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.