It's a new issue and a new zone as we get to see what the second of the thirteen distinct zones of the new United States of America is really like. Gone are the desert nightmares of Destiny, and in is the technological perfection that is Unity. Our intrepid group has escaped the clutches of the Destiny Man and made their way into the next zone, one that eschews the plains for the beloved landscapes of the Northwest, and with it the return of a familiar face.
With the last issue of Sex Criminals set to hit shelves in the coming weeks, it feels fitting that the team of Matt Fraction and Chip Zdarsky would use the penultimate issue to dig deep into the backstory of the incredibly popular ancillary character, Sexual Gary. This dynamo has graced several backgrounds, and his mention has been whispers inside the pages of the book, but never before have we really gotten the full weight of Gary's life and history. But no more! Now, we get Gary in all of his glory, getting to see what makes him such a special character that has entered the hearts of all the fans of this series.
Now entering the third part of the new arc, Die continues to go headlong into some very interesting territory, as the party is split both finding a way to restore a lost child and trying to prevent the merging and likely destruction of both the world of Die and the real world, which seems like it might be a bad thing. With Ash having a very interesting and potentially dangerous conversation with a version of famed author HG Wells, the group of Chuck, Matt, and Angela take a trip to see some beings that could potentially assist Angela with returning her daughter to life, after being trapped inside the world of Die and becoming a member of the Fallen. It's complex times in a complex world, as the group plays a complex game of trying to escape the world of Die while also trying to save it.
Life is a complicated thing. There are all sorts of obstacles that can get in the way, especially in tight-knit social circles. Growing up, the people around you are your family, whether they are related or not. And when you're also close with your family, it makes things even more of a potential issue. This is the conceit of Getting It Together, the newest series from Omar Spahi and Sina Grace. It follows the story of Jack, a young man with his own life struggles, also dealing with an ever-growing situation between those he really cares about. Anyone who has grown up with a close social group can recognize the situation: After a conversation about their relationship and the actions following that conversation get complicated, Sam and his girlfriend Lauren have a bit of a falling out. Given that Jack is not only Sam's best friend, but Lauren's brother, everything gets a bit out of hand as Jack tries to play the middle and help both of them, as well as live his own life.
Well, this is it. One final issue of the smash success that is Sex Criminals... Other than the issue after this and the special issue that comes in between. But other than that, this is the last one. While the series has, and will continue to be, a ridiculously fun adventure about people who have sex and stop time, the series has managed to become one of the most emotionally resonant books in recent years, thanks to the heart and bravery that the series' creators have poured into it. This series is somehow both sophomoric and sophisticated, and it shows in this last issue as we see Suzy finally come to terms with everything that has happened to her over the last 29 issues, as well as wrap up everything that has been put in her and Jon's path.
It's a new arc and a new zone for the conglomerate of explorers that have made their way into the isolated lands of the United States of America. From inside the wall, our team has faced many dangers, seen new creatures, and a land unlike any other. After the United States went dark, cutting itself off from the rest of the world, the country has become unrecognizable to those who weren't inside when the isolation began. During their trek through the first portion of “The Spiral,” the expedition group faced down the Mad Max-like wastes of the Destiny Man and his bloodthirsty crew and managed to barely escape with their lives. Now, the team finds themselves in the second zone of the new United States, Zone Unity. While we've barely scratched the surface of what Unity has to offer our protagonists, it looks much different from the barren lands of Destiny, and potentially even more treacherous.
Years ago, our adventuring party were kids trapped in a fantasy world after playing a game with their friends. They escaped, only to have to return as adults as part of a rescue mission. During their second stint, things have been a bit up and down for our heroes, with the party split and each doing something equally dangerous. With one side of the party ruling the land of Angria and the rest traveling to help one of their own, the world of Die has gotten more dangerous, as well as more complex.
It's the end of the first arc of the stellar new series from creators Scott Snyder, Charles Soule, and Giuseppe Camuncoli, Undiscovered Country. With the group splintered and under pursuit from the deranged Destiny Man, Charlotte, Daniel, and Uncle Sam have found their way towards the exit of Destiny Man's zone, looking to walk deeper through the Spiral and find out the secrets of this new America. Since they closed their borders, the United States has been an enigma, with new territories emerging led like small fiefdoms controlled by some rather unsavory characters. Despite this, the team has soldiered on, attempting to uncover the cure for a devastating virus inside the sealed walls of America.
While the world is rightfully staying inside, many forms of entertainment have chosen to be safe and take a bit of time away from the world until things are able to done in a way that doesn't endanger themselves or others. One of those teams happen to be from Critical Role, the online juggernaut that focuses mostly on long-running Dungeons & Dragons campaigns that has given fans thousands of hours of content to enjoy and be moved by. After partnering with Dark Horse Comics, the team took their incredibly popular first campaign, focused on the group of disparate idiots that eventually became the legendary Vox Machina, into a new medium that focused on the adventures the players had with their characters before they became a viewable show. This brings about a fun irony, as Vox Machina: Origins shows the titular group before they were legends, bringing to life the stories of the Critical Role cast before they themselves became legends in their own right.
Small towns are strange places, all with their own cultures, customs, and sets of rules. Each of them is unique, and many are insular, with tight-knit communities that look out for each other at all costs. In Eden, Wyoming, the concept of a close community is obvious. In the middle of nowhere, this small town lives by its own rules, setting itself as a haven for second chances. Founded by those who live in defiance of the law and run by those with criminal histories of their own, Eden has one major rule: There will be no crime inside the limits of Eden, Wyoming. Breaking this cardinal rule brings dire consequences, handed down by the co-founder of the town, Mayor Laura Shiffron. Along with her son Mark, the town postman who lives with Asperger Syndrome, they attempt to keep the peace . . . which goes about as well as expected when the entire town is made up of those who've made mistakes or who take pleasure in operating under a different system of right and wrong.