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Death Orb #2 Review

3 min read

New forces are now aligned against Rider.

Creative Staff:
Story: Ryan Ferrier
Art: Alejandro Aragorn
Colors: Chris O’Halloran
Letterer: Ryan Ferrier

What They Say:
In a post-apocalyptic American landscape controlled by roving marauders and suspicious death cults, the ax-swinging hero, Rider, risks all in a search for his wife. He joins a rebellious group of wastelanders in a quest to take down the mad scientist Father, who seems set on bringing complete destruction to the world.

Content: (please note that content portions of a review may contain spoilers):
The opening installment of Death Orb was a fun little romp overall but one that felt predictable in a number of ways. Which isn’t a surprise as post-apocalyptic series are plentiful over the years and we’ve seen a lot. Ryan Ferrier has some interesting trappings with it which has made it fun to read and I’m digging Alejandro Aragorn’s artwork with the dynamic action and layouts combined with some streamlined but effect character designs. It has the kind of angular look that lets it stand out well for me there and enjoyable, especially since this installment provides for some good set pieces to work with.

Rider’s being caught by this particular group has the usual split where some want him dead and others think he could be useful. There are interesting moments to the back and forth as it feels like a little shorthand but Rider’s reaction upon seeing a pregnant woman kind of solidifies some of it for the leader of the group, Carvell. He’s willing to bring him into the group though Rider plainly isn’t interested but there’s some good teases here. With his special head in the bag there’s the nod that this group has some sort of telepathic girl hidden away that will be key to dealing with Father and what’s going on so Rider agrees to work with them for the time being. You know it’s necessary because the idea of one man ending all of this with the scale as presented is a bit comical. Of course, there’s the expected twist as to who the telepath is but that’s also an expected twist.

The book gives us some fun as the group heads off to rescue the pilot as she’s in a protected bunker but there’s a scavenger group already trying to get in to find its treasures. It’s a solid action piece, one that has several heads exploding from the force of the bullets hitting them, and Rider gets to show off a bit. It’s a nice complement to the material we get with Father in the city as it touches upon his arrival previously and the kinds of machinations he’s up to. It delves into how the Lords are orchestrating their own plans to dethrone him which involves sending in some of their weaponized members but that goes about as well as you’d expect. It’s light on context to be sure but it’s appealing in seeing the power that Father commands and then seeing him plotting and putting events into motion to deal with Rider as he views him as the biggest threat it seems.

In Summary:
Death Orb is expanding on its initial issue well here as we get Rider falling in with a new group that will put something useful in his hands in order to take down Father and save his wife. The wasteland material is decent but familiar, saved by the brutality of the fighting and the action itself. The time spent with Father and his group is intriguing but it left me wanting a lot more context and understanding so they can be better realized villains – if that’s what they are. Aragorn’s artwork is really enjoyable here and with some good layouts to keep the flow smooth it delivers a solid experience.

Grade: B

Age Rating: 15+
Released By: Dark Horse Comics
Release Date: November 7th, 2018
MSRP: $3.99


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