introduces or fleshes out a few more characters. We get to see Vicky Vale, the reporter who is probably best known for her appearance in the first Tim Burton Batman movie, but is a much older character than that, as well as introducing her new associate at the Gotham Gazette. We also get to see Harper Row and her brother Cullen, the characters introduced as new supporting characters by Scott Snyder in his run on Batman. I love Harper; she's smart, tough, and a nice addition to the Bat family. But the thing that made this issue for me, really made it, was Tim Drake. Yes, it really feels like Red Robin is back in the Bat titles, after only a few appearances here and there throughout the tenure of the New 52. And this feels like my Tim Drake. I'm not going to start bashing Teen Titans here, but I will say that the Tim Drake there has not really rung true to someone who has pretty much every appearance the character has ever made. But this issue works beautifully. Tim is the tech savvy detective he always felt like he was supposed to be; he looks at the bigger picture and figures out something Bruce hasn't, and then he gets into a fight with a bunch of nanobots. Andy Clarke's art is solid throughout the issue, but the creepy tentacles of nanobots are really a great visual. I've been enjoying Eternal so far, but if this issue is an indication of the Red Robin to come, this book is going to be high on my reading order each and every week.
Cyclops #1
Story: Greg Rucka
Art: Russell Dauterman
I love Cyclops; I've written about that before. I love Greg Rucka. So the combination of a Cyclops ongoing written by Greg Rucka was a surefire hit with me. This series features the young Cyclops, the one brought to the present in All New X-Men on a space adventure with his dad, the space pirate Corsair. Cyclops here is sixteen, and someone who thought he lost his dad years before. Now he's trying to not only navigate being out of his own time and away from everyone he knows, but with the father he thought he lost and a crew that includes a giant lizard man, a bird alien, a cyborg, and a cat/skunk woman his dad is dating. Rucka paints a great picture of Cyclops, one that is fully fleshed out; he's a confused teenager without being whiny about it; Corsair gives his son the advice that, "everyone sucks at being sixteen," and I have to say, Rucka remembers that feeling and knows how to make it work really well. Aside from all that introspection and character beats, we also get some hints about exactly how Corsair is back from the dead (no, not the time Cyclops thought he was dead. That time he was just abducted by aliens. The time he seemed really dead), we get to meet Corsair's crew, the Starjammers, and we get an action piece involving boarding a Badoon ship. One of the things that makes this a strong first issue is you get pretty much an entire story in one issue. Marvel has had some great first issue's lately, especially She-Hulk and Daredevil, both of which did exactly this. While I understand trying to build a series around the first issue and having it spin into a huge arc, I always feel a strong stand alone first issue helps lure the reader back for more. While it might not have the direct agency of a "To be continued," you can get a better feel of exactly what the book will be if the first issue stands on its own. I find this especially true with mainstream superhero books, where the world building isn't as difficult since you're building a house of a pre-existing frame; books where you have to build the whole world get a bit more time from me, and I'll get to that in a minute. The issue wraps with Cyclops and Corsair heading out on their own in the captured Badoon ship for a tour of the galaxy's great sites. I'm a sucker for father and son stories, and this is a cosmic road trip thrown in. It looks like a fun, action series with a strong core relationship, and is a series I'm looking forward to watching develop.
Nailbiter #1
Story: Joshua Williamson
Art: Mike Henderson
Speaking of issue ones that have to spend some time doing world building, here is the horrifying (in the best sense of the word) Nailbiter, from the writer of my favorite Image series I feel like needs more attention, Ghosted, Joshua Williamson. Imagine one town produced Ed Gein, Jeffrey Dahmer, and Jack the Ripper. If it existed, that town would be Buckaroo, Oregon, a creepy little town that has produced sixteen serial killers. After a brief introduction to one of these "Buckaroo Butchers," the titular Edward "Nailbiter" Warren, we are introduced to the character who seems to be our protagonist, Nicholas Finch, an army intelligence agent who seems about to take his own life. Only a call from a friend of his, an FBI profiler, stops him. His friend tells him that he has discovered the secret of Buckaroo, and that Finch needs to get out to Buckaroo now. Finch arrives, only to find his friend missing and the town creepier than he imagined. Quickly he meets the local goth girl who local toughs harass with comments about her becoming the next Butcher, the guy who runs the local serial killer souvenir shop, and the local sheriff. Sheriff Crane, who knew Carroll, Finch's friend, was also looking for the missing man, and the two go to meet the person Carroll was in touch with: Nailbiter Warren, who is free and living back in town. The first issue is wonderfully atmospheric, with gorgeous dark art from Mike Henderson. This first issue works very differently than Cyclops did; while we only get sketches of the characters (well wrought ones; I'm curious to see more about Finch's past and his anger issues, for instance), this issue establishes mood and setting perfectly. Buckaroo is going to be as much a character as any of the people in this series, and it is the thing I feel like I know the best after this first issue. And frankly, that's a character that made gooseflesh break out on my arms, which for a horror comic, is a very good sign.
The Sixth Gun #40
Story: Cullen Bunn
Art: Brian Hurtt
I feel bad that I haven't written about The Sixth Gun more. I've commented about other books that fall in a similar range, a book that is so consistently good that I don't reach out and address it as I should. Frankly, as we run down to the end of the series, I'll probably do a full on recommended reading for it, but for now, let's look at issue #40. For those unfamiliar, The Sixth Gun is a weird western that follows six magical guns that can bring about the apocalypse, and those who bear them, some trying to destroy the guns, some trying to use them for their own nefarious purposes. After most of our heroes were killed over the past few issues, those few remaining, Beckie Montcrief (the bearer of the Sixth Gun), Drake Sinclair (the bearer of four of the other six guns), and Nidawi (bearer of the spirit of the shaman Screaming Crow), are being chased by serpent men and Jesup, the bearer of the Fifth Gun and servant of Griselda, the Grey Witch, who plans to use the guns to remake the world. It's another brutal issue, where more of our heroes fall by the wayside, and features a great battle between Jesup and Drake. Drake is becoming more and more affected by the guns he bears, and when Jesup gets his hands on a couple of them, things turn badly for Drake. Series artist Brian Hurtt does a tremendous job in the scene where Drake must face down the golems created by the Fourth Gun. Becky's use of the Sixth Gun to travel back in time to talk to her fallen friend, Gord Cantrell, to learn what he knew of the guns is poignant and painful, as Gord knows the only reason Becky would be coming to him in this form. With only ten issues left before the finale, The Sixth Gun continues to ramp up the tension, with the supernatural elements all coming together to what I'm sure is going to one final great battle between good and evil.
Oh, and a couple general notes before I go:
- I was still recovering from a wonderful and exhausting Free Comic Book Day last week (thanks to everyone who came out and made it an amazing day), so I didn't take notes as I was reading my books and thus don't have the info to write a full review here, but you should all check out Southern Bastards by Jason Aaron and Jason Latour. Deep South crime done amazingly; if you liked Scalped, Aaron's last crime book, this is well worth checking out.
- With network upfronts now hitting, we have seen not only the renewal of the two current major network comic book based series, Arrow and Marvel's Agents of SHIELD, but the pick up of five more: iZombie, Flash, Constantine, Gotham, and Marvel's Agent Carter. The trailers for two of these have hit, and I enjoyed both quite a bit. I remain optimistic about Gotham, and Donal Logue was born to play Harvey Bullock, but Constantine knocked me off my feet. There's a clear reverence for the source material, the opening shot of Ravenscar Asylum shows that right off the bat, and Matt Ryan looks like the DC Direct John Constantine action figure come to life. And he's British! I know three minutes can't tell you too much about a series, but that was a fine three minutes, and I'm on the hook for this one, no doubt.
Labels:
Batman Eternal,
Constantine,
cullen bunn,
cyclops,
Gotham,
greg rucka,
james tynion iv,
jason aaron,
joshua williamson,
Nailbiter,
red robin,
scott snyder,
Sixth Gun,
Southern Bastards,
weekly reviews
Monday, September 3, 2012
Reviews of Comics from Wednesday 8/29
American Vampire #30
Story: Scott Snyder
Art: Rafael Albuquerque
The current arc of American Vampire continues, taking us deeper into the 50s and one of the title vampires Pearl's hunt for the coven of vampires who attacked and nearly killed her human husband. Pearl continues working with her sire, the first American vampire, former wild west outlaw Skinner Sweet, who is now forced to work with the anti-vampire organization the Vassals of the Morning Star. The fight between Pearl, Skinner, and the vampires is a beautifully choreographed fight sequence, and artist Rafael Albuquerque does an amazing job with it. The fact that the vampires now know the one weakness of the American breed makes the battle all the deadlier, and makes Skinner's treachery all the worse. Scott Snyder does a great job of balancing the incredible action scenes with the more personal moments of Pearl's time at Henry's bedside, her flashback to when he proposed, and the choice she makes at the end. The cliffhanger is heartrending, not an action based one, but one that has deep resonance with the personal lives of all of the principal characters of the series. Snyder promised in interviews that this is the arc that will change everything in the world of the series, and it looks like he's not pulling any punches, and I can't wait to see where he goes with it.
Before Watchmen: Minutemen #3
Story & Art: Darwyn Cooke
Darwyn Cooke is a master storyteller, and this, the third issue of his written and drawn Before Watchmen: Minutemen mini-series, showcases his talents as both writer and artist. The issue is told primarily in a classic nine panel grid, which is used so infrequently in modern comics, but was the way Dave Gibbons structured the original Watchmen, making this issue as much an homage as a prequel. The issue also uses an interesting narrative; part of it told by Hollis Mason, the original Nite Owl, through his recollections and memoir, while it is also told by a narrator who is not revealed until the end of the issue. Cooke plays with expectations on the second narrative, starting it off as seemingly a sexual encounter before using the story to reveal it's something else entirely. While Cooke is clearly using Nite Owl the most, being he is the narrator of much of the story, he has done an excellent job of fleshing out Silhouette, the female vigilante who was one of the minor characters from the original series. Her quest to protect children from those who would abuse them is noble, and she is dedicated to doing real good far more than most of her teammates. Knowing Silhouette's tragic end just makes the development of her character more tragic, and the story all the more engaging.
Locke & Key: Grindhouse
Story: Joe Hill
Art: Gabriel Rodriguez
Joe Hill and Gabriel Rodriguez's Locke & Key is one of the best modern horror comics on the market, and the inspiration for the best un-picked up TV pilot I have ever seen (Thank you IDW and NYCC 2011 ), and one of the comics I look forward to most when it comes out. This is a book that is going to get a full recommended reading come November, when the final mini-series chronicling the current generation of the Locke family is released, but I had to do a review of this one shot. Locke & Key is a series that has always done an amazing job of balancing the truly frightening with the very human, a coming of age story with magic keys and things from beyond reality. But as the title suggests, this is not a story that is going to be full of tender moments. In the 1930s, a trio of criminals attempt to use Keyhouse, the home of the Locke family and the magical keys, as a point to escape the law, and when they take the family hostage, things go poorly. For the criminals. The comic has the feel of a classic, pre-code horror comic, with the criminals receiving their due comeuppance. Artist Gabriel Rodriguez's style, while clearly recognizable as his own, has an edge here that fits the grittier tale he's telling. The backmatter in the issue is a treat for any fan of the series: architectural layouts of the entirety of Keyhouse, with views of the interior and exterior, with annotations from series writer Joe Hill. If you like horror comics and have never tried Locke & Key, or have already visited Key House, this is an issue not to be missed.
The Sixth Gun #24
Story: Cullen Bunn
Art: Brian Hurtt
"Winter Wolves" the new arc of The Sixth Gun, begins with this issue, and it seems like the cast of this weird western are in for a hard road. The Sword of Abraham, the order of warrior priests attempting the stave off the apocalypse, are given a prophecy of doom from the mouth of the corpse of General Hume, the undead villain who has sought the six magical guns. Gord Cantrell, separated from the rest of the cast, continues to try to find his allies, while something has found him. But it's our hero and heroine, ne'er do well Drake Sinclair and possessor of the titular Sixth Gun Becky Montcrief, who are in the worst way. Drake and Becky are being pursued through a suddenly (and mystically) winter environment by the namesake of the arc, frightening mystical wolves. Cullen Bunn and Brian Hurtt are one of those great writer/artist teams who work together seamlessly. The story moves at a breakneck pace without seeming rushed, and the art is clean and cool, mixing both realistic looking characters with a great ability to showcase magic and monsters. They produce a great comic that blends horror and western into a dish that leaves you wanting more. Comics have always done a great job of blending these genres (DC's Jonah Hex stories over the years have been key examples), but The Sixth Gun takes it to a new level, building a continuing narrative and mythology that deepens with each arc.
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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