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Welcome back to Graphic Content, Haunted MTL’s dive into horror comics. We cycle back to John Constantine, Hellblazer and Killadephia this week. We also say goodby to Constantine as this is the final issue in a run cut tragically short.

So, does John Constantine, Hellblazer go out, leaving us wanting more? Let’s find out.

John Constantine, Hellblazer #12

John Constatine, Hellblazer #12 cover from DC Comics
This brilliant, minimalist cover makes a hell of a lot of sense as you reach the end of the run.

The good news about the final issue of this run, “The Sceptered Isle, Conclusion,” is that there is a great deal of work in making everything feel like an ending. However, it feels less like a natural culmination and more a quick trajectory shift after the notice of cancellation. Despite this, the issue is solid and fairly satisfying as a conclusion. We follow the previous issue with Constantine observing a rescue operation launched by Tommy Willowtree and Nat to save the giant. He is observing a safe distance with the scryer K-Mag and young Noah. As John is pushed into acting, the grand scheme of Older John is revealed. Everything has been done to feed the Older John, and our relatively younger John must make a sacrifice, and in the process, the floodgates open with consequences and revelations.

What I appreciate most about this issue is that it did work to codify the main takeaway of magic in the world of Hellblazer. Ultimately magic isn’t worth the cost, and anything gained from it results in John’s words, “a shower of shit.” The whole run has been instance after instance of magic and the horrible, terrible downsides of it all. From angels to mermaids to unicorns, every bit of magic has been bloody, awful, and traumatic – and not even real. The run has been about tulpas – creating things through sheer belief and its terrible price to manifest them. The things you want, you will into existence, end up taking something from you. Simon Spurrier’s approach to magic is great. It’s dirty, nasty tricks, and it’s perfect for Hellblazer. My hope is this isn’t the last we’ll see of him writing John Constantine’s miserable little world. The ending sets up some interesting wrinkles for the petty dabbler – things fans would love to see.

Aaron Campbell’s art over the bulk of the run has been great, and there are moments in this issue that are breathtaking. Something is enchanting about Campbell’s visual approach to the magical and how at times, panels seem to coalesce into existence on the page. I also found the coloring on this issue particularly effective, especially in the interplay of dominant colors from page to page by Jordie Bellaire. I would most definitely love to own a few of this run’s original pages.

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Bottom Line

Sadly, John Constantine, Hellblazer, is over, but the run stuck the landing. I think the history of John Constantine will look kindly at the world that Simon Spurrier and Aaron Campbell crafted. It really worked to pull John Constantine from the big-budget world of capes and tights and situate him back into the world he works best – a realm of shitty, toxic magic among shitty, toxic people – where John may be the most shitty and toxic example of both. 5 out of 5 stars (5 / 5)

John Constantine: Hellblazer #12, written by Simon Spurrier and illustrated by Aaron Campbell, is available from DC Comics and your local comic shop.

Killadelphia #12

Killadelphia #12 cover from Image Comics
Abigail Adams’ schemes continue to cause chaos in Killadelphia #12.

We return to the vampire-filled streets of Philly this week with the twelfth issue of Killadelphia, titled “Burn Baby Burn, Part VI, Endgame.” Despite the unwieldiness of the titles of issues, the book has continued to prove deft in storytelling and worldbuilding. We see the continued chaos of the vampiric uprising as it spills out of the city proper while also catching up with Tevin, a figure who has receded into the background for a while but who seems like his purpose has yet to really play out. We get a sense of holding for our three general leads, but we see some major movement elsewhere, including our first depiction of Hell.

Rodney Barnes continues to write funny, snappy dialogue that belies a background in television. Characters have their distinct voices and as a whole most of the smaller characters, down to some of the vampires, prove unique. I am also pleased to see that some of my growing concerns with pacing from the previous few issues seem to have been lifted with this issue. I can see that the flashbacks slowed things down for me quite a bit. They ultimately seem important, but I think their placement was very much a second-act drag on the overall story. We’re seemingly in the final act, now, though, especially given the double shocker ending.

Jason Shawn Alexander wonderfully illustrates the chaos of the vampires across the city and suburbs. One sight gag is particularly mean-spirited, brutal and made me laugh for quite a while upon seeing it. There is inherent ridiculousness to the concept of the vampire uprising, and Alexander does a good job of giving it enough weight without losing sight of how fantastic this all really is. The art feels a little looser with this issue, but I don’t think that is bad. Likenesses have remained consistent, so there is no worry about being unclear who is who. I think the looser look helps sell the frenzy of this all.

Bottom Line

Killadelphia is still the best horror comic out there right now, and it seems like we’re going to see that streak continue. Overall, this is a good issue that puts many things in motion for what seems to be the final stretch of the story. Definitely read this comic if you have not.

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5 out of 5 stars (5 / 5)

Killadelphia #12, written by Rodney Barnes and illustrated by Jason Shawn Alexander, is available from Image Comics and your local comic shop.


See you soon with another pair of reviews. I will really miss covering John Constantine, Hellblazer, but I am pleased it stuck the landing, no matter how forced the jump ended up. As for what series I’ll pair with Killadelphia… we shall see.

As always, let me know what you think about the comics, the review, or suggest comics for me to cover.

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Book Reviews

Vermis II: Mist & Mirrors, a Book Review

Vermis II: Mist & Mirrors is a graphic novel by Plastiboo, acting as the “official guide for a game that doesn’t exist.”

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Vermis II: Mist & Mirrors is a graphic novel by Plastiboo. The team behind the work includes Plastiboo as the artist, Hollow Press as the publisher, Michele Nitri as the editor, Christian Dolz Bayarri as the graphic designer, Marco Cirillo Pedri as the graphic supervisor, and E.R. as the English editor and proofreader. The Vermis collection seems sold out in its current editions, but I still recommend ordering from the original publisher, Hollow Press.

Who stares back from the dark glass? The Wayfarer travels–cursed and haunted by their past–through the distant lands and places within the Mist & Mirrors. Endure a corrupt world and struggle to fend off the curses that mark you. Venture forth, Wayfarer, and perhaps find peace and salvation.

An open catacomb reveals a dark hallway. White text over a red box explains the setting further
Mist & Mirrors’ Improved Readability

What I Like about Vermis II: Mist & Mirrors

The premise remains an “official guide” to a game that does not exist. However, one key distinction that stands out is the corrosion of this “official guide” mark, suggesting Mist & Mirrors centers itself as a graphic novel. In this sense, it more accurately hits its vision while providing an engaging story.

Mist & Mirrors places its character selection at the end of the graphic novel, instead, choosing a character and allowing the reader to follow that journey. While this moves away from the “official guide” concept, it better fleshes out the world and creates a more independent product.

Where Vermis I held a heavy retro-game aesthetic, Vermis II takes this to the next level while adding a wider range of color than the original. Not only does this add more aesthetic variety, but it also vastly improves readability. My greatest critique of the first graphic novel was the general lack of readability that impacted the experience, but Mist & Mirrors seems to take this to heart. Beyond the variety and improvement, the design changes the color themes to match the distinct lands the “Wayfarer” embarks on, giving a direct purpose to the changes.

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On starting the graphic novel, I half expected a spiritual successor set in a new world. While its setting certainly differs from the original, Mist & Mirrors expands on the lore and history. In fact, the exploration of Mist & Mirrors adds value to the original and encourages a re-read. Honestly, that’s what all sequels strive (or should strive) to succeed.

Despite the colorful innovation, Vermis II: Mist & Mirrors delivers that same bleak horror popularized by Dark Souls. It still wears its inspirations on its sleeves while better communicating its “game mechanics.”

White background, rubber stamp with disclaimer pressed against the white background.
Disclaimer Kimberley Web Design

Tired Tropes and Triggers

Again, there aren’t many points worth mentioning regarding tropes or triggers. As the graphic novel takes themes and trends from the Soulslike genre, it’s dark and bleak but not overwhelmingly so.

Payment and delivery (for American audiences) still come with a 15 to 45-day wait period with little room for verification or updates. The process through PayPal remains seamless, and I received the novel within the timeframe, but it’s a consideration.

An armored individual wanders a vast desert under a red sky
The Wayfarer wandering the desert

What I Dislike about Vermis II: Mist & Mirrors

While there are notable points to mention in this section, Mist & Mirror vastly mitigates Vermis I’s core issues. However, that isn’t inherently the same as fixing them in some cases. For example, readability remains a slight issue. I will emphasize it as a slight issue with the vast improvements implemented.

For those fans of the specific niche that Vermis aims to deliver, Mist & Mirrors tones down the “official guide” aspect. Instead, it favors a more straightforward narrative that follows a specific character. This brings life to the “game world” and makes an independent product but limits Vermis I’s game guide concept.

On a more personal note, I did enjoy the concept of Vermis I’s classes over the classes of Mist & Mirrors. Naturally, there are some interesting concepts, but nothing haunts me like the Infant Seeker or Rat Man. However, the new choices seem to provide a stronger narrative and backstory.

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Final Thoughts

Vermis II: Mist & Mirrors vastly improves in many aspects of the original, telling a story set in its bleak and fascinating world. While it does veer from the original concept, it does so to make a more independent product. If you are looking to lose yourself in a strange world or dive deeper into Vermis’ underexplored lore, Mist & Mirrors seems tailor-made for you.
5 out of 5 stars (5 / 5)

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Horror in graphic novels

Bad Dreams in the Night

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Published in April of this year, Bad Dreams in The Night is a collection of horror comics by the artist and author Adam Ellis. With the description stating that it is a graphic novel version of Scary Stories to Tell in the Dark, I had to get my hands on it. And it did not disappoint.

The stories

Bad Dreams in the Night consists of eleven short horror stories. I honestly don’t think there’s a bad one in the whole bunch. So let’s just highlight a few.

Easily my favorite story in the book was Little House in the Sea. It’s a sweet, eerie little tale that seems like a pinprick view into a dark and horrifying world. It left me with so many questions that I fear will never have answers. The story is about a young woman and her mother, who live on a little island all alone. The young woman is never to ask about what is on the other side of the sea. Then, her mother dies. And everything changes, but not by a lot.

Green Ribbon was another great story. It’s a retelling of the classic Girl With a Ribbon story from the original Scary Stories book, in which a man is confused and eventually angry that the love of his life wears a ribbon around her neck and won’t tell him why. I liked this updated version. It’s a stark reminder that just because we marry someone, we aren’t owed all of their secrets.

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Page from Bad Dreams in the Night.

What worked

Of course, the first thing I have to point out about Bad Dreams in the Night is the fantastic artwork. Ellis was a cartoonist first, and it shows.

The artwork is part of the storytelling as well. The best example of this is the story Better Kate Than Never. The younger sister character, Taffy, has such an animated face during the scenes with a ‘studio audience’. When she is just herself, her face is flat, and far more mature than we’d expect for a girl her age.

Though, I suppose based on the story, she might be any age.

Another really enjoyable thing was the mini-essays at the end of each story. As a creator myself, I love the little peeks into the creative process. I know how I come up with stories. But it’s different for everyone, and the story behind the story is often just as fun.

Finally, I have to praise a feature that applies to Ellis’s work overall, not just this book. Whenever he writes scary stories (and he has posted quite a few on his social media) they are a fascinating blend of cute and horrifying. The artwork always has a lovely, innocent, cartoonish look. The children always look like cartoon children, with exaggerated large heads and wide circular eyes.

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Page from Bad Dreams in the Night.

At the same time, Ellis doesn’t pull any punches when it comes to the blood and gore. One story in particular, Milk Door, is a perfect example of this. I don’t want to spoil the ending for you, but it is graphic, horrifying, and wonderful.

What (kind of) didn’t work

I only have one issue with this book. If you follow Ellis on social media, you’ve likely seen at least some of these stories before.

Though, even as I say this, I’m not sure what could have been done about it. Only the beginnings were shown on Instagram. This was a marketing tactic and an effective one. You get the setup for free, but you have to read the book for the punchline.

Bad Dreams in the Night was a really enjoyable way to spend a few hours. In the end, my only real complaint is that it could have been longer. But of course, that is one of the chief rules of entertainment. Always leave people wanting more.

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(usr 5)

By the way, if you like this you might enjoy my haunted apartment novella, Quiet Apocalypse. The main character is a modern witch, and I share some real magic in this fictional story of an unexpected end of the world.

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Book Reviews

Vermis I: Lost Dungeons and Forbidden Woods, a Novel Review

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Vermis I: Lost Dungeons and Forbidden Woods is a graphic novel by Plastiboo. The team behind the work includes Plastiboo as the artist, Hollow Press as the publisher, Michele Nitri as the editor, Marco Cirillo Pedri as the graphic designer, and a mysterious E.R. as the English proofreader. While I found the book available across outlets, I would recommend going directly to Hollow Press as I am unsure of the reliability of these other options.

Which flesh is your flesh? Come traveler and pick between several distinct classes to explore the bleak world of Vermis. Catastrophe and calamity dictate the lands you travel to, warring to break all living here. Venture forth, but be forewarned, hope remains a distant memory.

Vermis written in an algae-like font. Below in red reads, Lost Dungeons and Forbidden Woods. Below displays a knight fighting skeletons within a dimly lit castle. The enemies appear with a light red while the backgrounds shows a prominent green.
Vermis 1 Cover Art by Plastiboo

What I Love About Vermis I

The premise of this book was that of “an official guide of a game that doesn’t exist.” I was reminded of countless nights studying such books for every drop of lore I could. It paid passionate respect to these guides, bringing to life a retro game inspired by Dark Souls but entirely its own. The concept creates an interesting and interactive fiction, requiring readers to build an understanding of mechanics and gameplay that doesn’t actually exist.

The art style evoked a green-saturated pixel-apocalypse in a fantasy setting. This premise likely evoked your interest or turned you away. Vermis I committed to this style, so that desire remained an important part of your enjoyment.

When I learned of the Infant Seeker class, I had to admit a curiosity. The “classes” are unique, painting a perspective and “playstyle” that fleshes out this imagined world. To be clear, this isn’t a “choose your own adventure” experience. The book is informative, with some options sprinkled in. However, these options are purposefully limited, revealing little for possible interpretations.

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While Vermis I was not a large graphic novel, I couldn’t put it down. On the first day I held it in my hands, I finished it. There were sections and natural break points to help pace the material, but it kept me engaged throughout.

Vermis I evoked a bleak horror all too familiar to those of the Dark Souls fandom. While I couldn’t call this a Soulslike, as it doesn’t provide any mechanics associated with the genre, Vermis I follows the story trends and themes closely.

White background, rubber stamp with disclaimer pressed against the white background.
Disclaimer Kimberley Web Design

Tired Tropes and Considerations

Aside from the bleak world, there’s little to discuss in triggers and tropes. It’s worth mentioning that infants were considered a delicacy to witches in this world, but that’s not given much time or focus.

The biggest consideration was the purchasing process. It was largely seamless through PayPal, but American audiences would need some third party to convert payment. Wait time lingered between 15 to 45 days with no notifications to alleviate worries. I didn’t blame this experience on Hollow Press, but it was certainly a drawback.

For transparency, my purchase arrived ahead of the latest mark, ranging within 20 days. There was also an additional purchase option for a price increase that might have resulted in notifications.

An older woman in robes, pulling the robes tighter around her. Text beneath her reads "Infant Seeker" and the below description reads: "A mother on a quest to retrieve her lost child, taken from her by a witch.
Infant Seeker in Vermis I

What I Dislike About Vermis I

Readability remained my only major concern and issue throughout the text. This issue stemmed from creative decisions and art style choices that make reading certain sections difficult. The retro art also left some room for misinterpretation. Vermis I’s title represented this issue perfectly. Yes, it’s artistic and haunting but challenging to read.

Vermis I appealed to a rather specific niche. It had room to further develop this informative aspect but reached its intended goal in an arena of limited competition. In fact, the specifics made Vermis I the only such contestant in its arena. Outside this niche, there’s retro gaming art and a heavy influence of Dark Souls to appeal further. Regardless, it’s a specific experience that either sounds interesting or unappealing.

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Though enjoyable, this wasn’t a perfect parallel to reading those official guides. Vermis I provided a more obtuse experience compared to other such books. However, this might better represent the Dark Souls influence. Vermis I’s “game” would be a linear experience with replay value. It’s a funny way of looking at the content, but that’s the premise one buys into.

As unique as this graphic novel turned out to be, and how enjoyable the content remained, Vermis I left much room to further explore a dynamic it partly founded. I do hope Vermis II expanded on the material as either a companion piece or an original setting.

Final Thoughts

Vermis I: Lost Dungeons and Forbidden Woods delivered a unique graphic novel experience. Part guidebook and adventure novel with sprinkles of Dark Souls influence, this graphic novel provided an enjoyable and haunting world that evoked the imagination. While it felt condensed for a sole project, it catered to a focused niche while creating a market.
3.5 out of 5 stars (3.5 / 5)

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