Story: Matt Kindt
Art: David Rubin
What They Say:
In his search for the kidnapped faerie Violet Belle and a powerful assassin, interdimensional detective Boone Dias runs afoul of the Seven Lucky Gods—but he finds he must rely on the sinister deities to catch his quarry.
Content: (please note that content portions of a review may contain spoilers):
The quest for the assassin in order to get the details on Belle has made for a pretty good journey so far. I continue to love the variety and seemingly throwaway things that Matt Kindt puts into each issue as it speaks to a larger world that I want to explore more of it. It’s the kind of thing where I wish there were a hundred back issues to just savor going through in order to capture some of its potential. David Rubin again puts it all on the page with some really great creature designs that play to the familiar sometimes and are wildly creative others, all while grounded in the simplicity of people like Boone as he runs and jumps through this crazy place. That gives it the connective tissue it needs to hold it all together in a grounded kind of way.
Boone’s killing of Baby Grande at the end of the last issue now has him laid out for a long torture, though as a not-immortal it wouldn’t last all that long compared to the seven. That has Glum reluctantly freeing him from his bond but the remaining are aware of what’s going on and don’t take kindly to it. There’s some fun back and forth with this but we get Boone showing that he can bring back Baby Grande and in a couple of years he should be fully back to normal – that part whispered under his breath. It’s a surprising moment for the rest as they see the potential for actual rest but also the ability to come back. There’s a lot of distrust on the concept, however, but in the short term it’s all about Boone trying to get what he needs, which is directions to the assassin.
The journey to the assassin has them dealing with some cute creatures and a labyrinth before finding what they’re looking for. It’s certainly creative as I expected but it also just goes right into action, as I expected, because Boone’s not going to be able to get what he needs that easily. It’s a fun sequence where they’re definitely taking a few strong hits and not quite certain to come out on top, especially as some of the locals take notice. The uncertainty of it all is why I enjoy Kindt’s books like this because you have no idea what curveball will com in and change the nature of the fight – which does happen here. And thankfully, Rubin is able to put together such a great looking sequence with the action through an absurd-ish set of character designs but make it work seriously and in an engaging way.
Every issue of Ether is full of creativity that a dozen writers could mine for ages and explore in some way in other books. That’s both its boon and its flaw because it’ll never be mined, just teased. But it tantalizes the mind so much. Kindt keeps the journey moving here as Boone Dias does his best in his own odd way and it’s fun to see Glum just trudging alongside him doing his best as well to keep up or save him. I like the places we ended up this time around and those that we meet as it expands this world and our core cast in who they are and what they’re like. Very good stuff, once more.
Age Rating: 17+
Released By: Dark Horse Comics
Release Date: November 27th, 2019