I’ve been following Mike Mignola and Christopher Golden’s expanded Outerverse series with interest and curiosity. Where is all of this going? I wonder. A slew of new characters are being introduced, some known characters are being brought back, and all of the stories tend to follow a certain map: Ur-witches show up and cause mischief and our heroes bat them away. Even more than Hellboy, this feels like an ongoing serial which makes sense since most of it takes place during WWII. Even the title feels like a 1940s/50s serial.
“What in God’s name is that smell?”
“It takes a greater mind than mine to put a name to what it is.
I’m told he calls it his Peace Ray.
The smell can’t be helped. The device scorches the air.
Also, I’d imagine there may be minute articles of sheep in it…”
Sleep is rooted with disorders known as parasomnias. Nightmares, sleepwalking, talking, physically attacking a bedpartner, night terrors… these and more fall under that category, making sleep the perfect vehicle for a disconcerting and thrilling comic. But, with Cullen Bunn at the helm, you never know where that comic might take you. For Parasomnia, a three-issue series from Dark Horse, he’s teamed up with Andrea Mutti to bring readers the ultimate split-world mystery.
BRZRKR has been really interesting. Created by Keanu Reeves and written by both Reeves and Matt Kindt (who is one of my favorite comic book writers), they are telling the story of someone who cannot die and has for the extent of his life (70,000 years or so) been a weapon used for violence. Now, he wants to die, and modern medicine is trying to help him in exchange for . . . ya know . . . creating a super army based on him. Like modern military medicine does.
The creators of this series realize that they can’t go to the same trough every time. So, when they hit a certain sequence - an absolutely vital sequence not only in the story, but in Erica’s development as a child when inducted into the Order of St George - they had to make it feel different. Um . . . holy crap, did they make the right decision.
Quick recap: On Earth That Was, after a tense showdown between the Serenity crew and the plunderers, an unlikely alliance was formed between the crew and the Earthers. The question remains: Is this an actual peace treaty or just a temporary truce while they stand against a common enemy?
We last left Andy, Effy, and the survivors of the attack on Sampson fleeing the planet; however, the villagers who fought against the vampires had a secret of their own: They were robots designed to look humanoid and be able to hide in plain sight. This was a huge surprise to many, causing some serious morale problems. Back on the mining colony of Dirishu-6, Tim and Driller the Killer team up to face off with Mother’s sister.
Another issue of Undiscovered Country is here, and the zone of Possibility has become one of the most interesting zones of the entire series. In just a few issues of this arc, we begin to explore more about what America is in this new version of the sealed-off United States, and more about what it was to be American. Through creative works, America manages to gain a foothold in culture, spreading far and wide until its influence was unmistakable. Recreating that creative American exceptionalism is the task for this team as they continue to walk the Spiral, the path that will lead them to their goal of finding a cure for the deadly Sky virus, and finding out more about a nation that has been isolated for many years.
Quick recap so far: Emma and Lu ran off with Raz, seeking answers on Uroborus. Meanwhile, Zoë and the rest of the group have ended up in some hot water with Blue Sun. Things appear to be going down the metaphorical head. (That’s “toilet” in ship speak.)
Cross-media sensation Die returns for another issue of what could be one of the most interesting (and most depressing, in a good way) comics on the market. The group is still attempting to make their way to the center of Die to get themselves out of this nightmare-fueled game and back home, while fixing their mistakes along the way. It's here that the group navigates the ultimate landscape of table-top games: the dreaded dungeon. With the undead remnants of their trapped former friend in tow, the group continues their journey, despite everything that's happened between them - not only in the years since their return from the first time they were trapped here, but in the time since their return, of which there has been much.