Archive for the ‘Reviews’ Category

Could the New Moon Knight Series “Fix” the Character?

By WALLY MONK – Paint Monk’s Library Editor

When I heard that Moon Knight was being relaunched this summer (followed in a month or two by my favorite Jungle Lord, Ka-Zar), I was filled with excitement but also with much trepidation.

Those of you who have followed this blog for the last few years know that I am a classic comic collector; I have little love of today’s sequential art or the way in which it is assembled. To say that the last iteration of Moon Knight turned me off immensely is an understatement. Max Bemis and Jacen Burrows, although very talented, phoned in a bizarre and surreal version of Moon Knight and his world that was unrecognizable and alien, at least to my middle-aged sensibilities.

But after reading Moon Knight #1 today, I am pleased to say that readers are in for a fun and familiar – yet subtly different – ride in the months to come.

In Marc Spector’s latest outing, Moon Knight is the estranged-yet-still-servile Fist of Khonshu, who acknowledges he’s serving a God who is imprisoned (the resolution of the Age of Khonshu storyline from the Avengers). He is now the protector of those who travel in the night.

Vampires, Vermin (remember the old Spider-Man villain who looked like a rat-man?) and other “Things That Go Bump in the Night” are all antagonists now of our shadowy silver lunar warrior. He runs the “Midnight Mission” (a fitting pun given Spector is the “priest” of Khonshu), and people come to him to protect them from all sorts of these aforementioned fiends.

I enjoyed Jed MacKay’s writing, especially the clever banter employed between Mr. Knight and his new psychiatrist.

While this seems overly simple, we still see touches of madness in Spector. In meeting with his psychiatrist, he dresses and interacts in his Mr. Knight persona. On the streets, as a warrior, he is the caped Moon Knight that we know and love. Somewhere underneath both personas lurk Steven Grant and Jake Locksley, too.

It is interesting to see how writer Jed MacKay weaves the story together, grabbing all the popular aspects of Moon Knight from the last few iterations, and cramming them all into this premiere issue. It seems that he’s keeping the “good stuff” and rooting out all of the things that made Moon Knight so convoluted, but how effective that will be can only be determined after a few issues. I think it’s important Spector remains complicated; yet the ability of readers to understand his complexity shouldn’t be as muddy as it has been in previous outings.

The artwork of Alessandro Cappuccio is first-rate, too. On some pages, you see the inspiration of the artwork from the 1990s Marc Spector: Moon Knight in his work. On others, you can feel the spirit of Charlie Huston and David Finch. Or in some, you feel as if you’re back in the days of Alan Zelenetz and Chris Warner’s Moon Knight: Fist of Khonshu.

Cappuccio successfully channels Moon Knight artists from previous volumes but with his own distinctive style, creating a new but familiar look for the moon god’s avatar.

This is not a book to miss. It will be interesting to see how the first issues are fleshed out. I am certain that somehow a foundation is being laid for some form of tie-in to the upcoming Disney+ series, and time will tell.

On a scale of 1-10, I’d give Moon Knight #1 (2021) 8 out of 10 stars.

REVIEW: Red Sonja #19 a Good “Jumping Off” Point

“JUMPING-ON POINT FOR NEW READERS. Sonja The Red, victorious. But ruling is impossible. And a young, old foe returns with a plan, to Kill Red Sonja… By MARK RUSSELL (Swamp Thing) and ALESSANDRO MIRACOLO (Zorro). The saga of Red Sonja continues at Dynamite Entertainment!”

By BOB FREEMAN – Paint Monk’s Library Writer

Jumping-on point? More like jumping-off.

I have championed Mark Russell’s run on Red Sonja from the start. While less than thrilled with the comedic undertones, I like the political intrigue and seeing Sonja in this light, as a fish out of water.

She handled herself well, but over two arcs, it began to grow stale. I had hoped that perhaps a proposed “jumping-on point” might mean a fresh start and new direction.

I was wrong.

Instead, we’re still mired in the same old “intrigue”, with a child’s revenge fetish coming to the fore, propelled there by the mini-series Killing Red Sonja. A comic I found dull and lifeless as well.

Without spoilers, let me add that this was the most clichéd installment in the series thus far.

Miracolo’s artwork was fine, but again, it’s the same style we’ve seen from the start. Sort of a dark-Disney cartoon, which isn’t awful, but neither is it inspiring. This comic has never strayed near the word “epic”, which is a shame.

And don’t get me started on the cover art. My comic shop usually has a healthy array of covers to choose from, but this week I was saddled with Jae Lee’s as my only option, which I found to be an uninspired mess.

Can we get Patch Zircher on this book, please?

Look, I’m not going to waste anymore breath on this. If you like it, I’m happy for you. As for me, I think I’m done…

I’ll spare 4 skulls of my enemies for this. No more.

—Bob Freeman
Alba Gu Brath

EDITORIAL: Ka-Zar’s Death? Sorry, No Apology Is Due

“This editorial is full of spoilers for all three issues of Empyre: Avengers. If you haven’t read them or had your fill of modern comic book plots that have been beaten to death, go read the comics and come back when you’re done. Or, if you’re indifferent like I am at this point, read on. The resolution of this story fundamentally changes a major character and points out more problems in today’s comic industry than you might imagine.”

By WALLY MONK – PM Library Editor

Ka-Zar the Savage is dead. Long live Ka-Zar the Savage!

Wait a moment, monk. What are you talking about? Kevin Plunder is alive and well, now plugged full of the magical power of the Savage Land! How can he be dead?

I suppose you’re correct. Kevin Plunder is indeed alive, but he’s not the savage that Stan Lee and Jack Kirby created – the one who jumped off the pages of X-Men #10 with a roar of “Ka-Zar Kill!” I’d venture to say he’s not even the savage that Brent Anderson and Bruce Jones worked hard to mold, one that was a genuine “evolution” of Lee and Kirby’s creation.

Now, thanks to Marvel editorial and one tremendously talented but misguided writer, Ka-Zar is just like all the other guys. In the pages of Empyre: Avengers, we first saw him “killed” (sigh) and then brought back to life courtesy of a magical blade and the life-saving waters of the Savage Land. Not only is he back, but now he’s a scion – one with the land itself – sort of, I would imagine an Earth Mother (father) version of Doctor Strange. And don’t fret, my activist friends and readers, Shanna has the same powers too, so that’s another thing the jungle duo has in common.

Now before anyone gets their drawers in a twist, I understand that our favorite heroes evolve. They learn. They change. I’ll never object to the genuine personal growth of a character. But at the heart of a person or hero is their origin; the thing that makes them tick at the basest level survives.

Let me explain by example. I have always been Wally. From the time I was young, I loved the church and comic books. I was the youngest kid in Sunday School to read; I was buying comics off the rack when I was 6 and actually “reading” most of them. I loved dinosaurs, Ka-Zar, Conan and eventually the X-Men and the Avengers. In my teenage years, I discovered girls and groups of friends and comic books took a back seat, but the love of the medium was there. As an adult, I’ve embraced my love of the Church through active ministry AND held fast to my love of comics and collecting in my spare time. You can see the Wally of “yesterday” in the Wally of today.

So, too, can we look at Ka-Zar. He was a boy saved by a sabretooth, learning to live off the land and survive in a hostile environment. Eventually, he would grow up, meet many different women (Bobbi Morse and Shanna, most notably) and start a family. At his core, he was a normal man, battling both his longing for civilization and love of the Savage Land where he grew up. The key word is normal – he was never super-powered, and therein lay the appeal of the character. Up until this story line, you could see the Ka-Zar of the 1960s through the eyes of his modern incarnation.

But the House of Ideas has scrapped that. Now, he’s imbued with the powers of the land itself. He’s not a normal man. With the typing of some keys and editors nodding in approval, Ka-Zar has become yet another hero with weird powers, suitable for a few story lines and unsuitable for others. Ka-Zar, as we know the character, is still dead. Perhaps he’ll be a better fit for the Agents of Wakanda now that he’s another member with superhuman abilities?

We see the same problems with Marvel’s latest iteration of Conan. While the company churns out reprints of Conan classics in Epic Collection form, they struggle to tell new (or good) Conan stories in his Hyborian environment. What’s the solution? To have him fight along with the Savage Avengers, and introduce him to the regular Marvel Universe.

It’s not difficult to tell a good story. And while I don’t have the big writing gig at Marvel that Jim Zub does, many of these creatives have the skills and the tools to write competently while respecting the history of the characters that have built Marvel’s legacy.

Or the company can keep letting sales slide while assuming that readers are too dumb to know the difference between gimmicks and storytelling. Did I mention that the upcoming Eternals #1 is rumored to have over twenty different “variant” covers? I’m sure The Mouse is hoping readers “buy them all” as the cash register drawers open over and over again.

At the risk of speaking for other vintage comic fans, I have always believed telling real stories with real characters that have stood the test of time is the only solution to a sales or marketing slump. It’s easy to keep the readers engaged looking for a top-notch run of issues like Frank Miller’s time on Daredevil or Walt Simonson’s Thor epic.

Maybe it’s just easier to rehash the same worthless summer story lines or create holofoil-chromium-vibranium-enforced variant editions. I refuse to believe that the next Neil Gaiman, Alan Moore or Chris Claremont aren’t out there somewhere. Hopefully, they will show their face one day in the form of something new and exciting that doesn’t mean destroying what’s already been done.

Ka-Zar the Savage is dead. Long live Ka-Zar the Savage!

As always, I am – Wally (AKA Paint Monk)

CLICK HERE to read Library scribe Bob Freeman’s take on this topic in comics.

REVIEW: It’s Time For Sonja to Get Back to the Battlefield

“A Children’s Crusade.” Hyrkania’s food stores are empty. The king of Khitai has the ability to save them, but he will not. But what he has not considered, is that to save her people, Sonja The Red will do ANYTHING. Year Two continues, by MARK RUSSELL (DC’s Year Of The Villain) and BOB Q (Captain America).

By BOB FREEMAN – Paint Monk’s Library Writer

Finally, this arc comes to an end. It has had its moments. Far more ups than downs, but I’m glad it has closed. For all the value I’ve taken from it, I prefer a different thread for Sonja the Red. I long to see her away from politics and in the throes of wild adventures across the kingdoms of the Hyborian Age.

That said, I’ll not be holding my breath for that any time soon.

Review: Red Sonja Vol. 5 #18

In “A Children’s Crusade”, we get a moving story, with, surprisingly, Tortoise taking center stage. Mark Russell really shines here, as he taps into the emotional heart of the Emperor’s advisor and delivers a tale that is exciting, with a thematic interplay between action, court politics, and military strategy.

The artwork is solid as always. I am not the biggest fan of the style, but Bob Q has a terrific command of facial expressions and they really sell what Russell cooks up.

The story ends on a sad, but fitting note. War is hell, especially when your commander is a cruel, emotionally stunted despot. The ruler of Khitai is not unlike that which we found in Sonja’s last nemesis, the Emperor Dragan, which may be why I am ready to move on.

I prefer Sonja as a wanderer, a loner, not unlike her more brooding male counterpart who is currently taking up residence in the House of (Bad) Ideas.

I don’t think that’s where we’re headed though. I don’t see this as the road Russell wants to explore. And that’s okay. I’m along for the ride regardless. Red Sonja has been something that Marvel’s take on the Hyborian Age thus far has not — consistent.

REVIEW: The ‘Countdown to Dark’ Concludes in Hulk #14

(EDITOR’S NOTE: Paint Monk’s Library, in collaboration with the enthusiastic staff over at the Into the Knight Podcast, is tackling the Moon Knight chronology!

Regularly, we’ll take an in-depth look at the Fist Of Khonshu in a series of reviews, all in order of character appearance! These reviews will appear on Monday each week until we’ve covered them all, or until the enthusiastic Loonies get too exhausted to write. Whichever comes first!)

By JUSTIN O. – Guest Writer

Here we go, fellow Loonies! After a classic debut appearance in Werewolf By Night and then a few clunky guest-appearances, we’re now treated to a long string of legendary stories helmed by co-creator and writer Doug Moench and the masterful artwork of Bill Sienkiewicz.

These appearances in the Hulk magazine were crucial for Moon Knight, as his popularity in these stories laid the ultimate groundwork for what would eventually be his first full series at Marvel.

I would like to give a bit of recognition where it is due. The colors of Steve Oliff are the real standout of all of Moon Knight’s Hulk magazine appearances. If I have my comic history in order, Oliff was doing color separation at the time using different techniques. These gave everything a hue, not unlike a watercolor, that worked to enhance the dark magic of these early tales.

Colorists don’t get nearly enough credit where many of them deserve it, and it’s fair to say that Oliff provides a vital contribution here. It’s also important to note the inks of Bob McLeod, as they compliment Sienkiewicz’s pencils effortlessly in this story.

** SPOILER ALERT! **

Synopsis: Countdown to Dark (Part 2) – Hulk Magazine #14

In the dramatic conclusion of the previous issue, Marc Spector “joined” a group of hijackers in the employ of the villainous Lupinar, only to discover that they were stealing plutonium waste for a nuclear bomb! An even more unexpected shock awaited our hero – someone else dressed as Moon Knight confronting the group!

Marc Spector knocks the phony Moon Knight into the bushes and out of the view of the gang, but one of the hijackers opens fire with his machine gun. Both Spector and his foe fall.

As there is truly no honor among thieves, the group leave Spector for dead and return to the plutonium, not realizing that Marc was merely playing possum (“Operation Possum”, to be exact). The faux Moon Knight is truly dead, however, and our hero puts on his costume and departs, suggesting “Rest in peace, Jack, and never mess with the original”.

Spector swiftly makes his way back to the hijacker’s car and marks it, so that Frenchie can follow from a distance in the moon copter. Marc instructs his friend to contact NEST – the Nuclear Emergency Research Team – to inform them of the threat. Moon Knight hides on top of the gang’s car, in an effort to find out who is the mastermind behind the plot.

Back at Lupinar’s mansion, dawn begins to break, and he Smelt await news of the operation. One of the gang members calls and informs them of their success, and Lupinar decides to alter his plans somewhat. He instructs Smelt to give the gang the address of Lupinar’s mansion – much to Smelt’s protest – and have them wait until after dark to arrive.

Moon Knight continues tailing the terrorists throughout the day, and Frenchie follows the car containing the plutonium to a large farmhouse where he observes additional equipment being loaded from two vans and continues trying to contact NEST.

As night falls, the terrorists begin their journey to Lupinar’s estate. Moon Knight makes use of his glider-cape and stows away on top of their car again, and soon they arrive at the gothic mansion that Lupinar calls home.

Moon Knight quickly makes work of the three terrorists with his truncheon, and when Smelt goes outside to investigate, he is quickly knocked out, having mistaken the genuine article with his hired stooge, the late Franco.

The Fist of Khonshu makes his way through Lupinar’s mansion and eventually finds his quarry, who offers him a glass of wine.

“It’s from the old country,” Lupinar states as he slides the glass across the table. The villain explains how he knows Moon Knight’s true identity – and his multiple identities – confessing that he sees the Lunar Avenger as a challenge. Moon Knight is apparently a test to bring some excitement into Lupinar’s life. Lighting the candles on his table, he eventually shows his face to Moon Knight and explains his condition. Lupinar explains he has hypertrichosis, or “the hirsute disease”.

Having been shunned and ridiculed his entire life by the rest of humanity, Lupinar says he will wreak vengeance by threatening to reduce Manhattan to a smoldering, charred crater. He produces two elegant rapiers and hands one to Moon Knight, intent on dueling to the death. The Fist of Khonshu attempts to reason with his foe, but it becomes rapidly clear that Lupinar will only be satisfied with a confrontation and will not accept imprisonment.

Lupinar knows Moon Knight will not kill him in cold blood, but he holds no such scruples. “In fact, I have an almost wolfish appetite for blood,” the villain explains.

As the duel commences, Frenchie finally contacts NEST and gives them the location of the plutonium. He informs Moon Knight, who tells Lupinar his “ace in the hole” is now gone. The villain flies into a rage as his plans unravel, but a well-timed crescent dart disarms Lupinar, leaving his sword in the hands of the Lunar Avenger.

Disarmed, Lupinar screams that “It must be as I want it!” and impales himself on Moon Knight’s blade.

Marc Spector solemnly departs, feeling genuine pity for his fallen foe.

Frenchie arrives to pick up his friend, and the authorities take the terrorists into custody, having intercepted the plutonium device.

REVIEW AND FINAL THOUGHTS: I love the “Countdown to Dark” storyline, and it’s of the best classics in the Moon Knight chronology. The script, the artwork, the aforementioned colors, the swift pace of the story and the expert characterizations…there is a lot to enjoy here, especially for new fans of Moon Knight.

Doug Moench’s script keeps the story moving with an expert pace, and he even fits something into the story that we don’t often think about: when do vigilantes have time to eat? There is a scene where the terrorists are eating fast food as they wait for their appointment with Lupinar, and Moon Knight watches from the bushes. You can almost see the frustration under his cowl in that small panel. By Noon, Moon Knight is starving and the terrorists are stuffed!

This story also contains some of my favorite depictions of Moon Knight by Bill Sienkiewicz. There is one striking panel, in particular, that is my favorite. Moon Knight is crouched on a tree branch and his flowing cape takes on the shape of a crescent moon. I wish I had a full-sized poster of that for my wall!

Another highlight is the scene in which Lupinar introduces himself to Moon Knight. As he lights the candles on his candelabra in succession, more of him is revealed in each panel and the articulation of the overall image is masterful, leading to the dramatic revelation that follows.

I don’t own the original magazines, but I can imagine it must look even more impressive on those larger-sized pages! I also enjoyed the character of Lupinar, but I’m afraid he also brings up my only real complaint about the issue.

We never found out anything about his origin, how he acquired his obviously vast fortune and that gothic mansion, or what he had planned for his next goal if he had been able to follow through on his threat to destroy Manhattan with a nuclear bomb. He was obviously a skilled combatant and gave our hero a run for his money!

This is a gripe that I have mentioned before, but it is a valid one. If you consider a lot of long-standing comic book super-heroes and then consider their nemeses, usually a handful of villains come to the mind for even the most casual comic fan. But I think if you asked casual comic book fans about Moon Knight, they wouldn’t be able to name any villains from his rogues gallery. That’s a shame for a character who has been around for more than forty years. He should have more long-standing enemies and nemeses, other than Bushman.

I could have easily seen more stories involving Lupinar, even one involving a three-way confrontation between himself, Moon Knight, and Jack Russell, the Werewolf. I can envision him joining forces with other villains to commit further acts of terrorism and violence, or even getting into a bitter feud with Bushman over “the honor of killing Moon Knight”.

It was necessary for the story to have the dramatic climax that his death embodied, but I also felt like it was a waste of a character, and more importantly, a waste of a future villain for our hero. I will try not to complain too much about Moon Knight’s total lack of a rogues’ gallery in future reviews, as I feel I’ve adequately made my point here, but future writers take note: you’ve got some work to do!

Other than an overall feeling that a third chapter could have been added to the “Countdown to Dark” story to flesh it out a little bit further, Lupinar’s demise was really my only complaint about the tale.

“Countdown to Dark” is available in a few different formats in addition to the original magazine and the black & white Essential volume. The fantastic “Countdown to Dark” hardcover contains not only this story, but the entire Hatchet-Man story that follows it, and the magnificent “Bad Moon Rising” Epic Collection has all of the Hulk magazine appearances of Moon Knight to enjoy consecutively!

REVIEW: Conan is “Dwarfed” By A Servant’s Vendetta

“Conan and his silent companion are outside a mysterious city where everyone – and everything – appears frozen in time. The pair soon learns the frozen citizens are the victims of a long-standing feud between a wizard and his maligned apprentice. Can our Cimmerian set them free and end this ages-old dispute?”

(EDITOR’S NOTE: Welcome to The Classic Conan Countdown, a series of reviews focusing on the original 275 issues of Marvel Comics’ Conan the Barbarian, which were published from 1970 to 1993. This is a review of Conan the Barbarian (Vol. 1) #122.)

By WALLY MONK — Paint Monk’s Library Editor

I didn’t realize just how “off” the Conan stories of popular writer J.M.DeMatteis were until I picked up Conan the Barbarian #122. If it were not for the sake of completeness and the Classic Conan Countdown, I would have put the issue down within the first few pages.

In truth, I’d rather finish reading Tini Howard’s Age of Conan: Belit mini-series than have read this mess (Ok, perhaps not). But this is an issue full of tired tropes, ones we’ve seen many times before in the preceding 121 issues.

Repetitive plot points aside, there’s something not quite natural about DeMatteis’ Conan. He’s oddly different from the character that Roy Thomas and John Buscema worked extremely hard to create. In this issue, Conan enters a city where all of the citizens appear to be “frozen” in time – and he doesn’t leave.

I can imagine Thomas’ Conan walking into the city and saying something along the lines of “By Crom, there’s foul magic afoot. I’d rather choke down the carcass of a street rat and sleep on a bed of granite than battle more flamboyant wizards and their hellspawn sorcery.

But enough negativity! DeMatteis is truly a gifted storyteller, and his stories, if they weren’t labeled Conan tales, would be quite good pieces of high fantasy. The author is one of many comic writers – and book writers for that matter – who wouldn’t quite grasp all the nuances that make our Cimmerian a legacy character.

And with these caveats, I present to you Conan the Barbarian #122.

Review: Conan the Barbarian (Vol. 1) #122

As the flying pegasi (Conan the Barbarian #121) disappear, Conan and his mute companion Atreah find themselves wandering the foothills for days, hungry and tired. The pair spot a bird, which Atreah brings down with a large rock. At least the pair will have food for the night.

Their meal is interrupted by an Ophirian-speaking man on horseback who nearly bowls the duo over, and Conan promptly unseats him and demands an explanation. The bewildered man explains that he has come from the nearby city of Pergona and that it is cursed, warning Conan and Atreah to stay as far from the city as possible.

The barbarian and his companion make their way to Pergona, and are surprised that the guardsman at the gate stands unmoving like a statue. Upon entering the city, they discover that all of the citizens are stuck in place in the same manner, save two young boys frolicking and making light of the situation as they steal and run roughshod through the marketplace, even kissing a frozen damsel as they pass by.

Conan and his companion put the youths in check, and soon the new quartet continues exploring the city. All the while, menacing eyes leer at them from the safety of a darkened doorway.

Without warning, the entire crowd in the marketplace begins to attack Conan and his entourage! As they make their escape, the young boys spot a teary-eyed little girl in the crowd, and as they run away, they take her along, hoping to find her home and rescue her from the mob.

Finding their way into an elaborate palace, they stumble across a dwarf, who reclines on a dais like royalty, who greets them all, suggesting that one of them is a being named “Shuin Shann”.

Who is this mysterious dwarf? Why are the citizens of Pergona frozen like statues and apparently under mind-control? And who or what is “Shuin Shann”?

CAPSULE REVIEW: In this day and age of a “woke” and more sensitive culture, the cover dialogue proclaiming “Conan toppled by a Midget Magus!” wouldn’t have made it past the copy desk, let alone final layouts. Never mind that some might find it insensitive – it’s just dumb. Alliteration is great, but Conan isn’t a “funny book”. That headline text would have been better suited for an issue of Groo the Wanderer.

DeMatteis’ story is a valiant effort, and it might have worked in an old issue of Creatures on the Loose featuring Lin Carter’s Thongor. Magic may be commonplace there, but Conan’s world is far darker and more gritty.

John Buscema tries his best, as do Bob McLeod and George Roussos, to maintain the continuity of artwork – but it’s stymied at all points by the scripting and storytelling. Something just isn’t right in these issues. The best way I can explain it is to make a comparison.

Take a typical mainstream paperback novel, for example. When you open the book, you expect the Times Roman font. It’s easy to read, and the last dozen novels you’ve consumed all share that in common.

But imagine if you picked up a novel and suddenly it was written using a calligraphy font or something really bold like Impact. The story might be good, the pages might be laid out the same way, but somehow, it would just seem different. Perhaps a little alien. And that’s how DeMatteis’ Conan seems, and it’s glaringly obvious in this issue.

On a scale of 1-10, I’d give this issue a 4. Pick it up only if you’re a completist, you’re definitely not missing much.

REVIEW: Moonie Meets Lupinar in Hulk Magazine #13

(EDITOR’S NOTE: Paint Monk’s Library, in collaboration with the enthusiastic staff over at the Into the Knight Podcast, is tackling the Moon Knight chronology! Regularly, we’ll take an in-depth look at the Fist Of Khonshu in a series of reviews, all in order of character appearance! These reviews will appear on Monday each week until we’ve covered them all, or until the enthusiastic Loonies get too exhausted to write. Whichever comes first!)

By REYNALDO G. – Guest Writer

Reading early Doug Moench stories is a bit of a double-edged sword. It’s hard not to like the level of detail the writer puts into setting up a story with so many characters and intricate plots. At the same time, there’s always a danger of the story getting too convoluted.

I’m still of two minds when it comes to this back-up tale of Moon Knight in The Hulk Magazine #13. Multiple re-reads tend to make navigating the maze of ideas in Moench’s mind a little easier.

Understanding the context of the time these stories were written goes a long way toward understanding Moench’s approach in crafting them. Moon Knight was still a relatively new character, and these backups were testing grounds for Moench to try and develop the character and try some new things.

What we know of Moon Knight today is that of a character intrinsically connected to the mythology of Khonshu, the Egyptian Moon God of Vengeance. In this issue, Moench is clearly not there yet, but there are hints of things to come.

Moon Knight tracks down a valuable relic in the statue of Horus, the Egyptian God of the Sky. Funnily enough, there is no mention of Khonshu, and it’s later revealed that Moon Knight’s strength comes from the phases of the Moon, due to the werewolf bite received in a previous adventure! This is an attempt to tie in Werewolf by Night #32, the first appearance of Moon Knight. Of course, this was conveniently forgotten and swept under the rug later, as Moench started to galvanize the back story of Moon Knight which ultimately was etched in stone in the 1980 series.

Review: The Hulk! (Vol. 1) #13 (Moon Knight Story)

SYNOPSIS: Two mysterious figures examine the dossier of Moon Knight. Beginning with his hi-tech weaponry, they also review his secret identities and close companions. This in-depth analysis is much like that of Conquer-Lord (Marvel Spotlight #28 and #29), but this time two men named Smelt and Lupinar are the culprits.

As they continue their studies, we observe Steven Grant and Marlene at Grant mansion preparing the money which will be exchanged for the Horus statue (which our hero has sought the last several issues!) Grant changes clothes and takes on his Jake Lockley persona, leaving Marlene and heading toward the city.

It’s in Gena’s Diner that Lockley finds Crawley, and it is Crawley – an unsavory looking, yet articulate fellow – who tells Lockley that a truck hijacking has been planned by some out-of-town criminals. Our hero thanks Crawley and departs to prepare his rendezvous with Leroux’s men to make the exchange for the Horus statue.

Moon Knight arrives at the drop (a deserted warehouse on Route 32 near the Hudson River) right on time, and he encounters a group of armed men holding the statue. The exchange is made – but in true criminal style, the thugs try to keep both the cash and the statue, but Moon Knight begins a violent negotiation of his own!

The Fist of Khonshu manages to subdue all the armed men amid a hail of bullets and bodies, and Moon Knight, of course, leaves unscathed with the Horus statue. He does leave the cash, however, and the ploy to leave it as bait to track the criminals seems to work.

Moon Knight and Frenchie do not know what the criminals plan to buy or gain from hijacking the truck, but they follow the convoy of cars and leave the warehouse. Our heroes are led toward a huge truck on the highway and Moon Knight jumps from the moon copter just as the convoy comes to a halt.

The hijackers are surprised by a group of armed guards inside the truck. But before any bloodshed can occur, the guards are shot down by an uncostumed Marc Spector. Spector is pretending to be an employee of Leroux (the same man who employed the thieves) and he assists them in stealing the cargo. Unknown to the thieves, Spector shot the guards in their bullet-proof vests on purpose, knocking them out but not killing them.

When the mysterious cargo is revealed, it turns out to be plutonium which the thieves (terrorists) have obtained, and it’s part of their plan to hold New York City for ransom or face a nuclear detonation.

To add more complexity to the matter, the two mysterious figures – Lupinar and his assistant Smelt – also have a vested interest in not only Moon Knight, but also in the truck hijacking. Lupinar – a fierce-looking, swashbuckling mastermind – sends someone dressed as Moon Knight to stop the hijacking, confront the terrorists but also to flush out the ‘rotten apple’ (which in this case, is Marc Spector!)

Confused at the sight of the Moon Knight imposter, and worried that his cover will be blown, Marc is left in quite the pickle! The story ends as Lupinar hopes his “imposter Moon Knight” will fail, so he can defeat the Fist of Khonshu himself!

SOME THOUGHTS: The two lead antagonists, Smelt and Lupinar, are deviously kept in the shadows throughout the story and are sparingly used as tools to educate readers about Moon Knight and his multiple identities. The reveal of Lupinar at the end of the issue is enjoyable and his visage is typical of Moench – a slight hint of supernatural, yet firmly grounded in reality.

The main thrust of the story, however, revolves around a group of terrorists (under the employ of Lupinar) not only ransoming off the statue of Horus but also planning an ambush of a truck to steal the plutonium and hold the city of New York for ransom. Apart from the element of hijacking a truck for radioactive material, the premise is pretty standard and many readers hoping to see more superhero theatrics will be sorely disappointed. Moench stays true to his vision of retaining Moon Knight as a hero who is literally just a man, fighting ordinary criminals.

Having said that, there is a charm to Moench’s direction for Moon Knight and there’s a classic, almost pulpy feel to the stories. Sienkiewicz’s early Neal Adams style and Oliff’s coloring is a treasure to behold and the artwork furthers the charm of the story.

In addition to the reveal of Lupinar at the end, there is also a twist that elevates this story beyond the mundane: Marc Spector comes face to face with Moon Knight – and I just love the irony that Spector (already a man beginning to struggle with his multiple identities) is faced with his own identity as an adversary, foiling the criminal activities that Spector is a part of (albeit in an undercover capacity).

CAPSULE REVIEW: ‘The Big Blackmail’, is a worthy back up story within the Hulk Magazine, though I’d imagine at the time it would have been met with many wary readers. Fans of the Green Goliath and all his fantastic tales would have been a little confused at a backup story about street-level criminals and a hero with no discernible powers.

As an issue that introduces a new villain for Moon Knight, the story itself forms the set up of Lupinar and Smelt as well as dedicate a lot of script to reminding readers what Moon Knight is all about.

If you enjoy pulpy adventures and don’t mind the grounded nature of the titular character, then there’s a lot to like about this era of Moench and Moon Knight. But if you prefer the more straight forward stories told with more established characters during the time, such as Spider-man and Daredevil, then cracking into Moon Knight with the stories found in Hulk Magazine may prove to be a little more challenging.

REVIEW: OAR #2 Renews, Refreshes An RPG Classic

(EDITOR’S NOTE: Welcome to Musings from the Monk, a semi-regular column written by the chief archivist and comic nut who organizes Paint Monk’s Library. Expect bloviations on many topics here, from comic books, pop culture, and current events to reviews, random thoughts, and sometimes, things that are even relevant. This week’s topic is the second volume of Goodman Games Original Adventures Reincarnated, “The Isle of Dread”.)

Two years ago, I picked up Goodman Games’ Original Adventures Reincarnated #1, where I re-lived the fun of TSR’s original D&D modules “In Search of the Unknown” and “The Keep on the Borderlands”.

This month, I finally picked up OAR #2 – The Isle of Dread, and I’d like to share just how much I enjoyed this book and the work the fine folks over at Goodman put into making it a success. I’m clearly a bit behind on these reviews, as they have also released OAR #3 (Expedition to the Barrier Peaks) and OAR #4 (The Lost City) since this neat little box came in the mail.

As a kid, I was never really excited about this module when it appeared with its first and second printing blue cover. While Jeff Dee may be a legendary RPG artist, his depiction of the Isle of Dread never did much for me. In addition, this was included in all of the Expert edition boxed sets, so it never really stood out to me.

But when Tim Truman put his pencils to the cover of the same module for a later (and I believe final) printing, I had to finally kick in my money and take the module home.

THE GOOD: I believe I said in the last OAR review that I’m not a player of RPGs any longer, but the memories I had as a teenager keep me perusing RPG material from time to time.

For old and former players, like myself, this book is wonderful. Not only does it reprint the first “blue cover” edition of the module as well as Truman’s later “orange” printing, but it includes interviews and columns by TSR alumni. They are informative, interesting, and shed light on the development process of both the module itself and the greater Mystara campaign setting.

For those of you who don’t know, Mystara was one of the earliest campaign worlds for D&D and the Isle of Dread module represents its first appearance physically in print.

In addition to full reprints of both editions of the original module, there is a 5E (5th Edition) conversion which expands substantially the material from the original module. Unlike OAR #1 where artwork was sparse, Isle of Dread is loaded with new artwork and beautiful new maps to detail the locales on the isle and give DMs and players alike some good ideas.

Interestingly, I’ve found some complaints online about the “price” of this book, which is $49.95. When you take into account the amount of material presented here – hundreds of pages! – and the fact that Goodman Games probably pays Wizards of the Coast a hefty licensing fee, that price is a steal and should be the least of one’s worries.

THE BAD: There’s nothing really bad I can say about what’s between the covers, and some may consider my minor concerns fairly petty. First and foremost, the binding, spine text and covers are pretty awful. The front cover is blue, like the original module, but the binding and back cover are orange like the fourth printing. Yuck! Aesthetically, this was a really poor move, especially for someone like me who wants to keep this series as a nice bookshelf reference, not a module with which to play.

The woodcut font, which is supposed to represent the original Dungeons and Dragons font, is obnoxiously large on the binding. The way the books are being printed, they’ll look overwhelming on the bookshelf.

But as I said, what’s between poorly designed cover scheme is first-rate and well worth your $50.

OAR #2: The Isle of Dread receives 5 out of 5 stars.

REVIEW: Mediocre Moonie Story in Hulk Magazine #12

(EDITOR’S NOTE: Paint Monk’s Library, in collaboration with the enthusiastic staff over at the Into the Knight Podcast, is tackling the Moon Knight chronology! Regularly, we’ll take an in-depth look at the Fist Of Khonshu in a series of reviews, all in order of character appearance! These reviews will appear on Monday each week until we’ve covered them all, or until the enthusiastic Loonies get too exhausted to write. Whichever comes first!)

By JUSTIN O. – Guest Writer

While being an entertaining story overall, this issue feels a little weak compared to those that preceded and follow it. The creative team involved did passable work here, but I feel that it’s average at best.

I have always enjoyed Keith Pollard’s artwork but found his take on Marc Spector a little uninspired. In one panel, I had to do a double-take before I realized what I was looking at was supposed to be Marc’s hair. Frank Giacoa was not an ideal choice for inks with Pollard’s pencils, but there were several panels with Moon Knight in his new cape where the combination worked well.

The dialogue is very repetitive in nature. At one point, Marlene refers to Marc as “darling” five times over the course of two pages; later on, “dahling” is repeated no less than four times. Granted, this is early in the character development of Moon Knight’s love interest, but here depiction here seems light years away from the Marlene we observed in Marvel Spotlight #28 and #29.

Review: Hulk Magazine #12 (Moon Knight Backup Story)

STORY SYNOPSIS: Moon Knight comes to the rescue of Marlene, who has just been wounded by a blast from an antique musket wielded by the lunatic Fenton Crane. Before the mad museum curator fires off another blast at Moon Knight, the lunar avenger jams the firing mechanism with his truncheon and makes short work of his foe in one-on-one combat.

After Crane is knocked unconscious, Moon Knight brings Marlene up to speed on the scheme involving the statue of Horus. Making a gamble that the statue was hidden inside a hollow jade idol, our hero finds instead the business card of Alphonse Leroux, the Chilean ambassador. A plot is quickly formed to pay a visit to the embassy as Steven Grant, and Frenchie picks up both Moon Knight and Marlene in the moon-copter.

Back at Grant Mansion, Marlene uses some of Steven’s connections to get the duo invited to a dinner party at the embassy. The Fist of Khonshu also ponders alterations to his cape with Marlene’s assistance to make it more free-flowing and less restrictive.

During the dinner at the French Embassy, Steven and Marlene eventually make their introductions to Alphonse Leroux – who, naturally, is taken with Marlene’s beauty – and eventually Steven is able to have a private conversation with Leroux. Grant lets Leroux know that he is very interested in purchasing the Horus statue, and a subtle deal is made to accommodate Grant’s interest in the statue at the Chilean Embassy later that evening at Midnight.

Making his debut in his new cloak, Moon Knight sneaks onto the Chilean Embassy grounds that evening but is attacked by a pack of guard dogs, who end up cornering him in a tree. Coating one of his crescent darts with his saliva, he tosses it at an opposing tree inside the dogs’ kennel, and after the dogs chase it, our hero is able to lock them inside. Several guards come outside to investigate the commotion, leaving the lunar avenger free to do his own investigation within the embassy.

Moments later, Moon Knight locates the Horus statue inside a glass display case. He also overhears Leroux in the next room, talking to a third party and informing them of Grant’s intentions to purchase the statue from him – and also his intentions to have Grant “roughed up” a bit. Moon Knight slips back outside to find the guards inside the dog kennel, having spotted the crescent dark stuck in the tree, and locks them inside of the kennel, giving him a chance to launch a surprise attack once they climb out.

A fantastic fight follows, and Moon Knight is able to give the guards a thorough thrashing, without a single one of them able to lay a finger on him. One of them is able to fire some shots off before being kicked in the face, however.

Upon hearing this, Leroux goes outside to find all the dogs locked in their kennel, all of the guards knocked unconscious, and none other than Steven Grant striding through the gate. He informs Leroux that he will pay half a million dollars for the Horus statue, but only if a courier of Grant’s choosing delivers the money to the third party Leroux was talking to on the telephone – that courier being none other than Moon Knight, of course!

FINAL THOUGHTS: There are some definite highlights to this issue, one being the introduction of the free-flowing cloak which would complete what we all know as the “classic” look for Moon Knight. Although I personally enjoyed the original glider-cape, the regular cloak looks so much better on the character and it was nice to see it for the first time.

Another “first” we see in this issue – this is the first time the readers witness Moon Knight dive from the moon-copter into the pool at Grant mansion and surface inside Grant’s bedroom via a secret tunnel! This was a neat concept and a testament to Doug Moench’s creativity.

The real highlight of the issue is the fight at the embassy between Moon Knight and the guards. The reader gets to see just what a force of nature the lunar avenger is in a fight, especially against more than five combatants at once.

Pollard’s art, although a bit clunky in places in the rest of the issue, really shines in this fight sequence, and the missteps in dialogue earlier in the story are redeemed as Moon Knight issues a stern warning to the guard: “Now listen to me, you silly jackasses, and listen good. I’m willin’ to walk right out of here without so much as another scuffed knuckle, but it’s all up to you. So just don’t press your luck.” Naturally, the goons do press their luck and fail, but Moon Knight’s delivery is another reminder of just why he is my favorite Marvel hero. “Even with a gun, saps like you were born to lose!

Sadly, I still can’t suspend my disbelief enough to buy the tactic Moon Knight used to get the guard dogs to chase his crescent dart: covering it in his own saliva. Did he have rare steak just before going to the embassy? Some beef jerky? I confess to shaking my head at that one.

Overall, this is an important issue as it introduces Moon Knight’s now-classic cloak, and it is a fitting precursor to the fantastic “Countdown to Dark” storyline which follows directly after it. Thankfully, readers won’t have long to wait before the beginning of a period of true greatness and what I consider a “treasure trove” of Moon Knight appearances.

In addition to its original appearance in Hulk Magazine #12, “Embassy of Fear” is available to read in black and white in the first volume of Essential Moon Knight, and reprinted in color in the Epic Collection “Bad Moon Rising”.

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REVIEW: Dark Secrets of The Fall of Rome Revealed

(EDITOR’S NOTE: Sometimes the best comics and graphic novels don’t come from big publishers like Marvel and DC.

Today, Paint Monk’s Library scribe Bob Freeman takes a look at the three-part serial graphic novel called “Amiculus” by Ohio native Travis Horseman and popular artist Giancarlo Caracuzzo, whose resume includes work for Marvel, DC and Image Comics. The series was created by Horseman via three different Kickstarter campaigns from 2015-2017. You’ll find Amazon links to each volume in the image gallery contained in the review.)

By BOB FREEMAN – Paint Monk’s Library Writer

I received the three volumes of Amiculus: A Secret History from our esteemed and fearless leader, Wally Monk, some time ago. I apologize for just now getting around to reviewing them, but, well, you know, life sometimes gets in the way.

I’m not sure if you’ve noticed, but if you look out the window, Rome is burning. The pandemic is one thing, but the civil unrest, well, if that’s not ‘barbarians at the gates’, well, what is?

In that light, Amiculus is even more powerful. I hate clichés, but the old adage about history repeating itself sure seems prescient right now.

Amiculus is a three-volume graphic novel series written and created by Travis Horseman, with skillful draughtsmanship from artist Giancarlo Caracuzzo. The story concerns itself with the fall of Rome but written as a sort of “lost history” of the events surrounding the Imperial collapse.

Historical accuracy is interwoven with wild speculation and dramatic license to create an intricate tapestry of conspiracies within conspiracies. It is a tragedy. A story of loss and betrayal.

It’s also pretty darn good.

Artistically, Giancarlo Caracuzzo’s architecture and costumes take center stage and are the highlights of the tale, but wonderfully complimenting the art are the color choices of Flavia Caracuzzo. With a muted palette accentuated by warm pastels and thematic shifts, there is an emotional weight to the work as the father/daughter team blends color and contrasting line weights to create an immersive composition.

As for Horseman’s story, his historical detail is impressive, and the narrative additions are compelling. The characters are vibrant, believable, and the intricacies of the court are riveting.

My one complaint is in the use of more ‘colorful’ language. While I am far from prudish in regard to cursing, each instance pulled me right out of the story. It just seemed out of place and made the book one I would be hesitant to share with young readers, which is a shame.

The first volume, titled “Roma Aeterna“, introduces us to Procopius of Caesarea, a historian riding with the Eastern Roman army of Byzantium, sixty years after the Fall of Rome. Intent on discovering the fate of the twelve-year-old Emperor, Romulus, and of what events led to Rome’s collapse, the historian is led to the boy’s secret journals, beginning a sordid tale where one figure stands at the center of it all — Amiculus.

Volume two, “Flagellum Dei“, delves deeper into Amiculus’ origin, as he leads the barbarian Odoacer effortlessly through the secret breach in Rome’s defense, signaling the end of its dominance. While the title character remains in the shadows, the stage is filled with fascinating characters including, and most prominently, the Boy-Emperor’s father, Flavius Orestes.

The final volume, “Damnatio Historiae“, reveals the secret of Amiculus and the true fate of Rome as Odoecer storms the palace gates. As Procopius learns the awful truth, and the reader is immersed wholly into this alternate history, there is an emotional resonance that settles on you. To say more would be to ruin the tale for those who would read it, and read it they certainly should.

All in all, this is a series I would highly recommend. Horseman has some real writing chops, and the Caracuzzos do an amazing job of bringing his narrative to life. And with everything that’s going on in the world, it’s a very timely read.

On a scale of 1-10, the trio of Amiculus graphic novels get a solid 9 from me.