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Haunt #19 – Review

By: Joe Casey (writer), Nathan Fox (artist), FCO Plascencia (colors), Comicraft (letters) & Jen Cassidy (managing editor)

The Story: A new creative team takes over Haunt because Kirkman and Capullo are busy doing other stuff.

Five Things: 

1. Not really a jumping on point. – I’m a little surprised that this issue wasn’t more of a jumping on point.  Given that we’ve had a delay in publication as the new team got caught up and that a lot of people are probably checking out Haunt for the first time (or first time since #1) some more exposition might have been in order.  The story actually exists in a weird place because even though it isn’t much of a jumping on point, it also didn’t feel at all like a continuation of what has been going on in the series.  It’s more like we’re catching up with these characters a few months later.

2. Very different vibe from a story standpoint. – The first 18 issues of Haunt were action/espionage with a supernatural twist.  This issue was something very different.  It had much more of a supernatural vibe to the story starting with an odd opening sequence in a “church” involving some kind of secret cult.  I had NO idea what was going on here.  And, then even when we do catch up with the brothers Kilgore, the comic didn’t have that hardedge that I’d previously enjoyed.

3. VERY different art. – This was a very interesting book for me from an art standpoint.  I LOVE Greg Capullo (the previous artist) and am so tickled that he’s not become this “overnight success” at DC (after doing awesome work for ~20 years).  Even though I also love Nathan Fox, I did wonder how Haunt would feel because they’re pretty different artists.  The art on this issue is really strong.  I like the layouts and I like the heavier line that Fox uses.  I like how he gives the colorist ample opportunity to shine (which FCO does!).  The only thing nagging at me is that I wanted the fight scenes to have Capullo-style crispness.  I like to know what is going on in a fight.  Show me the punches and the choreography!  Capullo had that in spades.  Fox isn’t so much that type of artist. He’s more into showing you a big pile of frenzy where you may not be able to tell exactly what is going on and I’m not sure I like it in Haunt.
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Haunt #17 – Review

By: Robert Kirkman (writer), Greg Capullo & Mr. Sheldon (pencils), Jonathan Glapion, Todd McFarlane & LeBeau Underwood (inks), FCO Plascencia & Ivan Plascencia, Comicraft (letters) & Jen Cassidy (managing editor)

The Story: A final duel with the Apparition comes to an ending with help from an unlikely source.

The Review: As you can tell from the expanding list of credits, this is a bit of a transitional issue for Haunt.  Greg Capullo is departing to work on Batman where many more eyeballs will fall on his glorious work.  Robert Kirkman is also departing because he’s kinda busy writing comics, writing a Walking Dead novel and doubtless consulting heavily on Walking Dead TV shows, board games, video games, etc.  Todd McFarlane is also a really busy dude.  But, the new creative team of Joe Casey and Nathan Fox (who should be great) aren’t quite in place this issue as we wrap up this arc having this demonic Apparition trying to drag Kurt Kilgore (the dead half of the Haunt brothers) into the afterlife.

Things had looked very bleak for our heroes because this Apparition was like getting chased by the Terminator.  It seemed like the Apparition would just keep chasing and chasing and chasing.  It didn’t mind if it didn’t get you this time.  It didn’t have to stop to use the bathroom.  It just kept coming.  Against that kind of foe, you can’t win. As a reader, you feel for the main characters because if Kurt gets dragged off to the netherworld, then there is no Haunt. However, help comes from an unexpected source.  Here’s where I’ll give the SPOILER WARNING…

I forget the name of the lady who helps the Kilgores out, but she’s been around as this kinda quasi-mystical character since the beginning of the series, but she’s hardly been a major character.  She was one of the folks that was rescued from the evil doctor’s lab in the early issues of Haunt and she was the one who recognized that the Kilgores are a “haunt” (as she called them).  I love when a minor character pops back up like that and it raises all sorts of interesting things for future stories:  As she sacrificed herself, she said she had done all she could in our world and needed to move on.  Hmmmm… Something tells me this theme will be revisited and we haven’t seen the last of her.
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Haunt #14 – Review

By: Robert Kirkman (writer), Greg Capullo (pencils), Jonathan Glapion & Todd McFarlane (inks), FCO Plascencia (colors), Comicraft (letters) & Jen Cassidy (editor)

The Story: The stakes are changing.  As Daniel struggles without his connection with Kurt and the Haunt “suit”, Kurt deals with some spectral bad dude.

What’s Good: Greg Capullo is really good.  That shouldn’t be news to anyone because he has been around for a long time, but he really had the whole package.  It all starts with the storytelling.  That is the most important thing and something that more than a few artists skip over, but you always know what is going on in a Greg Capullo panel.  Storytelling and basic layouts are the “learning to walk” for a comic artist.  But, once that is nailed down, you can show off and that is where Capullo really shines in four distinct areas.

One, his linework is wonderfully detailed, but he doesn’t fall into the trap of just screwing around with a background just because he wants to add detail.  All of his detail has purpose and there is always a reason to go back and let your eyes linger on a Capullo panel.  Two, his characters are vital.  Everyone looks like a living, breathing person that is leaping and lunging.  That is SOOOOO important in an action-packed title like Haunt.  Three, his panel designs are interesting.  He never has a boring page without something unique.  And four, he does enough shading with his linework (and that of the inker) that the colorist can do almost flat colors without the comic looking like it was ripped from 1978.  [And five….yes I’m adding a five…He draws a really pretty woman.]

Really….you’re doing yourself a disservice if you just plow through Haunt in 15-20 minutes and don’t come back to it.  The art is just that good.

Storywise, this issue keeps things moving and introducing new stuff.  Since Daniel, Kurt and Haunt are all new characters, we really don’t know what the rules are yet and that makes the story a lot of fun.  Nowhere is that more clear than when the big red spectre shows up and keeps trying to nab Kurt.  Is it the devil (or something like the devil)?  Is he kinda like those creatures in the movie Ghost what tried to drag the spirits of bad people to the underworld?  One of the big themes as the brothers duel with this guy is that Kurt has no clue what to do against this enemy. His military training is worthless.  Perhaps Daniel’s priestly background will come into play?
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Haunt #13 – Review

By: Robert Kirkman (writer), Greg Capullo (pencils), Jonathan Glapion & Todd McFarlane (inks), FCO Plascencia (colors), Comicraft (letters) & Jen Cassidy (editor)

The Story: A few story arc begins (at only $1.99!), with Haunt facing a unique new villain and Daniel Kilgore dealing with his new life as a super-agent.

What’s Good: This is why having compelling art is so important for a comic series.  The story in this issue isn’t “bad”, but stories are going to ebb and flow.  That’s drama!  But, when you have an art team like Haunt has, your baseline score/grade is going to be pretty high (at least when I’m doing the grading).  If Capullo/Glapion/McFarlane just show up and do their “normal” level of art, we’re already talking about a comic book that is a “B” on my scale even if I don’t dig the story.  And they’re a rare art team that can take a book into the “A” range all by themselves.  They could almost illustrate a book and leave blank word balloons and let internet fanboys fill it in and the comic would be pretty good.

The story itself isn’t bad, but it is the beginning of the arc and Kirkman is just kinda getting his toys out of the box in this issue.  Over the last twelve issues, we’ve seen Daniel Kilgore go from being a disgruntled priest to being a pretty competent secret agent who can call on his ghostly brother Kurt to for a super-powered construct called Haunt.  So far, all the danger in this series has been borne by Daniel because Kurt is– Well, Kurt’s already dead.  This arc promises to change that dynamic and threaten Kurt as a new villain attacks the guys.  We don’t learn much about this villain in this issue, but he can clearly affect Kurt and that is going to have interesting implications for Daniel.  Can he still be badass without his Haunt powers?

I mentioned it above, but the art is keystone of this series.  Every month Capullo just “brings it” with his great layouts and dynamic characters.  Last month there was (I think) a bit of a transition from McFarlane to Glapion in terms of primary inker and I thought last issue looked a little strained (perhaps as if Glapion was trying to mimic McFarlane to ease the transition rather that just being himself?  Who knows…)?  This issue is a LOT smoother on the inks and looks great.  These guys are all comic veterans and it shows.  Haunt has a pretty big cast of characters (more on that below), but they are all distinct, as this art team understands that not all the women can have long, straight blond hair.  This is just a great series from an artistic standpoint.
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Haunt #12 – Review

By: Robert Kirkman (writer), Greg Capullo (pencils), Jonathan Glapion with Todd McFarlane (inks), FCO Plascencia (colors), Comicraft (letters) & Jen Cassidy (editor)

The Story: The first story-arc kinda wraps up as Haunt and his allies storm Hurg’s base, plus some nice character moments after the smoke has cleared and a tease for the next story.

What’s Good: Even though I’ve thoroughly enjoyed this first story arc on Haunt, I’m happy to see it come to an end.  One of the things that drives me bananas about “creator-owned” comics is when they have one really cool story idea and then the creators torture the hell out of that story for way too long.  Kirkman could have milked this story for another 12-issue cycle, and I’m sure we haven’t seen the last of some of these bad-guys, but I appreciate that he’s moving the story along.  And, what a cool ending it was.  Seeing Haunt and his paramilitary allies storying Hurg’s base was really exciting.

We also get a lot of good character stuff in this issue.  “Character stuff” is not really the calling card for this series, but it is nice to reflect on how these characters have changed and grown since issue #1. Daniel is now a full-fledged operative who has the respect of everyone, he and Kurt have buried the hatchet, he has friends (male and female) and is just a more 3D character than the cigarette-smoking priest who sleeps with hookers that made a lot of people groan last fall when this series launched.

Capullo’s art continues to be top notch.  He gets most of his kudos for the big action scenes where you’ve got Haunt leaping around with ectoplasm, guts, blood and shell casings flinging all over, and there is plenty of that in the first half of this issue.  But, if you take a second to look at his story-telling skills in the more character driven second part of this issue, you can see that it’s really awesome too.  It’s just a steady stream of different perspectives, variable panel designs, backgrounds/no-backgrounds, panel borders, etc. that direct your eyes through the story.  Nice!

And the new “villain” – Apparation – also looks like something that Capullo can draw the hell out of.  Can’t wait to watch Haunt fight that guy!
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Haunt #11 – Review

By: Robert Kirkman (writer), Greg Capullo (pencils), Jonathan Glapion & Todd McFarlane (inks), FCO Plascencia (colors), Comicraft (letters) & Jen Cassidy (editor)

The Story: Hurg’s bio-bot soldiers go into action, Hurg escapes, plot swirls….

What’s Good: If you’ve been reading Haunt since the beginning, you’ve probably gotten used to the art by now.  It has always been strong, but has gotten better since the art team stabilized with Capullo doing the layouts and pencils and Glapion and McFarlane doing the inking.  This group established their look so quickly that it pretty easy to take for granted and say, “Yep… that’s what Haunt looks like.” and move on.  But, I would encourage you (esp. if you’re not reading this title) to open it up next time you’re in your comic shop.  Check out the near obsessively detailed linework!  The closest comparison I can make for mainstream fans would be to compare to how Spider-Man’s webs are drawn.  Some artists just draw a squiggly thing coming from Spider-Man’s wrist.  But others draw all kinds of detail into the webs.  Haunt is like the detailed webs, but it is the entire comic book.  Just a few examples: drawing random squiggly hairs coming from the top of the balding dudes head when most artists just make the bald guy smooth on top, drawing all the empty shell casings strewn about the floor after the big gunfight and (of course) drawing the ectoplasm coming out of Haunt so that he looks like a living thing and not “the blob”.

The layouts are something to behold too.  Haunt never serves up the boring storyboard style panels.
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