It feels so good to get back into this series. After missing a few issues in the current arc, seeing it come to a close is bittersweet. On one hand, seeing it end is sad, because the book is amazing, but on the other hand, the book is amazing. Really amazing. The Wicked + the Divine is one of the most out-there books on the market, but it's also super popular and for good reason.
The second volume of one of the weirdest and most fun Image Comics series is here, and with it comes more magical mayhem, thanks to our spell-casting friend, Wizord. With his companion Magaret in tow (who has now become a bird, instead of her awesome koala self), Wizord is set to save the world from the evil Sizajee, a deity from Wizord's home world that is bent on destroying Earth and taking it for himself. That plan has, thus far, been foiled by his former protege, and Wizord has dispatched all of the evil mages that have been sent his way - with the exception of his ex-lover Ruby Stitch, who is there but not quite herself. Stitch is a major focus of this volume, as she attempts to regain her powers (which were taken by Wizord during their battle) and potentially gain revenge on her former beau.
Most comic book fans know of Sex Criminals by now, whether it be from reading the book, hearing about it from friends, or seeing the multiple and ridiculous social media posts form its creators, Matt Fraction and Chip Zdarsky. That being said, for those who aren't familiar, Sex Criminals is a comic book series about a young couple, Jon and Suzy, who have some very interesting abilities - namely, that when they have sex, they can stop time after they complete the act. Using this ability, they do what any decent human being with sex powers would do: rob banks. This conceit is the basis of what the story is about, though, it also turns out to be about so much more. The second volume of the series begins to take a turn with our sexy protagonists, as they've come to know that they are not the only people in the world with these kinds of powers. In fact, there are several, and some of them are not too happy with what Jon and Suzy are up to. A huge, ten-issue volume, things go from bad, to weird, to worse for our stalwart crew of morally ambiguous deviants.
The Dragon Age franchise has a lot of incredible entries, with several hit games in its past. Through Dark Horse Comics, that lineage has continued with several popular and well-done comic books in this universe, and Dragon Age: Knight Errant is no exception to the rule. The story focuses on an elven squire who leads a double life as follower of her knight, and as a thief who uses her position as a cover for her secret occupation. This gets complicated as the elven squire, Vaea, is asked to handle a task for the Inquisition, an organization that is well known to those who have spent time inside the world of this franchise. This narrow path leads Vaea into uncharted territory and potentially puts her at odds with both the knight who saved her from her past life and with those who would look to take the objects she targets for themselves.
The time has come once again for us to celebrate the holidays in all of their glory. It's time to deck the halls, trim the tree, and create crazy monsters with magic and hunt them for sport! Well, that's the case if you live in Hole World. In this year's Curse Words Holiday Special, we get a look into the main cast, as the nine beings that worship the evil Sizzajee celebrate their favorite tradition: the Meatmeet, a special activity that shows these pretty bizarre beings doing a pretty bizarre things. Mostly, the Meatmeet is a competition for Sizzajee's favor, as the nine beings (which are the ones who have come after our beloved Wizord in our world) create a creature, imbue it with magic, and hunt it down, with the winner getting respect from Sizzajee and a special seat at the table during the celebration.
The final issue of Oni Press' Rick & Morty tie-in, based on the mobile game, is finally here. While the game itself is basically a Rick & Morty-themed Pokemon rip-off, this series has been anything but, injecting the ridiculousness and humor that the series is known for and wrapping it around a world where Mortys are captured and pitted against one another in battle. So far in the series, the Morty we all know and love has been dubbed the “Evil Morty” and has set himself to the task of freeing all of the other versions of himself from the brutal battles and the control of the Council of Ricks, who keep them contained in cages and bring them out only to fight. It's been a fun way to see how creative the people working on the series can be, with alternate versions of Morty such as Cat Morty, Jerry Morty, and Sticky Popsicle Hands Morty all having made appearances and been good for a laugh.
It looks as though Image Comics' Skybound imprint is having a little bit of fun, as several creators are coming together for the aptly titled Evolution, a brand new series by the publisher. In what looks to be a promising horror title, the opening issue of the series focuses on three stories, all about certain members of the public that seem to be going through millions of years of evolution, all at the same time. Huge changes in physiology and mental welfare, as well as the panic about public perception look to be a huge focus of this title, and this first issue does a great job of presenting a very interesting theme and world paired with what can be unsettling visuals.
It's finale time, everyone. This, the last issue of this mini-series set in the Mass Effect: Andromeda universe, sees that the indomitable Tiran Kandros has finally found the end of his journey to discover what truths are behind the mysterious and bold Andromeda Initiative. When the previous issue concluded, Kandros and Shio'leth had escaped the dangerous Salarian biotic Agent Zeta and were headed to the fabled Geth Array, where Shio was determined to go after a startling discovery: That the math that helped drive the Andromeda Initiative and its plans to make a home outside the Milky Way was wrong, and with its flaws, the lives of the explorers making the journey were in peril.
This world is expanding pretty rapidly, a fact that might not be so much of a good thing. With the beloved Pocket Mortys still being captured, trained, and tortured, a few additional forces have entered the fray, with Beth and her Pocket Jerrys. If that sentence made any sense to those reading it, congratulations, because for those not familiar with the franchise, this can be a bit confusing. Honestly, it can be confusing for those of us who know the show and have played the game. That being said, this penultimate issue looks like its setting up for a huge conclusion. With (Evil) Morty still attempting to escape the grasp of Rick, a plan begins to come together to combine their skills (Morty's relentless spirit and Rick's lack of concern and acts of brilliance) to take on the Council of Ricks: a combined, powerful conglomerate of Ricks who control the entire Morty fighting sport, as well as the other Ricks. Without spoiling too much, this is going to be a major battle, full of more Morty battles, Rick being a jerk, and ridiculous concepts that are bizarre even for this franchise.
I've loved Sex Criminals since the very first issue. As a fan of Matt Fraction's work, and based on the mature but baffling concept of two people who meet, fall in love, and stop time when they climax, this seemed like a really fun series. And it is. Honestly, it's probably the funniest comic book on shelves right now.