Almost 30 years ago, Todd McFalane helped create Image Comics with Spawn #1. This year, he has launched a new, ongoing Spawn title. This is the first new continuing series since 1992. How is it? That depends on the reader’s relationship to the character and setting, as well as their feelings on the content.
We're nearly there. With one more roll of the die, we will be through this journey, as the following issue of Die marks its last. This, the penultimate issue of the series, one full of twists and turns, of friendships blooming and decaying, of learning who you truly are through this nightmarish hellscape that is loosely defined as a game, is its finest yet. As the group, including undead game master and creator Sol, makes their final attempt to leave the world of Die, we find that the way out is much more complex than opening a door or finding light through a dark tunnel. Getting out means getting out of your own way, of finally admitting to yourself the things that you've hidden for so long, and using that as your way back into the real world. It's classic, in a sense. Tabletop games have, for decades, given people an opportunity to live their truest selves, to be who they want without fear of remorse or judgment. These games have helped people understand their indentity and motives, to have that moment of not trying to hide or repress anything anymore, and to take that into the real world, living free as who you were meant to be.
Quick recap: With Merlin’s plan having come to fruition and Arthur back in full power, all of Britain has been cast into the Otherworld. All seems pretty grim at the moment.
After focusing on the crew on the Serenity in the last few issues, Issue #32 takes us to the other side, quite literally. This is an issue that’s focused on the crew members that were on the other ship, namely Inara, Lank, and Stev. A special guest star does appear, too, which is both a boon to the story and a major continuity breaker of sorts.
Will she make it? We already know what the answer is. We’ve already seen her present tense. The question is, what will she lose or gain by making it? What part of Erica does she leave behind to become Erica Slaughter?
October 7, 2021, marks the release of Far Cry 6, and it's not a moment too soon. With a delayed release, avid fans of the popular first-person shooter series have had somewhere to turn, revisiting the favorite villains from Far Cry 3-5. The three-issue miniseries, Far Cry: Right of Passage, has filled the void by introducing upcoming villains President Antón Castillo and his son, Diego, who is also his successor of the fictional country of Yara.
Nocterra #6 picks up right where the previous issue left off. The Sundog Convoy of Val, Em, and Piper have reached what they thought was hope, but dark forces are always sulking in the background. Trust is betrayed, the monsters are in, and all seems lost in an epic and encouraging end to a fantastic first arc!
Quick recap: Having met up with River and an unusual young girl (Shakti), Emma races against time to save her mother and the rest of the Serenity crew. And perhaps screw around with Blue Sun some, too…
As we head into the last issue of the series, I have to say that it’s been a terrific ride, and I’ll miss this band of misfits who came together to save the universe. But as they say, all good things must come to an end.
Critical Role is back with their usual antics, as the prequel series continues for the story of Vox Machina, world-saving adventurers that will one day protect everyone and everything from an incredible, powerful force. For now, though, they're a bunch of bumbling idiots who haven't quite figured out this whole “adventuring” thing just yet.