The RetroCultThe RetroCult

Comic Reading Log

We Pulled.
We Read.
We Bagged & Boarded.

Issue by issue, we work through the longboxes so you know which ones are worth hunting down. No softened opinions — just honest takes on funny books.

LatestMonsters

Monsters

#4

If Monsters Are Real...

4.2 / 5

Worth It

There's something wonderfully old-fashioned about Mark Spears' Monsters. It's a comic that seems to the unholy union of a vintage Warren horror magazine, a Saturday afternoon monster movie, and a particularly gruesome Halloween special. With issue #4, Spears continues assembling his supernatural nightmare, and the creatures lurking in the shadows are becoming harder to ignore.

Welcome to the Crowley Estate

This chapter, appropriately titled "If Monsters Are Real…", follows Richie, Mikey, and Spaz as their curiosity leads them to the abandoned Crowley estate. Naturally, poking around a sinister old mansion turns out to be a spectacularly bad idea. Meanwhile, a mysterious drifter finds himself in police custody, and the growing number of strange incidents suggests that the local authorities are dangerously out of their depth.

A Monster Mash Made in Heaven

What makes Monsters so entertaining is Spears' unapologetic affection for the classic horror tradition. Dracula, the Wolf Man, Frankenstein's Monster, and even the Creature from the Black Lagoon inhabit a shared world that feels like a collision between Universal's classic monster movies and the lurid horror comics of the 1970s. Spears isn't particularly interested in reinventing these archetypes. Instead, he embraces their familiar imagery and uses it to build an increasingly elaborate supernatural adventure.

The artwork remains the series' biggest attraction. Spears employs dramatic lighting, exaggerated expressions, deep shadows, and an almost theatrical use of color. His monsters are grotesque without sacrificing the colorful, larger-than-life qualities that make classic horror characters so memorable. There's a distinctly retro sensibility at work here, although the polished digital rendering gives the pages a decidedly modern appearance.

Too Many Monsters in the Closet?

If there's a weakness, it's that the expanding cast and multiple storylines occasionally threaten to overwhelm the narrative. Rather than concentrating on a single supernatural menace, Spears keeps introducing new characters and shifting between different corners of his monster-filled world. This creates an appealing sense of scale, but it also means individual plot threads sometimes receive less attention than they deserve. Four issues into the series, we're still assembling the pieces of a much larger puzzle.

Nevertheless, that's part of the fun. Monsters is a comic built around the anticipation of what might emerge from the darkness next. It understands that sometimes the greatest pleasure of a monster story isn't discovering something entirely new, but seeing familiar nightmares brought together in unexpected combinations.

A Love Letter to Classic Horror

With issue #4, Mark Spears continues delivering a colorful, atmospheric celebration of classic horror. It's creepy, occasionally outrageous, and filled with the sort of macabre enthusiasm that makes browsing the horror section of an old comic shop such a delight.

For readers who grew up on monster magazines, creature features, and horror comics, Monsters feels like a welcome return to familiar haunted territory.

The Verdict

A gloriously old-school monster mash with striking artwork and plenty of supernatural intrigue. The sprawling narrative could use a little more focus, but the atmosphere and affection for classic horror make the journey worthwhile.

Monsters

#4

If Monsters Are Real...

4.2 / 5

Worth It

There's something wonderfully old-fashioned about Mark Spears' Monsters. It's a comic that seems to the unholy union of a vintage Warren horror magazine, a Saturday afternoon monster movie, and a particularly gruesome Halloween special. With issue #4, Spears continues assembling his supernatural nightmare, and the creatures lurking in the shadows are becoming harder to ignore.

Welcome to the Crowley Estate

This chapter, appropriately titled "If Monsters Are Real…", follows Richie, Mikey, and Spaz as their curiosity leads them to the abandoned Crowley estate. Naturally, poking around a sinister old mansion turns out to be a spectacularly bad idea. Meanwhile, a mysterious drifter finds himself in police custody, and the growing number of strange incidents suggests that the local authorities are dangerously out of their depth.

A Monster Mash Made in Heaven

What makes Monsters so entertaining is Spears' unapologetic affection for the classic horror tradition. Dracula, the Wolf Man, Frankenstein's Monster, and even the Creature from the Black Lagoon inhabit a shared world that feels like a collision between Universal's classic monster movies and the lurid horror comics of the 1970s. Spears isn't particularly interested in reinventing these archetypes. Instead, he embraces their familiar imagery and uses it to build an increasingly elaborate supernatural adventure.

The artwork remains the series' biggest attraction. Spears employs dramatic lighting, exaggerated expressions, deep shadows, and an almost theatrical use of color. His monsters are grotesque without sacrificing the colorful, larger-than-life qualities that make classic horror characters so memorable. There's a distinctly retro sensibility at work here, although the polished digital rendering gives the pages a decidedly modern appearance.

Too Many Monsters in the Closet?

If there's a weakness, it's that the expanding cast and multiple storylines occasionally threaten to overwhelm the narrative. Rather than concentrating on a single supernatural menace, Spears keeps introducing new characters and shifting between different corners of his monster-filled world. This creates an appealing sense of scale, but it also means individual plot threads sometimes receive less attention than they deserve. Four issues into the series, we're still assembling the pieces of a much larger puzzle.

Nevertheless, that's part of the fun. Monsters is a comic built around the anticipation of what might emerge from the darkness next. It understands that sometimes the greatest pleasure of a monster story isn't discovering something entirely new, but seeing familiar nightmares brought together in unexpected combinations.

A Love Letter to Classic Horror

With issue #4, Mark Spears continues delivering a colorful, atmospheric celebration of classic horror. It's creepy, occasionally outrageous, and filled with the sort of macabre enthusiasm that makes browsing the horror section of an old comic shop such a delight.

For readers who grew up on monster magazines, creature features, and horror comics, Monsters feels like a welcome return to familiar haunted territory.

The Verdict

A gloriously old-school monster mash with striking artwork and plenty of supernatural intrigue. The sprawling narrative could use a little more focus, but the atmosphere and affection for classic horror make the journey worthwhile.

Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2025
Genre
Adventure, Horror
Read
Oct 2026
Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2025
Genre
Adventure, Horror
Read
Oct 2026
Read Oct 2026
Cereal

Cereal

Sweet Darkness

4.5 / 5

Worth It

What happens when Saturday morning cereal mascots wander into a Hammer horror movie? The answer is a surprisingly dark, delightfully twisted graphic novel from AHOY Comics.

There was a time when breakfast cereal wasn't just breakfast. It was an event. Saturday mornings meant cartoons on television, a bowl of something loaded with sugar, and a colorful cast of characters staring back at you from the cereal box. Among the most memorable were the monsters: friendly vampires, lovable ghosts, and goofy Frankenstein creatures who seemed more interested in chocolate-flavored marshmallows than terrorizing the countryside.

But what if those cheerful creatures had a darker side? What if their origins were rooted not in animated commercials but in the gloomy castles, mist-shrouded graveyards, and tragic experiments of classic Gothic horror?

That's the wonderfully warped premise behind Cereal, a graphic novel written by Mark Russell and illustrated by Peter Snejbjerg.

They're Coming to Get Your Breakfast!

At the center of the story is the Marquis de Cocoa, a recently transformed vampire whose fondness for elaborate breakfast gatherings presents a rather inconvenient problem. Vampires and sunlight, after all, have never gotten along particularly well.

Joining the Marquis is an assortment of suspiciously familiar characters, including the ghostly Beau Berrie, the Frankenstein-like Brute, and a collection of other figures whose resemblance to certain breakfast-food celebrities is entirely intentional.

These aren't the cheerful cartoon characters you remember from television commercials. Russell reimagines them as inhabitants of a grim Gothic world filled with cruelty, ambition, jealousy, and tragedy. Their adventures unfold against a backdrop that owes considerably more to the films of Hammer Studios than to the Saturday morning cartoon lineup.

And that's where the fun begins.

More Than a Spoonful of Nostalgia

The obvious joke behind Cereal is a good one. Take beloved breakfast cereal mascots, strip away their cartoonish innocence, and reinvent them as genuine horror characters.

In less capable hands, that premise might sustain a few amusing pages before wearing thin. Russell, however, has more ambitious plans.

Known for bringing sharp satire and unexpected emotional depth to familiar properties, Russell approaches these characters as something more than disposable punchlines. Beneath the ridiculous names and breakfast-related jokes are recognizable Gothic themes: loneliness, obsession, mortality, and the sometimes monstrous things people do to one another.

The humor is decidedly dark, occasionally absurd, and aimed squarely at adults who grew up with these characters. But there's also a surprising undercurrent of melancholy running through the proceedings.

The result is a story that operates on two levels. On the surface, it's a wickedly entertaining parody of childhood advertising icons. Underneath, it's a reminder that the best monsters have always been more interesting than their monstrous appearances suggest.

A Saturday Morning Nightmare, Beautifully Illustrated

Peter Snejbjerg's artwork is essential to making the concept work.

Rather than leaning into the exaggerated cartoon style associated with the original cereal mascots, Snejbjerg gives the story a richly atmospheric Gothic appearance. His characters inhabit a world of gloomy interiors, dramatic shadows, and unsettling expressions.

The visual approach treats the material with an almost disarming seriousness. These creatures might have been inspired by the backs of cereal boxes, but they look perfectly at home in a classic horror comic.

There's a wonderful contrast between the ridiculousness of the premise and the sincerity of the presentation. The art doesn't constantly nudge the reader in the ribs to remind them they're reading a joke. Instead, it embraces the horror aesthetic, allowing the comedy to emerge naturally from the characters and situations.

Fans of classic Creepy and Eerie magazines, EC horror comics, or the Gothic atmosphere of vintage British horror films should find plenty to appreciate.

The Prize at the Bottom of the Box

Originally appearing as shorter installments in AHOY Comics' Edgar Allan Poe anthology titles, Cereal brings those stories together and adds a new three-part conclusion.

That unusual history helps explain the book's episodic approach. What begins as a collection of macabre character pieces gradually develops into a larger narrative involving power, conflict, and the relationships between its monstrous inhabitants.

Readers expecting a nonstop barrage of cereal jokes may be surprised by how seriously the story takes its own Gothic melodrama. The humor is often dry and understated, and the narrative sometimes seems more interested in tragedy than parody.

But that's also part of its peculiar charm. Cereal isn't simply trying to make its readers laugh at familiar advertising mascots. It's inviting them to see those characters through an entirely different lens.

The Verdict

Cereal is an inspired collision of two wonderfully nostalgic worlds: the colorful, sugar-fueled Saturday mornings of childhood and the shadowy monster movies that once kept us awake at night.

Its central gimmick is immediately appealing, but its greatest strength is the decision to play that gimmick straight. Russell's darkly comic storytelling and Snejbjerg's atmospheric illustrations transform what could have been a throwaway parody into something considerably more interesting.

This isn't necessarily a book for readers looking for lighthearted cartoon comedy. Its humor has sharp teeth, and its monsters aren't nearly as friendly as the ones printed on those familiar cardboard boxes.

But for anyone who remembers Count Chocula, Franken Berry, and Boo Berry with affection—and who also has a soft spot for Dracula, Frankenstein's Monster, and the great tradition of Gothic horror—Cereal offers a particularly satisfying helping of nostalgia with a distinctly sinister aftertaste.

Final Verdict: A clever, macabre mashup of monster movies and breakfast-table nostalgia, served with dark humor and a generous helping of Gothic atmosphere.

So pour yourself a bowl, turn down the lights, and keep a wooden stake handy. Breakfast has never been quite so frightening!

Cereal

Sweet Darkness

4.5 / 5

Worth It

What happens when Saturday morning cereal mascots wander into a Hammer horror movie? The answer is a surprisingly dark, delightfully twisted graphic novel from AHOY Comics.

There was a time when breakfast cereal wasn't just breakfast. It was an event. Saturday mornings meant cartoons on television, a bowl of something loaded with sugar, and a colorful cast of characters staring back at you from the cereal box. Among the most memorable were the monsters: friendly vampires, lovable ghosts, and goofy Frankenstein creatures who seemed more interested in chocolate-flavored marshmallows than terrorizing the countryside.

But what if those cheerful creatures had a darker side? What if their origins were rooted not in animated commercials but in the gloomy castles, mist-shrouded graveyards, and tragic experiments of classic Gothic horror?

That's the wonderfully warped premise behind Cereal, a graphic novel written by Mark Russell and illustrated by Peter Snejbjerg.

They're Coming to Get Your Breakfast!

At the center of the story is the Marquis de Cocoa, a recently transformed vampire whose fondness for elaborate breakfast gatherings presents a rather inconvenient problem. Vampires and sunlight, after all, have never gotten along particularly well.

Joining the Marquis is an assortment of suspiciously familiar characters, including the ghostly Beau Berrie, the Frankenstein-like Brute, and a collection of other figures whose resemblance to certain breakfast-food celebrities is entirely intentional.

These aren't the cheerful cartoon characters you remember from television commercials. Russell reimagines them as inhabitants of a grim Gothic world filled with cruelty, ambition, jealousy, and tragedy. Their adventures unfold against a backdrop that owes considerably more to the films of Hammer Studios than to the Saturday morning cartoon lineup.

And that's where the fun begins.

More Than a Spoonful of Nostalgia

The obvious joke behind Cereal is a good one. Take beloved breakfast cereal mascots, strip away their cartoonish innocence, and reinvent them as genuine horror characters.

In less capable hands, that premise might sustain a few amusing pages before wearing thin. Russell, however, has more ambitious plans.

Known for bringing sharp satire and unexpected emotional depth to familiar properties, Russell approaches these characters as something more than disposable punchlines. Beneath the ridiculous names and breakfast-related jokes are recognizable Gothic themes: loneliness, obsession, mortality, and the sometimes monstrous things people do to one another.

The humor is decidedly dark, occasionally absurd, and aimed squarely at adults who grew up with these characters. But there's also a surprising undercurrent of melancholy running through the proceedings.

The result is a story that operates on two levels. On the surface, it's a wickedly entertaining parody of childhood advertising icons. Underneath, it's a reminder that the best monsters have always been more interesting than their monstrous appearances suggest.

A Saturday Morning Nightmare, Beautifully Illustrated

Peter Snejbjerg's artwork is essential to making the concept work.

Rather than leaning into the exaggerated cartoon style associated with the original cereal mascots, Snejbjerg gives the story a richly atmospheric Gothic appearance. His characters inhabit a world of gloomy interiors, dramatic shadows, and unsettling expressions.

The visual approach treats the material with an almost disarming seriousness. These creatures might have been inspired by the backs of cereal boxes, but they look perfectly at home in a classic horror comic.

There's a wonderful contrast between the ridiculousness of the premise and the sincerity of the presentation. The art doesn't constantly nudge the reader in the ribs to remind them they're reading a joke. Instead, it embraces the horror aesthetic, allowing the comedy to emerge naturally from the characters and situations.

Fans of classic Creepy and Eerie magazines, EC horror comics, or the Gothic atmosphere of vintage British horror films should find plenty to appreciate.

The Prize at the Bottom of the Box

Originally appearing as shorter installments in AHOY Comics' Edgar Allan Poe anthology titles, Cereal brings those stories together and adds a new three-part conclusion.

That unusual history helps explain the book's episodic approach. What begins as a collection of macabre character pieces gradually develops into a larger narrative involving power, conflict, and the relationships between its monstrous inhabitants.

Readers expecting a nonstop barrage of cereal jokes may be surprised by how seriously the story takes its own Gothic melodrama. The humor is often dry and understated, and the narrative sometimes seems more interested in tragedy than parody.

But that's also part of its peculiar charm. Cereal isn't simply trying to make its readers laugh at familiar advertising mascots. It's inviting them to see those characters through an entirely different lens.

The Verdict

Cereal is an inspired collision of two wonderfully nostalgic worlds: the colorful, sugar-fueled Saturday mornings of childhood and the shadowy monster movies that once kept us awake at night.

Its central gimmick is immediately appealing, but its greatest strength is the decision to play that gimmick straight. Russell's darkly comic storytelling and Snejbjerg's atmospheric illustrations transform what could have been a throwaway parody into something considerably more interesting.

This isn't necessarily a book for readers looking for lighthearted cartoon comedy. Its humor has sharp teeth, and its monsters aren't nearly as friendly as the ones printed on those familiar cardboard boxes.

But for anyone who remembers Count Chocula, Franken Berry, and Boo Berry with affection—and who also has a soft spot for Dracula, Frankenstein's Monster, and the great tradition of Gothic horror—Cereal offers a particularly satisfying helping of nostalgia with a distinctly sinister aftertaste.

Final Verdict: A clever, macabre mashup of monster movies and breakfast-table nostalgia, served with dark humor and a generous helping of Gothic atmosphere.

So pour yourself a bowl, turn down the lights, and keep a wooden stake handy. Breakfast has never been quite so frightening!

Writer
Mark Russell
Artist
Peter Snejbjerg
Publisher
AHOY Comics
Publication Year
2023
Genre
Comedy, Horror
Read
Oct 2026
Writer
Mark Russell
Artist
Peter Snejbjerg
Publisher
AHOY Comics
Publication Year
2023
Genre
Comedy, Horror
Read
Oct 2026
Read Oct 2026
Monsters

Monsters

#3

Something Wicked This Way Comes...

3.5 / 5

Decent

Three issues into Mark Spears' Monsters, I'm beginning to recognize a pattern. Mark Spears introduces an intriguing mystery, presents it through a series of spectacular illustrations, and then promptly moves on to another storyline before I've had an opportunity to get comfortable with the first.

It's a frustrating approach, particularly because I genuinely want to enjoy this comic. Spears clearly loves classic monsters, and his ambitious attempt to bring together gothic horror, supernatural mythology, and 1980s nostalgia continues to appeal to me. Unfortunately, the series is beginning to feel less like a cohesive narrative and more like an elaborate collection of beautifully illustrated story fragments.

And this time, there's a particularly memorable example of why that approach isn't always working.

The Slayer Takes Center Stage

One of the more welcome developments in issue #3 is that we finally get to see the mysterious Slayer do what his name suggests: slay a monster.

The character has been one of the most intriguing elements of the series since his introduction. He's clearly an experienced monster hunter with a history stretching back well beyond the story's 1981 setting. Previous issues have established connections to other supernatural investigators, suggested that he once belonged to a larger organization, and hinted at a past that might extend all the way back to medieval times.

Here, the Slayer confronts a hulking, troll-like creature, providing an opportunity for Spears to deliver some much-needed action.

The confrontation also offers a perfect illustration of my biggest criticism of the series.

During the fight, the Slayer uses a shotgun concealed beneath his car to dispatch the creature. The action unfolds across three panels. First, we see the hidden shotgun. In the next panel, the creature's eyes widen in surprise. Finally, we're shown the aftermath from behind the monster, with an enormous hole blasted through its head and the Slayer visible on the other side, holding the weapon.

It's a wonderfully gruesome final image, exactly the sort of over-the-top monster violence that should make for a memorable comic book moment.

There's just one problem.

Where's the gunshot?

No BLAM!, no BOOM!, not even a modest BANG!.

The actual discharge of the shotgun takes place entirely between panels, with no visual indication of the sound or impact connecting the three illustrations.

When I first read the sequence, I honestly thought there had been a mistake.

Now, I'm certainly not suggesting that every comic book needs to be filled with oversized sound effects. Some of the most effective examples of sequential storytelling rely on what happens between the panels, allowing readers to complete the action in their imaginations.

But that technique only works when the sequence communicates the action clearly.

In this case, a single shotgun sound effect could have tied three separate images together into one fluid, explosive moment. Without it, we're left with a series of beautifully rendered illustrations that require an unnecessary amount of interpretation.

This is precisely the problem I've been describing since the first issue. Spears is an extraordinarily talented illustrator, but illustration and sequential storytelling aren't quite the same discipline.

In my earlier reviews, I compared reading Monsters to viewing a comic book through a View-Master. Each image is an impressive, almost three-dimensional composition, but the movement between images sometimes feels strangely disconnected.

The shotgun sequence may be the clearest example yet.

Ironically, the scene is so visually elaborate that adding a simple, old-fashioned comic book sound effect might have been all it needed to work.

The Mad Hatter — A Reveal I Didn't Quite Catch

Another interesting development takes us back to London in 1896, returning to the events surrounding Dracula's earlier defeat.

We learn more about Theodore Theopolis, a member of the group that confronted Dracula alongside Abraham Van Helsing. In an effort to protect himself from the vampire, Theopolis introduces mercury into his bloodstream, with some rather unexpected consequences.

The result, apparently, is the Mad Hatter.

I have to admit, though, that I didn't make that connection while reading the comic. I wasn't entirely sure who this character was supposed to be.

In retrospect, the clues are there. The connection between mercury poisoning and the expression "mad as a hatter" is well established, dating back to the historical use of mercury compounds in the manufacture of felt hats. And the Mad Hatter, of course, is famously associated with Lewis Carroll's Alice's Adventures in Wonderland.

It's actually a clever idea, particularly in a comic that's already bringing together characters from gothic literature, classic horror movies, and supernatural mythology.

But a clever reference isn't necessarily an effective revelation if readers don't recognize it when it happens.

Perhaps Spears intended the character's identity to remain somewhat mysterious, allowing readers familiar with the historical reference to figure it out for themselves. There's certainly nothing wrong with rewarding attentive readers with subtle literary connections.

Still, I found myself more confused than intrigued by the sequence.

It's another example of a recurring issue with Monsters. Spears has an abundance of interesting ideas, but sometimes the presentation doesn't communicate those ideas as clearly as it could.

The Mad Hatter's transformation is an imaginative addition to the growing mythology. I just wish the comic had given me a slightly better opportunity to appreciate the reveal when it occurred.

Three Boys and a Haunted House

Of the many storylines competing for attention in this issue, one of my favorites involves three young boys planning to investigate the home of old man Crowley, a recently deceased neighbor who apparently hasn't allowed something as inconvenient as death to interfere with his activities.

There's something wonderfully nostalgic about this setup. It immediately brought back memories of the adventure movies I loved during the 1980s, particularly The Goonies and Stand by Me. Those films captured something special about childhood friendships: the shared secrets, the reckless curiosity, and the conviction that a group of kids could handle whatever the world threw at them.

Of course, in a horror comic, that last assumption is particularly dangerous.

The idea of three boys investigating a creepy neighborhood house has an almost irresistible appeal to someone who grew up on those movies. It's the sort of adventure that begins with a dare or an overheard rumor and ends with the discovery that the world is considerably stranger, and more dangerous, than anyone imagined.

What I particularly like is how naturally this storyline fits the comic's 1981 setting. While the larger narrative involves ancient supernatural conspiracies, immortal monster hunters, and the possible return of Dracula, these kids are simply following their curiosity into something they don't understand.

It's a refreshing change of perspective, and one of the few storylines where I find myself immediately connecting with the characters rather than simply admiring the artwork.

In fact, I might be more interested in what happens to these three boys than in some of the larger supernatural mysteries Spears has introduced.

Sometimes the most compelling horror story isn't about saving the world from an ancient evil. Sometimes it's about three kids making the spectacularly bad decision to investigate the creepy house down the street.

Meanwhile, Back in the Monster Universe...

Elsewhere, Ilsa's search for the Witch Stone continues, taking her to Alabama, where a rural sheriff is investigating mysterious cattle deaths. Meanwhile, detectives are still attempting to unravel a series of grisly murders involving victims whose hearts have been removed.

Each of these storylines has potential, and I appreciate Spears' willingness to populate his world with more than just the familiar monsters of gothic literature.

The trouble is that we're now following so many different characters that it's becoming difficult to determine which story is supposed to be the main attraction.

There's the Slayer and his mysterious history, the return of Dracula, the stolen Witch Stone, the unexplained murders, the strange events in rural Alabama, the boys investigating their undead neighbor, and the medieval storyline introduced at the end of the previous issue.

And that's before we consider the growing collection of monsters themselves.

Each thread has the potential to develop into something compelling, but together they're competing for a relatively small amount of space. Just as one storyline begins to build momentum, Spears moves us somewhere else.

I enjoy a sprawling supernatural universe as much as anyone, but there's a difference between constructing an elaborate mythology and simply introducing more mysteries.

At some point, the pieces need to start coming together.

A Return to the Age of Dragons

The medieval storyline introduced at the end of issue #2 also makes another appearance, continuing the adventures of the wizard Maldor Darkmoon and his young apprentice.

In my previous review, I noted the similarities between this sequence and the 1981 fantasy film Dragonslayer. An elderly wizard, a young apprentice, and a dangerous supernatural threat immediately suggested that film to me.

I also proposed a theory: perhaps the young apprentice is actually the Slayer, and what we're witnessing is the beginning of his origin story.

Issue #3 provides another intriguing piece of the puzzle. Darkmoon reveals that his apprentice may be the only person capable of stopping a mysterious entity known as the Nameless One.

That certainly sounds like the beginning of an extraordinary destiny.

I'm not ready to declare my theory correct, but the idea that this apprentice might eventually become the monster hunter we've been following in the main story remains appealing.

If Spears is gradually revealing the Slayer's origins through these medieval sequences, the unusual structure could ultimately prove quite rewarding.

The problem, once again, is patience. We're being asked to follow several apparently unrelated stories while trusting that Spears has a plan to bring them together.

Three issues into the series, that trust is beginning to feel like a fairly substantial investment.

Beautiful Pictures, Static Storytelling

For all my complaints about the storytelling, there's no denying the quality of Spears' illustrations.

His monsters are fantastic. The grotesque creature designs, elaborate environments, dramatic lighting, and almost sculptural quality of the figures give the series a distinctive visual identity.

Individual panels often resemble paintings or illustrations from a lavishly produced monster art book. As someone who grew up admiring the artwork on horror paperbacks, monster magazines, and collectible trading cards, I find that aesthetic enormously appealing.

But it's becoming increasingly clear that the very qualities that make Spears' illustrations so impressive can also work against the storytelling.

His compositions are so polished and complete that they sometimes lack the implied motion necessary to carry the reader naturally from one panel to the next.

There's nothing wrong with creating a comic book that emphasizes elaborate artwork. Some of my favorite comics are memorable precisely because of their distinctive visual styles.

But a comic book isn't simply a collection of illustrations. It's a storytelling medium in which the relationship between panels is every bit as important as the images themselves.

The Slayer's shotgun confrontation demonstrates that problem in miniature. It's a sequence with all the ingredients for a terrific comic book action scene: a dangerous monster, a resourceful hero, a concealed weapon, and a spectacularly gruesome conclusion.

Somehow, though, the moment lacks the impact it deserves.

For all the detail Spears puts into his artwork, sometimes the thing that's missing is as simple as a big, bold BLAM!

The Verdict

Mark Spears' Monsters #3 continues to expand its supernatural mythology, offering intriguing revelations about the Mad Hatter, the Slayer's possible origins, and the growing collection of mysteries surrounding the return of Dracula.

The three boys investigating old man Crowley's house are a particularly welcome addition to the story. Their adventure captures the spirit of the childhood friendships and neighborhood mysteries that made so many 1980s movies memorable. It's the sort of storyline that makes me want to turn the page, not because I'm waiting for another spectacular monster illustration, but because I genuinely want to know what happens to the characters.

Unfortunately, the series is also becoming increasingly fragmented. With so many characters and storylines competing for attention, it's difficult for any one narrative to develop the momentum it needs.

And while Spears' artwork remains undeniably beautiful, the shotgun confrontation provides a particularly frustrating example of how his highly rendered illustrations can interfere with the clarity and rhythm of sequential storytelling.

Nevertheless, there's still plenty here that appeals to the classic monster enthusiast in me. The combination of gothic horror, literary characters, ancient mythology, and 1980s nostalgia is exactly the sort of material I enjoy.

I just wish the story would begin connecting those elements instead of continually introducing new ones.

The verdict: Mark Spears' Monsters #3 delivers another collection of spectacular horror illustrations and intriguing supernatural mysteries, but the series' storytelling problems are becoming harder to overlook. The Slayer's confrontation with a monstrous adversary should be a highlight, yet the awkward panel transitions and absence of a crucial sound effect rob the sequence of much of its impact. The Mad Hatter's origin is a clever addition, although its presentation left me more confused than impressed. On the positive side, the three boys' adventure provides a welcome dose of 1980s nostalgia and some much-needed emotional investment. I'm still interested in where Spears is taking us, but three issues in, I'd like a little less setup and a lot more payoff.

Monsters

#3

Something Wicked This Way Comes...

3.5 / 5

Decent

Three issues into Mark Spears' Monsters, I'm beginning to recognize a pattern. Mark Spears introduces an intriguing mystery, presents it through a series of spectacular illustrations, and then promptly moves on to another storyline before I've had an opportunity to get comfortable with the first.

It's a frustrating approach, particularly because I genuinely want to enjoy this comic. Spears clearly loves classic monsters, and his ambitious attempt to bring together gothic horror, supernatural mythology, and 1980s nostalgia continues to appeal to me. Unfortunately, the series is beginning to feel less like a cohesive narrative and more like an elaborate collection of beautifully illustrated story fragments.

And this time, there's a particularly memorable example of why that approach isn't always working.

The Slayer Takes Center Stage

One of the more welcome developments in issue #3 is that we finally get to see the mysterious Slayer do what his name suggests: slay a monster.

The character has been one of the most intriguing elements of the series since his introduction. He's clearly an experienced monster hunter with a history stretching back well beyond the story's 1981 setting. Previous issues have established connections to other supernatural investigators, suggested that he once belonged to a larger organization, and hinted at a past that might extend all the way back to medieval times.

Here, the Slayer confronts a hulking, troll-like creature, providing an opportunity for Spears to deliver some much-needed action.

The confrontation also offers a perfect illustration of my biggest criticism of the series.

During the fight, the Slayer uses a shotgun concealed beneath his car to dispatch the creature. The action unfolds across three panels. First, we see the hidden shotgun. In the next panel, the creature's eyes widen in surprise. Finally, we're shown the aftermath from behind the monster, with an enormous hole blasted through its head and the Slayer visible on the other side, holding the weapon.

It's a wonderfully gruesome final image, exactly the sort of over-the-top monster violence that should make for a memorable comic book moment.

There's just one problem.

Where's the gunshot?

No BLAM!, no BOOM!, not even a modest BANG!.

The actual discharge of the shotgun takes place entirely between panels, with no visual indication of the sound or impact connecting the three illustrations.

When I first read the sequence, I honestly thought there had been a mistake.

Now, I'm certainly not suggesting that every comic book needs to be filled with oversized sound effects. Some of the most effective examples of sequential storytelling rely on what happens between the panels, allowing readers to complete the action in their imaginations.

But that technique only works when the sequence communicates the action clearly.

In this case, a single shotgun sound effect could have tied three separate images together into one fluid, explosive moment. Without it, we're left with a series of beautifully rendered illustrations that require an unnecessary amount of interpretation.

This is precisely the problem I've been describing since the first issue. Spears is an extraordinarily talented illustrator, but illustration and sequential storytelling aren't quite the same discipline.

In my earlier reviews, I compared reading Monsters to viewing a comic book through a View-Master. Each image is an impressive, almost three-dimensional composition, but the movement between images sometimes feels strangely disconnected.

The shotgun sequence may be the clearest example yet.

Ironically, the scene is so visually elaborate that adding a simple, old-fashioned comic book sound effect might have been all it needed to work.

The Mad Hatter — A Reveal I Didn't Quite Catch

Another interesting development takes us back to London in 1896, returning to the events surrounding Dracula's earlier defeat.

We learn more about Theodore Theopolis, a member of the group that confronted Dracula alongside Abraham Van Helsing. In an effort to protect himself from the vampire, Theopolis introduces mercury into his bloodstream, with some rather unexpected consequences.

The result, apparently, is the Mad Hatter.

I have to admit, though, that I didn't make that connection while reading the comic. I wasn't entirely sure who this character was supposed to be.

In retrospect, the clues are there. The connection between mercury poisoning and the expression "mad as a hatter" is well established, dating back to the historical use of mercury compounds in the manufacture of felt hats. And the Mad Hatter, of course, is famously associated with Lewis Carroll's Alice's Adventures in Wonderland.

It's actually a clever idea, particularly in a comic that's already bringing together characters from gothic literature, classic horror movies, and supernatural mythology.

But a clever reference isn't necessarily an effective revelation if readers don't recognize it when it happens.

Perhaps Spears intended the character's identity to remain somewhat mysterious, allowing readers familiar with the historical reference to figure it out for themselves. There's certainly nothing wrong with rewarding attentive readers with subtle literary connections.

Still, I found myself more confused than intrigued by the sequence.

It's another example of a recurring issue with Monsters. Spears has an abundance of interesting ideas, but sometimes the presentation doesn't communicate those ideas as clearly as it could.

The Mad Hatter's transformation is an imaginative addition to the growing mythology. I just wish the comic had given me a slightly better opportunity to appreciate the reveal when it occurred.

Three Boys and a Haunted House

Of the many storylines competing for attention in this issue, one of my favorites involves three young boys planning to investigate the home of old man Crowley, a recently deceased neighbor who apparently hasn't allowed something as inconvenient as death to interfere with his activities.

There's something wonderfully nostalgic about this setup. It immediately brought back memories of the adventure movies I loved during the 1980s, particularly The Goonies and Stand by Me. Those films captured something special about childhood friendships: the shared secrets, the reckless curiosity, and the conviction that a group of kids could handle whatever the world threw at them.

Of course, in a horror comic, that last assumption is particularly dangerous.

The idea of three boys investigating a creepy neighborhood house has an almost irresistible appeal to someone who grew up on those movies. It's the sort of adventure that begins with a dare or an overheard rumor and ends with the discovery that the world is considerably stranger, and more dangerous, than anyone imagined.

What I particularly like is how naturally this storyline fits the comic's 1981 setting. While the larger narrative involves ancient supernatural conspiracies, immortal monster hunters, and the possible return of Dracula, these kids are simply following their curiosity into something they don't understand.

It's a refreshing change of perspective, and one of the few storylines where I find myself immediately connecting with the characters rather than simply admiring the artwork.

In fact, I might be more interested in what happens to these three boys than in some of the larger supernatural mysteries Spears has introduced.

Sometimes the most compelling horror story isn't about saving the world from an ancient evil. Sometimes it's about three kids making the spectacularly bad decision to investigate the creepy house down the street.

Meanwhile, Back in the Monster Universe...

Elsewhere, Ilsa's search for the Witch Stone continues, taking her to Alabama, where a rural sheriff is investigating mysterious cattle deaths. Meanwhile, detectives are still attempting to unravel a series of grisly murders involving victims whose hearts have been removed.

Each of these storylines has potential, and I appreciate Spears' willingness to populate his world with more than just the familiar monsters of gothic literature.

The trouble is that we're now following so many different characters that it's becoming difficult to determine which story is supposed to be the main attraction.

There's the Slayer and his mysterious history, the return of Dracula, the stolen Witch Stone, the unexplained murders, the strange events in rural Alabama, the boys investigating their undead neighbor, and the medieval storyline introduced at the end of the previous issue.

And that's before we consider the growing collection of monsters themselves.

Each thread has the potential to develop into something compelling, but together they're competing for a relatively small amount of space. Just as one storyline begins to build momentum, Spears moves us somewhere else.

I enjoy a sprawling supernatural universe as much as anyone, but there's a difference between constructing an elaborate mythology and simply introducing more mysteries.

At some point, the pieces need to start coming together.

A Return to the Age of Dragons

The medieval storyline introduced at the end of issue #2 also makes another appearance, continuing the adventures of the wizard Maldor Darkmoon and his young apprentice.

In my previous review, I noted the similarities between this sequence and the 1981 fantasy film Dragonslayer. An elderly wizard, a young apprentice, and a dangerous supernatural threat immediately suggested that film to me.

I also proposed a theory: perhaps the young apprentice is actually the Slayer, and what we're witnessing is the beginning of his origin story.

Issue #3 provides another intriguing piece of the puzzle. Darkmoon reveals that his apprentice may be the only person capable of stopping a mysterious entity known as the Nameless One.

That certainly sounds like the beginning of an extraordinary destiny.

I'm not ready to declare my theory correct, but the idea that this apprentice might eventually become the monster hunter we've been following in the main story remains appealing.

If Spears is gradually revealing the Slayer's origins through these medieval sequences, the unusual structure could ultimately prove quite rewarding.

The problem, once again, is patience. We're being asked to follow several apparently unrelated stories while trusting that Spears has a plan to bring them together.

Three issues into the series, that trust is beginning to feel like a fairly substantial investment.

Beautiful Pictures, Static Storytelling

For all my complaints about the storytelling, there's no denying the quality of Spears' illustrations.

His monsters are fantastic. The grotesque creature designs, elaborate environments, dramatic lighting, and almost sculptural quality of the figures give the series a distinctive visual identity.

Individual panels often resemble paintings or illustrations from a lavishly produced monster art book. As someone who grew up admiring the artwork on horror paperbacks, monster magazines, and collectible trading cards, I find that aesthetic enormously appealing.

But it's becoming increasingly clear that the very qualities that make Spears' illustrations so impressive can also work against the storytelling.

His compositions are so polished and complete that they sometimes lack the implied motion necessary to carry the reader naturally from one panel to the next.

There's nothing wrong with creating a comic book that emphasizes elaborate artwork. Some of my favorite comics are memorable precisely because of their distinctive visual styles.

But a comic book isn't simply a collection of illustrations. It's a storytelling medium in which the relationship between panels is every bit as important as the images themselves.

The Slayer's shotgun confrontation demonstrates that problem in miniature. It's a sequence with all the ingredients for a terrific comic book action scene: a dangerous monster, a resourceful hero, a concealed weapon, and a spectacularly gruesome conclusion.

Somehow, though, the moment lacks the impact it deserves.

For all the detail Spears puts into his artwork, sometimes the thing that's missing is as simple as a big, bold BLAM!

The Verdict

Mark Spears' Monsters #3 continues to expand its supernatural mythology, offering intriguing revelations about the Mad Hatter, the Slayer's possible origins, and the growing collection of mysteries surrounding the return of Dracula.

The three boys investigating old man Crowley's house are a particularly welcome addition to the story. Their adventure captures the spirit of the childhood friendships and neighborhood mysteries that made so many 1980s movies memorable. It's the sort of storyline that makes me want to turn the page, not because I'm waiting for another spectacular monster illustration, but because I genuinely want to know what happens to the characters.

Unfortunately, the series is also becoming increasingly fragmented. With so many characters and storylines competing for attention, it's difficult for any one narrative to develop the momentum it needs.

And while Spears' artwork remains undeniably beautiful, the shotgun confrontation provides a particularly frustrating example of how his highly rendered illustrations can interfere with the clarity and rhythm of sequential storytelling.

Nevertheless, there's still plenty here that appeals to the classic monster enthusiast in me. The combination of gothic horror, literary characters, ancient mythology, and 1980s nostalgia is exactly the sort of material I enjoy.

I just wish the story would begin connecting those elements instead of continually introducing new ones.

The verdict: Mark Spears' Monsters #3 delivers another collection of spectacular horror illustrations and intriguing supernatural mysteries, but the series' storytelling problems are becoming harder to overlook. The Slayer's confrontation with a monstrous adversary should be a highlight, yet the awkward panel transitions and absence of a crucial sound effect rob the sequence of much of its impact. The Mad Hatter's origin is a clever addition, although its presentation left me more confused than impressed. On the positive side, the three boys' adventure provides a welcome dose of 1980s nostalgia and some much-needed emotional investment. I'm still interested in where Spears is taking us, but three issues in, I'd like a little less setup and a lot more payoff.

Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2025
Genre
Adventure, Horror
Read
Oct 2026
Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2025
Genre
Adventure, Horror
Read
Oct 2026
Read Oct 2026
Monsters

Monsters

#2

The Werewolf

4 / 5

Worth It

There's an old saying that a picture is worth a thousand words. If that's true, Mark Spears must be writing novels with every panel of Mark Spears' Monsters. His meticulously rendered artwork continues to be the star attraction in the second issue, delivering a visual feast of gothic horror, grotesque creatures, and supernatural menace.

Unfortunately, the same problem that haunted the first issue returns for an encore: Spears is a remarkable illustrator, but his beautiful pictures don't always translate into effective sequential storytelling.

In my review of the first issue, I compared reading Monsters to looking at a comic book through a View-Master. The individual images are gorgeous, almost three-dimensional compositions, but the transitions between them can feel strangely disconnected. Issue #2 continues that trend, although its greatest challenge may be the sheer number of mysteries Spears is introducing.

The second issue expands the scope of the story considerably. A terrorist organization known as the Overmen infiltrates a heavily guarded military installation to steal an ancient artifact called the Witch Stone. Meanwhile, the Slayer continues his investigation into the disappearance of an old friend, a journey that introduces us to someone who appears to be a former ally.

This encounter is particularly interesting because it suggests the Slayer wasn't always operating alone. Rather than simply being a mysterious, solitary monster hunter, he apparently worked as part of a larger organization. It's a small revelation, but one that opens up some intriguing possibilities. How long has this organization existed? What was its purpose? And what happened to the people who belonged to it?

Given the hints about the Slayer's extraordinary longevity in the first issue, these questions become even more interesting. Spears is gradually suggesting that the Slayer's history may be considerably more complicated than we initially suspected.

From the Black Lagoon to the Cthulhu Mythos

Another welcome addition to the growing monster menagerie is Zoth-Ommog, the Ancient One of the Deep, who has apparently been summoned from the ocean's depths by Dracula.

Zoth-Ommog is clearly Spears' interpretation of the Creature from the Black Lagoon, complete with the aquatic appearance that immediately brings Universal's famous Gill-man to mind. But there's an interesting twist. Rather than simply creating another amphibious monster, Spears has given the creature a name with roots in the Cthulhu Mythos.

Zoth-Ommog is an established entity from the expanded mythology inspired by H. P. Lovecraft, originally introduced by author Lin Carter. In Carter's Xothic Legend Cycle, Zoth-Ommog is one of the offspring of Cthulhu, associated with the ancient civilizations and forgotten gods of the Mythos. The name suggests something considerably older and more cosmically terrifying than a prehistoric amphibian lurking in an isolated Amazonian lagoon.

As someone who considers the Creature from the Black Lagoon his favorite of the Universal Monsters, I particularly appreciate this combination. The original Gill-man has always seemed a little different from his fellow cinematic monsters. While Dracula, Frankenstein's Monster, and the Wolf Man are rooted in gothic horror, the Creature belongs more comfortably to the realm of science fiction and prehistoric mystery. Connecting that character archetype to Lovecraftian cosmic horror feels like a natural evolution.

It's also a clever way to expand the scope of Spears' supernatural universe. If Dracula can summon an ancient entity associated with the Cthulhu Mythos, then the threats facing the Slayer may extend far beyond the familiar monsters of gothic literature and classic Hollywood.

Whether Spears intends to explore that connection more deeply remains to be seen, but it's exactly the sort of creative blending of horror traditions that makes this series appealing.

And frankly, any comic that finds room for a Creature from the Black Lagoon-inspired monster is already earning a few extra points from me.

A Dragon of a Different Color

Unfortunately, just as these mysteries begin to take shape, the story takes an unexpected detour.

The final sequence transports us to what appears to be a medieval fantasy setting, complete with magic, wizards, and dragons. An aging wizard and his young apprentice are preparing to confront a dragon, in a scenario that immediately reminded me of the 1981 Disney/Paramount film Dragonslayer.

The similarities are difficult to ignore. In that film, a young apprentice accompanies his elderly wizard master on a quest to slay a dragon. Spears presents what appears to be essentially the same setup, although where he intends to take the story remains to be seen.

There's also an interesting coincidence: Dragonslayer was released in 1981, the same year in which the main storyline of Monsters takes place. Whether this is an intentional homage or simply a coincidence is anyone's guess, but it's a connection that caught my attention.

Unlike the black-and-white flashback in the first issue, this sequence is presented in full color. Nevertheless, the medieval setting strongly suggests that we're witnessing events from a very different time and place. Whether this is another flashback or an entirely separate storyline isn't immediately apparent.

And that's where things get interesting.

My suspicion is that the young apprentice may actually be the Slayer himself. If that's the case, the apparent Dragonslayer homage could be something more significant: the beginning of the Slayer's origin story. Perhaps the young apprentice eventually becomes a dragonslayer, only to broaden his activities to hunting other supernatural creatures as the centuries pass. Somewhere along the way, "Dragonslayer" simply becomes "Slayer."

It's an intriguing possibility, particularly given the hints about the character's age and mysterious past. In the first issue, a flashback to the nineteenth century showed the Slayer joining Sherlock Holmes, Allan Quatermain, and Abraham Van Helsing in imprisoning Dracula. That sequence already established that the Slayer was active long before the events of 1981. If my theory about the medieval apprentice proves correct, his history could stretch back centuries further.

Of course, this is purely speculation on my part, but it would provide a logical connection between an otherwise unrelated medieval adventure and the contemporary storyline.

The problem is that the sequence arrives with virtually no warning or apparent connection to the events preceding it. Just as we're beginning to learn more about the Slayer's associates and the growing supernatural conspiracy, we're suddenly whisked away to a medieval fantasy adventure.

There's nothing inherently wrong with this kind of nonlinear storytelling. In fact, jumping between different historical periods could be an effective way to reveal the Slayer's extraordinary history. But without some indication of how these events relate to one another, the transitions can feel more confusing than mysterious.

Two issues into the series, Spears is juggling a missing person, a secretive organization, a stolen supernatural artifact, the possible return of Dracula, a Lovecraftian sea monster, and now an apparent medieval dragon-slaying adventure. That's a considerable amount of narrative ground to cover, especially when so few of these threads have begun to intersect.

The result is a story that sometimes feels more interested in introducing its next mystery than developing the ones already established.

Beautiful Pictures, Static Storytelling

Visually, however, the book remains spectacular.

Spears' highly rendered digital artwork continues to give the series a distinctive appearance. His dramatic lighting, elaborate character designs, and almost three-dimensional compositions are perfectly suited to the grotesque creatures and gothic atmosphere of the story. The medieval sequence, in particular, provides an opportunity to explore a different visual environment while maintaining the same richly detailed aesthetic.

Yet the View-Master comparison from my first review remains appropriate. Spears creates extraordinary individual images, but those images don't always flow together naturally. There's a difference between illustrating a series of events and communicating the movement, timing, and rhythm that make sequential storytelling work.

I also continue to miss the occasional use of traditional comic book sound effects. While not every action requires an oversized BAM! or CRASH!, those familiar visual elements can provide important connections between panels. They help establish the rhythm of a scene and give otherwise static illustrations a sense of movement and impact.

It's an interesting contradiction. Spears' artwork is so meticulously detailed that individual panels practically demand to be studied, yet that same quality can interrupt the pacing of the story. The images are wonderful to look at, but they don't always work together as effectively as they should.

The Verdict

Despite these frustrations, I remain intrigued by what Spears is building. The suggestion that the Slayer belonged to a larger organization adds an appealing layer to his character, while the introduction of Zoth-Ommog demonstrates that Spears is willing to reach beyond the familiar Universal Monsters for inspiration. The possibility that we've just witnessed the beginning of the Slayer's origin story makes the medieval sequence considerably more interesting in retrospect.

There's also something wonderfully appropriate about a series celebrating classic monsters reaching back into the world of medieval fantasy and Lovecraftian cosmic horror. After all, dragons, witches, vampires, werewolves, and ancient sea gods all belong to the long tradition of supernatural storytelling. If Spears can successfully connect these different elements, he may be constructing a mythology that stretches across centuries.

The question is whether he can bring those disparate threads together before the growing collection of mysteries becomes overwhelming.

As with the first issue, Mark Spears' Monsters #2 feels like a comic that rewards patience. It asks readers to trust that its seemingly unrelated events will eventually form a coherent narrative. I'm willing to extend that trust a little further, particularly because the Slayer's mysterious history has become one of the book's most compelling elements.

But I would certainly appreciate a few answers before Spears introduces another half-dozen questions.

The verdict: Mark Spears' Monsters #2 expands the series' mythology with intriguing revelations about the Slayer's past, a welcome Creature from the Black Lagoon-inspired addition to its monster menagerie, and an unexpected excursion into medieval fantasy. The Lovecraftian connection is particularly appealing, while the possible Dragonslayer homage offers a tantalizing hint at the Slayer's origins. Unfortunately, the abrupt introduction of new storylines adds to an already crowded narrative. Spears' artwork remains breathtaking, even as his sequential storytelling occasionally struggles to match the quality of his illustrations. Two issues in, I'm still fascinated by the monsters and mysteries, but I'm increasingly eager to see how all these pieces fit together.

Monsters

#2

The Werewolf

4 / 5

Worth It

There's an old saying that a picture is worth a thousand words. If that's true, Mark Spears must be writing novels with every panel of Mark Spears' Monsters. His meticulously rendered artwork continues to be the star attraction in the second issue, delivering a visual feast of gothic horror, grotesque creatures, and supernatural menace.

Unfortunately, the same problem that haunted the first issue returns for an encore: Spears is a remarkable illustrator, but his beautiful pictures don't always translate into effective sequential storytelling.

In my review of the first issue, I compared reading Monsters to looking at a comic book through a View-Master. The individual images are gorgeous, almost three-dimensional compositions, but the transitions between them can feel strangely disconnected. Issue #2 continues that trend, although its greatest challenge may be the sheer number of mysteries Spears is introducing.

The second issue expands the scope of the story considerably. A terrorist organization known as the Overmen infiltrates a heavily guarded military installation to steal an ancient artifact called the Witch Stone. Meanwhile, the Slayer continues his investigation into the disappearance of an old friend, a journey that introduces us to someone who appears to be a former ally.

This encounter is particularly interesting because it suggests the Slayer wasn't always operating alone. Rather than simply being a mysterious, solitary monster hunter, he apparently worked as part of a larger organization. It's a small revelation, but one that opens up some intriguing possibilities. How long has this organization existed? What was its purpose? And what happened to the people who belonged to it?

Given the hints about the Slayer's extraordinary longevity in the first issue, these questions become even more interesting. Spears is gradually suggesting that the Slayer's history may be considerably more complicated than we initially suspected.

From the Black Lagoon to the Cthulhu Mythos

Another welcome addition to the growing monster menagerie is Zoth-Ommog, the Ancient One of the Deep, who has apparently been summoned from the ocean's depths by Dracula.

Zoth-Ommog is clearly Spears' interpretation of the Creature from the Black Lagoon, complete with the aquatic appearance that immediately brings Universal's famous Gill-man to mind. But there's an interesting twist. Rather than simply creating another amphibious monster, Spears has given the creature a name with roots in the Cthulhu Mythos.

Zoth-Ommog is an established entity from the expanded mythology inspired by H. P. Lovecraft, originally introduced by author Lin Carter. In Carter's Xothic Legend Cycle, Zoth-Ommog is one of the offspring of Cthulhu, associated with the ancient civilizations and forgotten gods of the Mythos. The name suggests something considerably older and more cosmically terrifying than a prehistoric amphibian lurking in an isolated Amazonian lagoon.

As someone who considers the Creature from the Black Lagoon his favorite of the Universal Monsters, I particularly appreciate this combination. The original Gill-man has always seemed a little different from his fellow cinematic monsters. While Dracula, Frankenstein's Monster, and the Wolf Man are rooted in gothic horror, the Creature belongs more comfortably to the realm of science fiction and prehistoric mystery. Connecting that character archetype to Lovecraftian cosmic horror feels like a natural evolution.

It's also a clever way to expand the scope of Spears' supernatural universe. If Dracula can summon an ancient entity associated with the Cthulhu Mythos, then the threats facing the Slayer may extend far beyond the familiar monsters of gothic literature and classic Hollywood.

Whether Spears intends to explore that connection more deeply remains to be seen, but it's exactly the sort of creative blending of horror traditions that makes this series appealing.

And frankly, any comic that finds room for a Creature from the Black Lagoon-inspired monster is already earning a few extra points from me.

A Dragon of a Different Color

Unfortunately, just as these mysteries begin to take shape, the story takes an unexpected detour.

The final sequence transports us to what appears to be a medieval fantasy setting, complete with magic, wizards, and dragons. An aging wizard and his young apprentice are preparing to confront a dragon, in a scenario that immediately reminded me of the 1981 Disney/Paramount film Dragonslayer.

The similarities are difficult to ignore. In that film, a young apprentice accompanies his elderly wizard master on a quest to slay a dragon. Spears presents what appears to be essentially the same setup, although where he intends to take the story remains to be seen.

There's also an interesting coincidence: Dragonslayer was released in 1981, the same year in which the main storyline of Monsters takes place. Whether this is an intentional homage or simply a coincidence is anyone's guess, but it's a connection that caught my attention.

Unlike the black-and-white flashback in the first issue, this sequence is presented in full color. Nevertheless, the medieval setting strongly suggests that we're witnessing events from a very different time and place. Whether this is another flashback or an entirely separate storyline isn't immediately apparent.

And that's where things get interesting.

My suspicion is that the young apprentice may actually be the Slayer himself. If that's the case, the apparent Dragonslayer homage could be something more significant: the beginning of the Slayer's origin story. Perhaps the young apprentice eventually becomes a dragonslayer, only to broaden his activities to hunting other supernatural creatures as the centuries pass. Somewhere along the way, "Dragonslayer" simply becomes "Slayer."

It's an intriguing possibility, particularly given the hints about the character's age and mysterious past. In the first issue, a flashback to the nineteenth century showed the Slayer joining Sherlock Holmes, Allan Quatermain, and Abraham Van Helsing in imprisoning Dracula. That sequence already established that the Slayer was active long before the events of 1981. If my theory about the medieval apprentice proves correct, his history could stretch back centuries further.

Of course, this is purely speculation on my part, but it would provide a logical connection between an otherwise unrelated medieval adventure and the contemporary storyline.

The problem is that the sequence arrives with virtually no warning or apparent connection to the events preceding it. Just as we're beginning to learn more about the Slayer's associates and the growing supernatural conspiracy, we're suddenly whisked away to a medieval fantasy adventure.

There's nothing inherently wrong with this kind of nonlinear storytelling. In fact, jumping between different historical periods could be an effective way to reveal the Slayer's extraordinary history. But without some indication of how these events relate to one another, the transitions can feel more confusing than mysterious.

Two issues into the series, Spears is juggling a missing person, a secretive organization, a stolen supernatural artifact, the possible return of Dracula, a Lovecraftian sea monster, and now an apparent medieval dragon-slaying adventure. That's a considerable amount of narrative ground to cover, especially when so few of these threads have begun to intersect.

The result is a story that sometimes feels more interested in introducing its next mystery than developing the ones already established.

Beautiful Pictures, Static Storytelling

Visually, however, the book remains spectacular.

Spears' highly rendered digital artwork continues to give the series a distinctive appearance. His dramatic lighting, elaborate character designs, and almost three-dimensional compositions are perfectly suited to the grotesque creatures and gothic atmosphere of the story. The medieval sequence, in particular, provides an opportunity to explore a different visual environment while maintaining the same richly detailed aesthetic.

Yet the View-Master comparison from my first review remains appropriate. Spears creates extraordinary individual images, but those images don't always flow together naturally. There's a difference between illustrating a series of events and communicating the movement, timing, and rhythm that make sequential storytelling work.

I also continue to miss the occasional use of traditional comic book sound effects. While not every action requires an oversized BAM! or CRASH!, those familiar visual elements can provide important connections between panels. They help establish the rhythm of a scene and give otherwise static illustrations a sense of movement and impact.

It's an interesting contradiction. Spears' artwork is so meticulously detailed that individual panels practically demand to be studied, yet that same quality can interrupt the pacing of the story. The images are wonderful to look at, but they don't always work together as effectively as they should.

The Verdict

Despite these frustrations, I remain intrigued by what Spears is building. The suggestion that the Slayer belonged to a larger organization adds an appealing layer to his character, while the introduction of Zoth-Ommog demonstrates that Spears is willing to reach beyond the familiar Universal Monsters for inspiration. The possibility that we've just witnessed the beginning of the Slayer's origin story makes the medieval sequence considerably more interesting in retrospect.

There's also something wonderfully appropriate about a series celebrating classic monsters reaching back into the world of medieval fantasy and Lovecraftian cosmic horror. After all, dragons, witches, vampires, werewolves, and ancient sea gods all belong to the long tradition of supernatural storytelling. If Spears can successfully connect these different elements, he may be constructing a mythology that stretches across centuries.

The question is whether he can bring those disparate threads together before the growing collection of mysteries becomes overwhelming.

As with the first issue, Mark Spears' Monsters #2 feels like a comic that rewards patience. It asks readers to trust that its seemingly unrelated events will eventually form a coherent narrative. I'm willing to extend that trust a little further, particularly because the Slayer's mysterious history has become one of the book's most compelling elements.

But I would certainly appreciate a few answers before Spears introduces another half-dozen questions.

The verdict: Mark Spears' Monsters #2 expands the series' mythology with intriguing revelations about the Slayer's past, a welcome Creature from the Black Lagoon-inspired addition to its monster menagerie, and an unexpected excursion into medieval fantasy. The Lovecraftian connection is particularly appealing, while the possible Dragonslayer homage offers a tantalizing hint at the Slayer's origins. Unfortunately, the abrupt introduction of new storylines adds to an already crowded narrative. Spears' artwork remains breathtaking, even as his sequential storytelling occasionally struggles to match the quality of his illustrations. Two issues in, I'm still fascinated by the monsters and mysteries, but I'm increasingly eager to see how all these pieces fit together.

Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2024
Genre
Adventure, Horror
Read
Oct 2026
Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2024
Genre
Adventure, Horror
Read
Oct 2026
Read Oct 2026
Monsters

Monsters

#1

Blood Seekers

4 / 5

Worth It

There's something irresistible about the classic monsters. Dracula, Frankenstein's Monster, the Wolf Man, and their fellow creatures of the night have been frightening and fascinating audiences for generations. Whether you first encountered them in Universal horror films, Famous Monsters of Filmland, Aurora model kits, or the pages of Creepy and Eerie, these characters have a way of sinking their claws into your imagination and refusing to let go.

With Mark Spears' Monsters #1, writer and artist Mark Spears brings that old-fashioned monster magic into the modern comic book world. The result is an intriguing, visually distinctive opening chapter that owes as much to the horror nostalgia of the 1980s as it does to the gothic traditions that inspired these creatures in the first place.

Set in 1981, the story opens with a series of disturbing events, including a grisly murder, a missing child, and the suggestion that something ancient and terrible is stirring. A mysterious monster hunter known as the Slayer emerges from retirement, while a collection of seemingly unrelated characters find themselves drawn toward an approaching supernatural threat. Before long, it becomes clear that Dracula's return may be at the center of it all.

One of the issue's more intriguing sequences is a flashback revealing that Dracula was previously imprisoned by an unlikely alliance of legendary Victorian adventurers: Sherlock Holmes, Allan Quatermain, Abraham Van Helsing, and the mysterious Slayer. It's a wonderfully pulpy combination of characters, reminiscent of Alan Moore's The League of Extraordinary Gentlemen, and exactly the sort of literary crossover that appeals to my fondness for Victorian adventure fiction and classic horror.

Curiously, the flashback is introduced with a caption reading "London, England. 1986." Considering the main story takes place in 1981, I'm inclined to believe this is a typographical error and the intended date is 1896. Not only would that place the events squarely within the Victorian era, but the artwork shifts to black and white, visually reinforcing the sense that we're witnessing a much earlier period. More importantly, it raises an intriguing question about the Slayer himself. If he helped imprison Dracula in 1896 and remains active in 1981, he's clearly no ordinary mortal. Whether this extraordinary longevity is supernatural in origin or something else entirely remains to be seen, but it's one of the more interesting mysteries introduced in this opening issue.

Spears doesn't attempt to explain everything in this first installment. Instead, he introduces several characters and plot threads, allowing the mystery to build as the reader begins to piece together their connections. It's an ambitious approach, although the constant movement between storylines occasionally makes the issue feel more like an extended prologue than a complete chapter.

The artwork is unquestionably the comic's most distinctive feature. Spears employs a highly rendered digital painting style that gives his monsters an almost three-dimensional appearance. His dramatic lighting, rich colors, and elaborate character designs create images that would look perfectly at home on the packaging of a premium collectible figure or the cover of a vintage monster magazine.

Unfortunately, that visual richness sometimes comes at the expense of sequential storytelling. Reading Mark Spears' Monsters occasionally feels like looking at a comic book through a View-Master. Each panel is a beautifully rendered, almost three-dimensional illustration, but the sense of movement between those panels is sometimes missing. Rather than flowing naturally from one moment to the next, the story can feel like a succession of elaborate still images.

Compounding this problem is the occasional absence of traditional comic book sound effects. A well-placed CRASH!, THUD!, or BLAM! might seem unnecessary in artwork this detailed, but those familiar visual cues serve an important storytelling function. They convey impact, suggest motion, and give action sequences a rhythm that even the most beautifully rendered illustrations can't always achieve on their own.

This becomes particularly noticeable when an action is communicated through a series of otherwise disconnected images. Without the visual punctuation of a sound effect, the reader must sometimes work harder than necessary to understand exactly what has happened. The problem isn't that Spears needs to fill every panel with oversized lettering and explosive onomatopoeia. It's that the absence of those elements occasionally makes an already static sequence more difficult to follow.

Comic books are, after all, a unique marriage of words and pictures. The best artists understand that what happens between the panels can be just as important as what appears inside them. When that visual continuity breaks down, even the most spectacular illustrations can struggle to communicate a relatively simple action.

It's an interesting contradiction. Spears' artwork is so meticulously detailed that individual panels practically demand to be studied, yet that same quality can interrupt the pacing of the story. The images are wonderful to look at, but they don't always work together as effectively as they should.

The writing is similarly a mixed bag. There's plenty of atmosphere and an obvious affection for the material, but the first issue introduces so many mysteries that it leaves relatively little room to develop its characters. The result is a story that's easier to admire for its premise and presentation than to become emotionally invested in—at least so far.

What I find most appealing about Monsters, however, is its willingness to embrace the classic horror tradition without treating it as something that needs to be reinvented beyond recognition. There's a sincerity to the project that I appreciate. Spears clearly understands the enduring appeal of these characters and the generations of monster fans who grew up loving them.

In many ways, the comic feels like a spiritual descendant of the monster magazines, trading cards, and illustrated horror collectibles that filled the shelves of hobby shops and comic stores decades ago. That nostalgic quality may ultimately be its greatest strength.

As a first issue, Mark Spears' Monsters offers more questions than answers, and its elaborate visual presentation sometimes overshadows the storytelling. Nevertheless, there's enough atmosphere, mystery, and affection for classic horror to make me curious about what comes next.

For readers who grew up loving the Universal Monsters, Hammer horror films, and the wonderfully lurid monster art of decades past, this is certainly a comic worth investigating.

The verdict: Mark Spears' Monsters #1 is a visually stunning, nostalgia-soaked introduction to a new monster universe. Spears is unquestionably a talented illustrator, but beautiful illustrations and effective sequential storytelling aren't necessarily the same thing. The story hasn't quite found its footing, and the static artwork occasionally makes the action more difficult to follow than it should. Still, there's enough classic monster magic here to make me want to turn the page—even when the artwork makes me want to stop and stare.

Monsters

#1

Blood Seekers

4 / 5

Worth It

There's something irresistible about the classic monsters. Dracula, Frankenstein's Monster, the Wolf Man, and their fellow creatures of the night have been frightening and fascinating audiences for generations. Whether you first encountered them in Universal horror films, Famous Monsters of Filmland, Aurora model kits, or the pages of Creepy and Eerie, these characters have a way of sinking their claws into your imagination and refusing to let go.

With Mark Spears' Monsters #1, writer and artist Mark Spears brings that old-fashioned monster magic into the modern comic book world. The result is an intriguing, visually distinctive opening chapter that owes as much to the horror nostalgia of the 1980s as it does to the gothic traditions that inspired these creatures in the first place.

Set in 1981, the story opens with a series of disturbing events, including a grisly murder, a missing child, and the suggestion that something ancient and terrible is stirring. A mysterious monster hunter known as the Slayer emerges from retirement, while a collection of seemingly unrelated characters find themselves drawn toward an approaching supernatural threat. Before long, it becomes clear that Dracula's return may be at the center of it all.

One of the issue's more intriguing sequences is a flashback revealing that Dracula was previously imprisoned by an unlikely alliance of legendary Victorian adventurers: Sherlock Holmes, Allan Quatermain, Abraham Van Helsing, and the mysterious Slayer. It's a wonderfully pulpy combination of characters, reminiscent of Alan Moore's The League of Extraordinary Gentlemen, and exactly the sort of literary crossover that appeals to my fondness for Victorian adventure fiction and classic horror.

Curiously, the flashback is introduced with a caption reading "London, England. 1986." Considering the main story takes place in 1981, I'm inclined to believe this is a typographical error and the intended date is 1896. Not only would that place the events squarely within the Victorian era, but the artwork shifts to black and white, visually reinforcing the sense that we're witnessing a much earlier period. More importantly, it raises an intriguing question about the Slayer himself. If he helped imprison Dracula in 1896 and remains active in 1981, he's clearly no ordinary mortal. Whether this extraordinary longevity is supernatural in origin or something else entirely remains to be seen, but it's one of the more interesting mysteries introduced in this opening issue.

Spears doesn't attempt to explain everything in this first installment. Instead, he introduces several characters and plot threads, allowing the mystery to build as the reader begins to piece together their connections. It's an ambitious approach, although the constant movement between storylines occasionally makes the issue feel more like an extended prologue than a complete chapter.

The artwork is unquestionably the comic's most distinctive feature. Spears employs a highly rendered digital painting style that gives his monsters an almost three-dimensional appearance. His dramatic lighting, rich colors, and elaborate character designs create images that would look perfectly at home on the packaging of a premium collectible figure or the cover of a vintage monster magazine.

Unfortunately, that visual richness sometimes comes at the expense of sequential storytelling. Reading Mark Spears' Monsters occasionally feels like looking at a comic book through a View-Master. Each panel is a beautifully rendered, almost three-dimensional illustration, but the sense of movement between those panels is sometimes missing. Rather than flowing naturally from one moment to the next, the story can feel like a succession of elaborate still images.

Compounding this problem is the occasional absence of traditional comic book sound effects. A well-placed CRASH!, THUD!, or BLAM! might seem unnecessary in artwork this detailed, but those familiar visual cues serve an important storytelling function. They convey impact, suggest motion, and give action sequences a rhythm that even the most beautifully rendered illustrations can't always achieve on their own.

This becomes particularly noticeable when an action is communicated through a series of otherwise disconnected images. Without the visual punctuation of a sound effect, the reader must sometimes work harder than necessary to understand exactly what has happened. The problem isn't that Spears needs to fill every panel with oversized lettering and explosive onomatopoeia. It's that the absence of those elements occasionally makes an already static sequence more difficult to follow.

Comic books are, after all, a unique marriage of words and pictures. The best artists understand that what happens between the panels can be just as important as what appears inside them. When that visual continuity breaks down, even the most spectacular illustrations can struggle to communicate a relatively simple action.

It's an interesting contradiction. Spears' artwork is so meticulously detailed that individual panels practically demand to be studied, yet that same quality can interrupt the pacing of the story. The images are wonderful to look at, but they don't always work together as effectively as they should.

The writing is similarly a mixed bag. There's plenty of atmosphere and an obvious affection for the material, but the first issue introduces so many mysteries that it leaves relatively little room to develop its characters. The result is a story that's easier to admire for its premise and presentation than to become emotionally invested in—at least so far.

What I find most appealing about Monsters, however, is its willingness to embrace the classic horror tradition without treating it as something that needs to be reinvented beyond recognition. There's a sincerity to the project that I appreciate. Spears clearly understands the enduring appeal of these characters and the generations of monster fans who grew up loving them.

In many ways, the comic feels like a spiritual descendant of the monster magazines, trading cards, and illustrated horror collectibles that filled the shelves of hobby shops and comic stores decades ago. That nostalgic quality may ultimately be its greatest strength.

As a first issue, Mark Spears' Monsters offers more questions than answers, and its elaborate visual presentation sometimes overshadows the storytelling. Nevertheless, there's enough atmosphere, mystery, and affection for classic horror to make me curious about what comes next.

For readers who grew up loving the Universal Monsters, Hammer horror films, and the wonderfully lurid monster art of decades past, this is certainly a comic worth investigating.

The verdict: Mark Spears' Monsters #1 is a visually stunning, nostalgia-soaked introduction to a new monster universe. Spears is unquestionably a talented illustrator, but beautiful illustrations and effective sequential storytelling aren't necessarily the same thing. The story hasn't quite found its footing, and the static artwork occasionally makes the action more difficult to follow than it should. Still, there's enough classic monster magic here to make me want to turn the page—even when the artwork makes me want to stop and stare.

Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2024
Genre
Adventure, Horror
Read
Oct 2026
Writer
Mark Spears
Artist
Mark Spears
Publisher
Keenspot Entertainment
Publication Year
2024
Genre
Adventure, Horror
Read
Oct 2026
Read Oct 2026
Batman: Gotham by Gaslight

Batman: Gotham by Gaslight

5 / 5

Essential

Batman: Gotham by Gaslight takes one of comics’ most obvious great ideas—Batman hunting Jack the Ripper—and somehow manages to execute the idea even better than it sounds.

Writer Brian Augustyn relocates Bruce Wayne to the late 19th century, stripping away the Batmobile, computers, satellites, and most of the technological advantages we associate with Batman. What’s left is the part of the character that matters most: the detective.

Batman (err, sorry...The Batman) fits the Victorian setting naturally so the story never feels gimmicky.

Bruce returns to Gotham after years of training just as Jack the Ripper begins murdering women in the city, and he soon becomes personally entangled in the investigation. The story moves quickly, but still feels appropriately foggy, gothic, and grim. Gotham has always looked like it belongs somewhere between a cathedral and a nightmare, so gas lamps and horse-drawn carriages suit it remarkably well.

The mystery itself isn’t much of a baffler. The identity of Jack the Ripper is telegraphed fairly early, but solving the crime isn’t really the point. The mystery is the vehicle that carries us toward the inevitable confrontation between Batman and Jack.

That isn’t a criticism of Augustyn’s writing. Quite the opposite. He does an impressive job of building an entire Victorian Gotham in only 48 pages.

Then there’s Mike Mignola’s artwork, inked by P. Craig Russell.

This was years before Hellboy, but the DNA is already there: heavy shadows, looming architecture, figures emerging from darkness, and the sense that something unpleasant is always waiting just beyond the edge of the panel. His Batman looks less like a superhero than something Victorian criminals might genuinely believe crawled out of Hell.

You can see Mignola developing the visual language that would later reach full maturity in Hellboy and the wider B.P.R.D. universe. It’s a shame he never returned to wander Gotham’s shadowy back alleys.

Gotham by Gaslight would later become the template for DC’s Elseworlds concept, and it’s easy to understand why. Even though the story might have benefited from a little more room to breathe, it remains a remarkably effective combination of mystery, horror, superhero adventure, and atmosphere.

This Batman returned in the Jules Verne-flavored Master of the Future, later appeared in Countdown Presents: The Search for Ray Palmer, and eventually saw his world expanded again in Batman: Gotham by Gaslight – The Kryptonian Age. Those stories range from interesting to very good, but none quite recapture the strange magic of the original.

I’d love to see another creator revisit this version of Batman with a proper Victorian mystery. Put him against H. H. Holmes in the Murder Castle. Pair him with Sherlock Holmes against Professor Moriarty. The gaslit streets are simply too good a setting to leave behind.

Until then, when the weather turns brisk and the shadows grow longer, return to Victorian Gotham and follow the Batman as he hunts a killer who, in another telling, would boast that he "gave birth to the 20th century.”

Batman: Gotham by Gaslight

5 / 5

Essential

Batman: Gotham by Gaslight takes one of comics’ most obvious great ideas—Batman hunting Jack the Ripper—and somehow manages to execute the idea even better than it sounds.

Writer Brian Augustyn relocates Bruce Wayne to the late 19th century, stripping away the Batmobile, computers, satellites, and most of the technological advantages we associate with Batman. What’s left is the part of the character that matters most: the detective.

Batman (err, sorry...The Batman) fits the Victorian setting naturally so the story never feels gimmicky.

Bruce returns to Gotham after years of training just as Jack the Ripper begins murdering women in the city, and he soon becomes personally entangled in the investigation. The story moves quickly, but still feels appropriately foggy, gothic, and grim. Gotham has always looked like it belongs somewhere between a cathedral and a nightmare, so gas lamps and horse-drawn carriages suit it remarkably well.

The mystery itself isn’t much of a baffler. The identity of Jack the Ripper is telegraphed fairly early, but solving the crime isn’t really the point. The mystery is the vehicle that carries us toward the inevitable confrontation between Batman and Jack.

That isn’t a criticism of Augustyn’s writing. Quite the opposite. He does an impressive job of building an entire Victorian Gotham in only 48 pages.

Then there’s Mike Mignola’s artwork, inked by P. Craig Russell.

This was years before Hellboy, but the DNA is already there: heavy shadows, looming architecture, figures emerging from darkness, and the sense that something unpleasant is always waiting just beyond the edge of the panel. His Batman looks less like a superhero than something Victorian criminals might genuinely believe crawled out of Hell.

You can see Mignola developing the visual language that would later reach full maturity in Hellboy and the wider B.P.R.D. universe. It’s a shame he never returned to wander Gotham’s shadowy back alleys.

Gotham by Gaslight would later become the template for DC’s Elseworlds concept, and it’s easy to understand why. Even though the story might have benefited from a little more room to breathe, it remains a remarkably effective combination of mystery, horror, superhero adventure, and atmosphere.

This Batman returned in the Jules Verne-flavored Master of the Future, later appeared in Countdown Presents: The Search for Ray Palmer, and eventually saw his world expanded again in Batman: Gotham by Gaslight – The Kryptonian Age. Those stories range from interesting to very good, but none quite recapture the strange magic of the original.

I’d love to see another creator revisit this version of Batman with a proper Victorian mystery. Put him against H. H. Holmes in the Murder Castle. Pair him with Sherlock Holmes against Professor Moriarty. The gaslit streets are simply too good a setting to leave behind.

Until then, when the weather turns brisk and the shadows grow longer, return to Victorian Gotham and follow the Batman as he hunts a killer who, in another telling, would boast that he "gave birth to the 20th century.”

Writer
Brian Augustyn
Artist
Mike Mignola
Publisher
DC Comics
Publication Year
1989
Genre
Superhero
Read
Sep 2026
Writer
Brian Augustyn
Artist
Mike Mignola
Publisher
DC Comics
Publication Year
1989
Genre
Superhero
Read
Sep 2026
Read Sep 2026
Victorian Undead

Victorian Undead

#1–6

4.7 / 5

Worth It

Victorian Undead Vol. 1 asks a question nobody knew Arthur Conan Doyle had forgotten to answer: what happens when Sherlock Holmes has to deduce his way through a zombie apocalypse?

Writer Ian Edginton begins with a meteor streaking across London in 1854 and bringing something considerably worse than bad weather. The resulting outbreak is quietly buried by Her Majesty’s government, but decades later the dead begin walking again—and naturally Sherlock Holmes and Dr. Watson find themselves investigating.

The fun comes from how seriously Edginton treats the ridiculous premise. Holmes approaches reanimated corpses with exactly the same analytical confidence he would bring to a locked-room murder. Zombies aren’t supernatural horrors to him. They’re simply another problem with evidence, causes, and—presumably—a perfectly logical explanation.

Things get even better once Professor Moriarty enters the picture. Because apparently controlling London’s criminal underworld wasn’t ambitious enough.

Davide Fabbri’s artwork gives Victorian London plenty of fog, machinery, laboratories, and suitably unpleasant revenants, while the steampunk additions expand the world without completely overwhelming the Holmes atmosphere.

Victorian Undead could easily have been nothing more than a novelty mash-up, but there’s a surprisingly solid Sherlock Holmes adventure underneath all the rotting flesh.

The game is afoot.

Unfortunately, some of the players are dead.

Victorian Undead

#1–6

4.7 / 5

Worth It

Victorian Undead Vol. 1 asks a question nobody knew Arthur Conan Doyle had forgotten to answer: what happens when Sherlock Holmes has to deduce his way through a zombie apocalypse?

Writer Ian Edginton begins with a meteor streaking across London in 1854 and bringing something considerably worse than bad weather. The resulting outbreak is quietly buried by Her Majesty’s government, but decades later the dead begin walking again—and naturally Sherlock Holmes and Dr. Watson find themselves investigating.

The fun comes from how seriously Edginton treats the ridiculous premise. Holmes approaches reanimated corpses with exactly the same analytical confidence he would bring to a locked-room murder. Zombies aren’t supernatural horrors to him. They’re simply another problem with evidence, causes, and—presumably—a perfectly logical explanation.

Things get even better once Professor Moriarty enters the picture. Because apparently controlling London’s criminal underworld wasn’t ambitious enough.

Davide Fabbri’s artwork gives Victorian London plenty of fog, machinery, laboratories, and suitably unpleasant revenants, while the steampunk additions expand the world without completely overwhelming the Holmes atmosphere.

Victorian Undead could easily have been nothing more than a novelty mash-up, but there’s a surprisingly solid Sherlock Holmes adventure underneath all the rotting flesh.

The game is afoot.

Unfortunately, some of the players are dead.

Writer
Ian Edginton
Artist
Davide Fabbri
Publisher
Wildstorm
Publication Year
2010
Genre
Adventure, Horror
Read
Aug 2026
Writer
Ian Edginton
Artist
Davide Fabbri
Publisher
Wildstorm
Publication Year
2010
Genre
Adventure, Horror
Read
Aug 2026
Read Aug 2026
All-Star Batman & Robin, The Boy Wonder

All-Star Batman & Robin, The Boy Wonder

#1-10

3.2 / 5

Decent

I avoided All-Star Batman & Robin, The Boy Wonder for years.

After The Dark Knight Returns and Batman: Year One, Frank Miller had earned enormous goodwill with me. Then I read The Dark Knight Strikes Again and watched most of that goodwill flee Gotham at high speed.

So when Miller teamed with Jim Lee for a new Batman series in 2005, I passed. The furious reviews, infamous dialogue, and glacial publishing schedule only reinforced that decision.

Eventually curiosity won.

And, surprisingly, I didn’t hate it.

The key is accepting that this is not our Batman. Miller’s Gotham is a warped, cynical reflection of the DC Universe, and its Batman is a product of that world: arrogant, unstable, brutal, and absolutely convinced that referring to himself as the “goddamn Batman” is something normal people do.

I also can’t help feeling that the modern Absolute DC Universe—with its darker, harsher reinterpretations of familiar heroes—owes at least a little of its storytelling DNA to All-Star Batman & Robin. Miller was already experimenting with the idea of taking the recognizable shape of the DC Universe, stripping away much of its optimism, and seeing what crawled out of the shadows.

Oddly enough, that makes the book work better for me as a prequel to The Dark Knight Returns than The Dark Knight Strikes Again works as its sequel.

My biggest problem is the artwork—which feels ridiculous to say because Jim Lee’s pages are gorgeous. They’re simply too polished and heroic for Miller’s grimy, dystopian story. The words say Sin City while the pictures say blockbuster DC superhero comic, and the two are constantly wrestling for control of the page.

All-Star Batman & Robin is messy, excessive, frequently absurd, and definitely not for everyone.

But it is never boring.

And sometimes that’s enough to make me turn the page.

All-Star Batman & Robin, The Boy Wonder

#1-10

3.2 / 5

Decent

I avoided All-Star Batman & Robin, The Boy Wonder for years.

After The Dark Knight Returns and Batman: Year One, Frank Miller had earned enormous goodwill with me. Then I read The Dark Knight Strikes Again and watched most of that goodwill flee Gotham at high speed.

So when Miller teamed with Jim Lee for a new Batman series in 2005, I passed. The furious reviews, infamous dialogue, and glacial publishing schedule only reinforced that decision.

Eventually curiosity won.

And, surprisingly, I didn’t hate it.

The key is accepting that this is not our Batman. Miller’s Gotham is a warped, cynical reflection of the DC Universe, and its Batman is a product of that world: arrogant, unstable, brutal, and absolutely convinced that referring to himself as the “goddamn Batman” is something normal people do.

I also can’t help feeling that the modern Absolute DC Universe—with its darker, harsher reinterpretations of familiar heroes—owes at least a little of its storytelling DNA to All-Star Batman & Robin. Miller was already experimenting with the idea of taking the recognizable shape of the DC Universe, stripping away much of its optimism, and seeing what crawled out of the shadows.

Oddly enough, that makes the book work better for me as a prequel to The Dark Knight Returns than The Dark Knight Strikes Again works as its sequel.

My biggest problem is the artwork—which feels ridiculous to say because Jim Lee’s pages are gorgeous. They’re simply too polished and heroic for Miller’s grimy, dystopian story. The words say Sin City while the pictures say blockbuster DC superhero comic, and the two are constantly wrestling for control of the page.

All-Star Batman & Robin is messy, excessive, frequently absurd, and definitely not for everyone.

But it is never boring.

And sometimes that’s enough to make me turn the page.

Writer
Frank Miller
Artist
Jim Lee
Publisher
DC Comics
Publication Year
2005
Genre
Superhero
Read
Nov 2024
Writer
Frank Miller
Artist
Jim Lee
Publisher
DC Comics
Publication Year
2005
Genre
Superhero
Read
Nov 2024
Read Nov 2024

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Meet the RetroCult

The RetroCult was started by Chuck & Mack — two young-at-heart bros hunting vintage comics, toys, books...and more! We're joined by Cassandra and Lara to form a team (or family, if you will) of collectors who love all things retro pop culture. Each of us brings our own unique expertise and perspective to the hunt, and we love sharing the thrill of the chase with you. Our honorary team member, Hawk, is always on the hunt for adventure after years in storage. Follow his travels on Instagram.

Codename: Cassandra
Codename: Cassandra
Codename: Cassandra

Alter Ego

Cassandra

Specialty

'80s G.I. Joe, New Kids on the Block

Favorite Finds

MOC Scarlett

CrazySodaGuy
CrazySodaGuy
CrazySodaGuy

Alter Ego

Chuck

Specialty

Fisher-Price Adventure People

Favorite Finds

Real Ghostbusters Firehouse

Hawk
Hawk
Hawk

Alter Ego

Unknown

Specialty

Adventure

Favorite Finds

Adventure with his best bud, Chuck

LegoLara
LegoLara
LegoLara

Alter Ego

Lara

Specialty

Lego, Zuru Miniatures

Favorite Finds

Lego Titanic

MackDaddy
MackDaddy
MackDaddy

Alter Ego

Mack

Specialty

Comic Books & Action Figures

Favorite Finds

Space: 1999 Eagle Transporter