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Welcome to the second installment of Graphic Content‘s “Just Swamp Things.” Why is Swamp Thing fighting mutants atop a gothic castle? Who is the strange crone-like figure in red? Those questions are answered in an uneven second issue of the saga of the Swamp Thing!

Swamp Thing #2 (January 1973)

Swamp Thing battling Un-Men on the cover of Swamp Thing #2, 1973
Swamp Thing battles unusual creatures atop of gothic tower, observed by a villainous figure not unlike EC Comics’ Crypt Keeper.

We continue nearly immediately after the events of Swamp Thing #1 with issue #2, titled “The Man Who Wanted Forever.” You can read our first installment of “Just Swamp Things” right here.

Len Wein returns to pen the tale while “Berni” Wrightson lends his considerable illustrative abilities. You can, of course, find this issue in the collection Swamp Thing: Dark Genesis. Please order it through your local comic shop!

Issue Impressions

What is great about the second issue of the comic is the immediate one-two punch of the first page. A splash panel with a combination of gothic narration and the composition and pose of a renaissance painting. Swamp Thing is posed behind a compositionally convenient outcropping, observing nearby action, Mutt (Linda’s dog) held in his oversized hand. Though it is the day, Swamp Thing is obscured by dramatic shadow. The narration is dripping with a dramatic flair, for the memories burn.

It’s a brilliant panel that immediately establishes the sort of through-line of the series following the first issue: Swamp Thing, ever apart from the world he once lived, observing from a distance as his inner feelings are made aware through narration or monologue.

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Swamp Thing hiding behind a rock with mutt, Swamp Thing #2, 1973
Wrightson’s work evokes Frankenstein’s Monster in many ways, fitting as he would go on to illustrate that tale later.

One of the things I appreciate about comics that were released before I was born is that they were often broad in a very endearing way. It’s not just that Swamp Thing is haunted and observing the world he once lived from the shadows, it’s that he is doing it from behind rocks that obscure him in a way that almost becomes a barrier built for him. His body is not crouched, nor does he make an attempt to hide. It is more he is reposed like a figure in a 17th-century painting, the world morphs about him to suit his mood. He is not just feeling anxiety from his memories, but they instead burn. “Lord, how they burn!”

But how about the rest of the issue? We open with a perfunctory recap of the events of the first issue, Alec’s apparent death and transformation into the Swamp Thing, and the death of Linda at the hand of Ferret and his goons. The vengeance is sworn upon Swamp Thing by Matt Cable. Everything a reader needs to pick up from Swamp Thing #2.

Then this happens:

Swamp Thing beset by Un-Men, Swamp Thing #2, 1973
Not as weird as things are gonna get.

Swamp Thing’s sudden abduction by odd Un-Men is incredibly jarring and, admittedly, rather forced. It an awkward inciting incident that is overly sudden and only really has any sort of setup if one reads the first issue. It’s a far cry from the brilliance of the first page of the issue. This unevenness in tone will persist throughout the early run of the comic. At its height, Swamp Thing becomes a striking and magic-tinged gothic “man or monster” pulp. At its lowest points, Swamp Thing becomes a stock monster book that positions the hero into jarring, stock situations akin to the more mediocre Weird Tales. I do not oppose the idea of Swamp Thing being taken to the castle of a necromancer-cum-scientist… I just wish it wasn’t so jarring.

It’s all just so odd. Swamp Thing is strapped to a plane and carried across the Atlantic and into the Balkans. It’s pretty ridiculous, but that comes with the territory of comics. Mostly it makes me wonder about the weird Un-Men flying over, to begin with. Regardless, it serves the job of moving Swamp Thing from the American gothic of the Louisana Swamps to a mountaintop castle. Okay, whatever it takes, Wein.

No matter how odd the story veers off, Wrightson is game when it comes to art. Panels depicting the bound Swamp Thing among caves and mountainous paths are fantastic. The castle is suitably monolithic as well. This all leads up to an incredibly fateful introduction, where Swamp Thing encounters a persistent and lasting foe, Anton Arcane. The almost biblical panel depicting Arcane reaching out to Swamp Thing, under the guise of aid, is fantastic.

Swamp Thing being aided by Anton Arcane, Swamp Thing #2, 1973
This should be painted on the roof of a chapel… or on the side of a van.

Arcane proposes a deal, he will restore Alec’s human form. In exchange for what, he is not exactly forthcoming. Regardless, Arcane engages in a series of tests that reveal aspects of what Swamp Thing actually is. It’s an interesting little sequence that reveals just how far removed from humanity Alec has become. Then, the foreboding line from Arcane: “Yes, Doctor Holland – I would say your body is exactly what I’ve been looking for!” Uh-oh. The two utilize a ritual with a soul jar. Alec Holland is restored, and Arcane now occupies the body of the Swamp Thing. Inevitably, Alec discovers he has been betrayed by Arcane who seeks the use the powers of the Swamp Thing’s body for petty, one-dimensional vengeance upon the village that shunned him. Alec destroys the soul jar, reversing the enchantment, and chasing Arcane to his apparent death, falling from a castle tower. Arcane’s Un-Men follow suit, and Swamp Thing wanders through the castle, observed by a mysterious Un-Man, different from the rest.

As for the rest of the issue, Matt Cable is still obsessed with finding the creature he believed to kill Alec and Linda. As he gets details on the strange plane disappearing over the Atlantic ocean, we see that Mutt’s radio, still hidden, relays information to Mr. E of the Conclave. It’s just a brief reminder of the spinning plates that come with comic plotting but these moments generally work but feel perfunctory.

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It is not the best issue of the original run, and there are some plotting shortcuts that result in a second issue that is a far cry from the first. Regardless, it is an important introduction to a figure who will haunt the series in unusual ways. It also is the first of many false leads to a return to the form of Alec Holland, something which will never last.

Swamp Seeds

As for where this series fits in with the lore of Swamp Thing, here is a very brief list.

  • As I said during the Swamp Seeds of the first issue, there are many Incredible Hulk parallels. Many Hulk stories revolved around scientists attempting to capture and harness the body of the Hulk. We see similar plots with Swamp Thing, but generally, the apparatus ends up being magic.
    • Well, kind of. Arcane is a fusion of a wizard and a scientist. It’s all very muddy.
  • Obviously, this is not the death of Anton Arcane.
  • The mysterious figure that observes Swamp Thing on the final page of the issue is Gregori Arcane, the Patchwork Man, a victim of the machinations of Anton.
  • You should get used to seeing the Un-Men. If you thought they were weird now, wait until you see what happens to them later.
  • Speaking of the Un-Men, these beings would have their own narratives in the DC Universe, most notably with the Vertigo series American Freak. This title followed a second-generation descendent of Arcane’s original Un-Men.

Next week, Graphic Content returns to the standard reviews, which will then be followed by a new “Just Swamp Things” the week after. As for this week, what were your thoughts on Swamp Thing #2, or the review? Let me know in the comments.

David Davis is a writer, cartoonist, and educator in Southern California with an M.A. in literature and writing studies.

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Horror in graphic novels

Read Hide if you need a dark graphic novel to talk about over Thanksgiving

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Thanksgiving is coming up this week if you live in America. And many of us are going to be in contact with younger relatives. And some of you might be on a mission to be the cool/bad influence relative that introduces them to the horror genre. If so, I have just the graphic novel for you.

Published in September of 2023, Hide is based on the novel of the same name by Kiersten White. It was adapted into a graphic novel by Scott Peterson, and illustrated by Veronica and Andy Fish. It tells the story of fourteen people who believe they are in a reality show, playing Hide and Seek in an abandoned theme park. It should surprise absolutely no one to find out that the creators of the show have something much darker in mind.

The story

Our main character is Mack. She’s had about the worst rough start to life one could imagine and is currently living in a homeless shelter. There, she’s given the opportunity to participate in a game show, playing hide-and-seek.

I like to think that if the shelter manager had known of Mack’s horrific past, she wouldn’t have ever made that suggestion.

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Mack signs up and soon finds herself in an abandoned amusement park with thirteen strangers. The rules are simple. Hide during the day, and be the last person found. Of course, this is nothing but a lie. There will be no winners, only victims.

What works

The first thing we have to talk about is how Hide the graphic novel compares to Hide, the original book. Of course, there wasn’t going to be enough room for every single part of the story. There were some cuts. But it doesn’t feel like anything essential was cut here. The characters remain the same. The storyline is still there, sans any structural issues. Often, this is a difficult thing to do. Some stories don’t translate from one medium to another. But Peterson did a wonderful job.

Of course, we can’t talk about a graphic novel without talking about the art. And the art in this book is fantastic. The colors are rich and vibrant. Everything looks exactly like one might picture it when reading the novel.

Except for the monster, which I have to admit I pictured more like a Rat Creature from Bone.

My favorite part was the journal entries. I loved the cryptic sigils that are scribbled over the page without explanation. I loved the different handwriting. I loved the clippings of newspapers and pictures. The whole thing was just wonderfully, eerily, immersive.

Finally, I want to point out that Hide is a great graphic novel even if you’ve never read the book, and never intend to. This is not a companion for the book. It tells the story all on its own. And yes, reading a graphic novel is just as valid as reading any other novel. This is just a good story, with good artwork. No other reading is necessary.

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What didn’t work

There was only one thing I didn’t love about Hide. And that was the ending.

It’s usually the ending.

In the novel, the ending is ambiguous but satisfying. This ending was, without ruining it, a little more ambiguous. There are questions I really wanted answers for that I didn’t get. There is at least one character that I’d like to know about. Are they okay? I don’t know. And this ending doesn’t even really give us a hint. All we can do is hope.

If you are going to be picking this up for a younger person, be aware that there is some rough language. There are also a few graphic scenes of violence, so if that’s the sort of thing that will get you banned from further holiday events, be aware. But if you have a tween or teen who needs to be encouraged to delve into the creepy side, Hide is a great way to do it. Of course, there’s no shame in just reading it yourself.

4.5 out of 5 stars (4.5 / 5)

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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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