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Rocket Comics

Welcome Back to Rocket Comics! Even though the shop has been closed for many years now, the spirit of Rocket Comics lives on. This site is a tribute to the shop and the fans who made it a special place.

Rocket Comics

About Rocket Comics

In 1991, Mack Richardson opened the doors of Rocket Comics in Burlington, NC. It was an exciting time to be a comic book fan and, doubly so, for those who wanted to share their love of comics with others. Mack's shop was a place where fans could gather, talk about their favorite characters, and discover new stories. It was a comic book shop meant for comic book fans.

RetroCult

Rocket Comics is Part of the RetroCult

The RetroCult was started by Chuck & Mack — two young-at-heart bros hunting vintage comics, toys, books...and more! We dig through the dust so you know where to spend your weekend. Join the Cult! for videos, reviews and an ever-growing map of the good stuff! →

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A Guide to Organizing a Comic Book Collection for Growth

A Guide to Organizing a Comic Book Collection for Growth

Organizing a comic book collection seems like it should be easy. Alphabetical order. Problem solved.

At least, that's what I thought.

Comic Boxes

I've been organizing my comic collection, and my natural inclination has always been to arrange everything alphabetically. But comics have a way of turning even something as simple as the alphabet into an argument.

Comic Boxes

Consider The Amazing Spider-Man.

Ignoring the word "The," as you normally would when alphabetizing a title, The Amazing Spider-Man belongs under A. But part of my collector brain immediately objects.

Shouldn't Amazing Spider-Man be with the other Spider-Man comics?

Comic Boxes

It would seem perfectly reasonable to file it as Spider-Man, Amazing. Then Spectacular Spider-Man could become Spider-Man, Spectacular, Sensational Spider-Man becomes Spider-Man, Sensational, and so forth.

Now all my Spider-Man comics are together.

Neat. Logical. Problem solved.

Except I think I just made the problem worse.

When Alphabetical Isn't Really Alphabetical

Once I decided that Amazing Spider-Man could become Spider-Man, Amazing, I had created a rule.

And rules have consequences.

What about Friendly Neighborhood Spider-Man? Presumably that becomes Spider-Man, Friendly Neighborhood.

Superior Spider-Man? Spider-Man, Superior.

Ultimate Spider-Man? Spider-Man, Ultimate.

Okay. Still manageable.

Then there's Web of Spider-Man.

Does that become Spider-Man, Web of?

What about Peter Parker: Spider-Man? Spider-Man 2099? Spider-Man Unlimited?

At some point, I'm no longer alphabetizing comic books. I'm creating my own taxonomy for them.

And Spider-Man is actually an easy example.

The Franchise Method

There's an appealing philosophy behind grouping comics this way: organize everything by character or franchise.

All the Batman comics go together. All the Superman comics go together. All the Spider-Man comics go together. For browsing a favorite character, this sounds fantastic.

But where do I put Action Comics?

Under Superman?

Superman is certainly the character most closely associated with Action Comics, but Action Comics is also a series with an identity and history of its own. Even though Superman was introduced in issue #1, he wasn't its only feature. In the 1980s, DC made Action Comics a weekly anthology that didn't always include a Superman story.

The same problem applies to Detective Comics.

Today, Batman and Detective Comics are practically inseparable. But Batman didn't appear until issue #27. Does that mean issues #1–26 belong under D while everything afterward goes under Batman?

Obviously not.

So maybe the entire series goes under Batman. But now I've made another rule.

And then I find Tales of Suspense.

Uh-oh!

Should Tales of Suspense be filed with Iron Man?

That makes sense for a substantial part of its run. But Captain America shared the book with Iron Man. Before either character appeared, Tales of Suspense was an anthology title. So is it an Iron Man comic, a Captain America comic, or simply Tales of Suspense?

Similar problems appear with Journey into Mystery, Strange Tales, Showcase, The Brave and the Bold and countless other titles.

The more comics you own—and the further back into comic-book history your collection reaches — the more these exceptions pile up.

A franchise-based system doesn't eliminate organizational decisions. It requires them.

The Publisher Method

Then there's another organizational method I've encountered among collectors and comic shops: separate everything by publisher and alphabetize within those sections.

Marvel goes over here. DC goes over there. Image gets another section. Dark Horse, IDW, Dynamite and everybody else get their own areas.

Of the common approaches, this one is my least favorite. It adds an unnecessary prerequisite to finding a comic:

You have to know who published it.

That's easy enough if you're looking for Batman or Fantastic Four. Most comic collectors know that Batman is DC and Fantastic Four is Marvel.

But what about a licensed comic, like G.I. Joe?

Which section should I search?

Marvel published G.I. Joe comics. So did Devil's Due and IDW. Today, Skybound publishes G.I. Joe as part of its imprint through Image.

The same thing happens with Transformers: Marvel, Dreamwave, IDW, Skybound/Image.

Star Wars spent years at Marvel, moved to Dark Horse for decades, and eventually returned to Marvel.

A publisher-based system requires me to know not merely what comic I'm looking for, but which company held the license when that particular comic was published.

That's useful information for a collector to know, but it's terrible information to require simply to find a comic in a box.

The Real Problem Is Mental Friction

This is what ultimately changed my thinking.

None of these questions are particularly difficult.

I can decide whether Tales of Suspense belongs with Iron Man. I can look up who published a particular Transformers series. I can develop a perfectly consistent rule for where Web of Spider-Man belongs.

But why should I have to?

Every special rule adds a tiny decision.

When I'm putting away one comic, that's nothing. When I'm organizing thousands of comics, those tiny decisions accumulate. Worse, I have to remember those decisions later.

  • Did I put Tales of Suspense with Iron Man?

  • Did I put Web of Spider-Man under W or Spider-Man?

  • Did I separate my IDW Transformers comics from the Marvel ones?

A good organizational system should reduce those questions, not create them. That's when the boring solution started looking awfully attractive.

Just Sort Them Like a Library

The system I've settled on is almost embarrassingly simple.

Just use the actual published title.

Ignore leading articles — A, An, and The — and otherwise let the alphabet do its job.

So:

  • Action Comics goes under A.

  • The Amazing Spider-Man goes under A.

  • Batman goes under B.

  • Detective Comics goes under D.

  • G.I. Joe goes under G.

  • The Incredible Hulk goes under I.

  • The Spectacular Spider-Man goes under S.

  • Tales of Suspense goes under T.

  • The Uncanny X-Men goes under U.

  • Web of Spider-Man goes under W.

There's no need to know the publisher, determine the primary character, or decide which franchise owns an anthology title.

You just need to know the name of the comic.

But My Spider-Man Comics Are Everywhere!

This is the obvious argument against this sorting method:

If I'm looking for Spider-Man comics, they're scattered across the collection.

Amazing Spider-Man is under A. Friendly Neighborhood Spider-Man is under F. Peter Parker: Spider-Man is under P. Spectacular Spider-Man is under S. Ultimate Spider-Man is under U. Web of Spider-Man is under W.

Initially, I agreed with this argument against pure alphabetization and leaned into the franchise method. But as a I became a convert to the ABC method, I came to see this "bug" as a feature.

The Joy of Finding Something You Weren't Looking For

One of the pleasures of visiting an old bookstore, record shop, video store or comic shop is finding something unexpected while looking for something else. It even has a name: serendipitous discovery.

You head into the stacks looking for one title and notice another one sitting nearby.

"Wait. What's that?"

Twenty minutes later you've completely forgotten what you originally came looking for.

A purely alphabetical comic collection creates some of that same serendipity.

Looking for Amazing Spider-Man means browsing past other titles beginning with "Amazing."

Looking for Detective Comics might take me past Destroyer Duck, Devil Dinosaur, Dreadstar, or some other book I haven't thought about in years.

"Oh, man. I forgot I had this."

If every Spider-Man comic lives in one enormous Spider-Man neighborhood, I go directly to Spider-Man, find the comic, and bounce.

Alphabetical filing makes the major characters mingle with everybody else.

Spider-Man doesn't get a gated community.

I rather like that.

A disadvantage of the library method turns out to encourage one of the things I enjoy most about having a physical collection: browsing the collection itself.

Let the Database Be Smart and the Boxes Be Dumb

There's another reason I don't think the physical collection needs to encode all these relationships.

That's what a database is for.

A physical comic can only occupy one place in a filing system.

Tales of Suspense can't simultaneously sit under T, Iron Man and Captain America.

But in a database, it absolutely can.

A database can tell me:

  • every comic featuring Spider-Man;

  • every Batman title I own;

  • every G.I. Joe comic regardless of publisher;

  • every Marvel comic from 1977;

  • every appearance of Iron Man;

  • every anthology title in the collection;

  • or every issue I'm missing from a particular run.

The database can understand characters, publishers, franchises, dates, creators, series and relationships.

The long box doesn't need to.

The long box really only has to answer one question:

Where is the comic?

Keeping that distinction in mind makes the physical filing system much easier.

Let the database be smart.

Let the boxes be dumb.

The Future-Me Test

There's one other advantage that may matter more as the years go by.

Will I understand my own organizational decisions twenty years from now?

Maybe I'll remember that I decided Tales of Suspense belongs with Iron Man.

Maybe I won't.

Maybe I'll remember whether I considered Web of Spider-Man a Spider-Man title for filing purposes.

Maybe I won't.

But I'll probably still know the alphabet.

If I'm holding a copy of Tales of Suspense, I don't have to remember a decision I made decades earlier.

Tales.

T.

Done.

There's something reassuring about an organizational system that doesn't require remembering the organizational system.

My Comic Filing Rules

So, for now at least, my rules are deliberately boring:

  1. Alphabetize by the published series title.

  2. Ignore A, An, and The when they appear at the beginning of a title.

  3. Don't reorganize titles around characters or franchises.

  4. Don't separate comics by publisher.

  5. Avoid special filing rules unless they're absolutely necessary.

  6. Let the collection database handle relationships, searching and filtering.

I'm sure comics will eventually throw some wonderfully bizarre edge case at me that forces me to reconsider one of those rules. Comics are good at that.

But that's also part of the point.

The goal isn't to create a filing system with a rule for every possible situation.

It's to create one that needs as few rules as possible.

Trust the Alphabet

I started thinking about all of this because I wanted to improve alphabetical sorting.

Surely putting all my Spider-Man comics together would be better. Surely grouping related characters would make the collection easier to navigate. Surely there was some clever collector's system that would make everything fit together perfectly.

But every improvement required another rule.

And every new rule produced another exception.

Eventually I realized I was solving the wrong problem.

The best organizational system isn't necessarily the one that puts every related thing together.

It's the one that lets me consistently predict where something will be.

For my collection, I think librarians had the right idea all along.

Use the title. Trust the alphabet. Let the database worry about everything else.

And if searching for The Spectacular Spider-Man leads me to some weird forgotten comic sitting three dividers away?

That's not a bug.

That's half the fun of having a comic collection in the first place.

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Top 5 Superman Artists

Top 5 Superman Artists

With his debut in Action Comics #1 in 1939, Superman launched the comic book superhero. During his 72 year history, the Man of Steel's adventures have been illustrated by many of the greatest artists in the comic book industry. These men are not only great illustrators and storytellers but during their tenures as Superman artists they produced the seminal work in Superman's ongoing battle for "Truth, Justice and the American Way!"


5 Neal Adams

Neal AdamsSuperman by Neal Adams

Neal Adams was one of the pioneers of realism in comic book illustration. Adams exploded onto the scene in the late Silver Age and by the early 1970s he was one of the most sought after talents in the industry. His contribution to the Man of Steel are hundreds of beautiful covers for Action Comics, Superman and Superboy (not to mention Superman as part of the JLA). Unfortunately, he drew interiors for only one issue of Superman, Issue #254.

Read More About Neal Adams →


4 Joe Shuster

Joe ShusterSuperman by Joe Shuster

Joe Shuster, with writer Joel Siegel, kicked off the age of the Superheroes (which I’m happy to say is still alive and well). Compared to the art in a modern comic book, Shuster’s work appears less polished (true) and more juvenile (arguable). One thing his art has in spades is energy. Leaf through an early Action Comics or Superman comic and you can see why the Man of Steel captured the imaginations of generations of the young at heart. Joe Shuster made everyone “believe a man can fly”.

Read More About Joe Shuster →


3 John Byrne

John ByrneSuperman by John Byrne

By the late 1980s, Superman was in a bit of a creative rut. Superman was seen by many fans as hopelessly out-of-date and increasingly irrelevant. He was your GRANDfather's superhero.

After DC's major spring cleaning event, Crisis on Infinite Earths, John Byrne was tapped to modernize the company’s flagship character. Byrne toned-down Superman's god-level powers, scrapped some of the crazier aspects of Superman canon (such as a full spectrum of crazy kryptonite colors). His high-energy artwork (Byrne is a master of superhero battles) leapt off the page in 1986's Man of Steel miniseries and his subsequent reboot of Action Comics and Superman.

Read More About John Byrne →


2 Curt Swan

Curt SwanSuperman by Curt Swan

Curt Swan is the quintessential Superman artist of the 1950s, 60s and 70s. He drew Superman in Action Comics, Lois Lane, Jimmy Olsen, Superman, and World's Finest, and drew Superboy in Adventure Comics for over 3 decades. His swan song (sorry...this pun was too good to leave in the holster) was the “final Superman story” Whatever Happened to the Man of Tomorrow (Superman #423 & Action Comics #583) in 1985 as DC prepared to reboot of their iconic character in Man of Steel.

Read More About Curt Swan →


1 José Luis García-López

Jose Garcia-LopezSuperman by Jose Garcia-Lopez

If you own a Superman lunchbox, t-shirt, button or other piece of merch, chances are you own a piece of Garcia-Lopez's artwork.

Besides his stints as penciller on Action Comics, Superman and Superboy and the Legion of Super-Heroes, Garcia-Lopez also defined and refined the look of the DC Universe in DC Comics Style Guide in 1982. Garcia-Lopez is the Artist’s Artist and his mark on the Man of Steel (and the wider DC Universe) endures to this day.

Read More About José Luis García-López →

Read more →
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Latest Comic Reviews

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Monsters

Monsters

#2

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

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

Monsters

#1

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

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

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