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Grimm Fairy Tales Volume 2 #63 Review

8 min read

With new allies … there are always new enemies.

Creative Staff:
Story: Joe Brusha, Ralph Tedesco, Dave Franchini & David Wohl
Writer: Dave Franchini
Artwork: Babisu Kourtis
Colors: Jorge Cortes
Letters: Taylor Esposito

What They Say:

Taking over after the death of her mother, Sela, Skye Mathers is the new Guardian of the Nexus. With the help of Shang, her mentor, and her friends at Arcane Acre, she is learning the extent of her new powers and trying to figure out her place in protecting the universe.

Skye “Snow White” Mathers is home again, and is trying to put the pieces of her life back together. But the world has changed, a new evil is emerging, and Skye will find out firsthand that nothing at Arcane Acre can ever be the same.

Content (please note that portions of a review may contain spoilers):

On a storm-swept bay on the coast of Massachusetts, in an isolated location called Randolph Cave, echoes of an ominous chant are heard coming from several people dressed in black robes, and as they continue their chilling ritual under dim torchlight, it is their prominent leader who encourages his followers to pursue their dedication to the Great Old Ones, boldly stating that humanity has corrupted the world while They slept, but that slumber will soon come to an end as They will rise again as so will He. But as this corrupt revival gains in intensity, with the persuasive priest stirring up his Chosen of the Defilers, they proceed with their gloomy ceremony as two men heave a massive stone slab that was blocking a hidden passage, and with that exit now open, the charismatic overseer commands his group to go forth and seek their rewards. However, as these conditioned disciples prepare to spread their twisted message to the world, all are shocked as a new figure cloaked in ebony confidently strides forward from the supposedly unknown tunnel, with screams of horror issuing forth from the once calm congregation as this uninvited guest’s grotesque sentries soar through the ill-lit cavern, their foul screeches of pleasure cackling from mouths filled with dripping fangs, even as taloned hands easily rip through the tender flesh of their surprised victims.

Meanwhile, in the restored facilities of Arcane Acre, Skye is attempting to enjoy some well-deserved relaxation, and yet this welcomed afternoon does not find her in the best of moods as she begins complaining about the clumsiness of game controls, with the receiver of her complaints being Peyton on the other side of a linked headset, when her on-screen avatar refuses to do as frustratingly instructed. But even as her amiable insults berate the creator of this devious contrivance, it is a concerned Sam who walks into the room and questions why this raven-haired girl is screaming loud enough to be heard in the hallway, and while Mathers attempts to explain her troubling situation, Darren wonders aloud if this is an appropriate way for the Guardian to be spending her free time, only to be cunningly rebuked that their is an extra controller if she wants to join the supposedly misunderstood exasperation. But as the two friends find common ground in their joined annoyance for this torturous irritation, they do not hear the stern voice of the headmaster entering their isolated world and interrupting their virtual training session, with both sides momentarily embarrassed as Shang introduces new students to the institute – Diego, Carmen and Winter, otherwise known as the Three Musketeers.

In Summary:

After such a harrowing closure of the last story arc, particularly having to face off against someone who was as formidable as the Dark Princess, one would think story creators Joe Brusha, Ralph Tedesco, Dave Franchini, and David Wohl might allow our Guardian some time to relax before the next world-shaking event, and yet writer Franchini does not waste any time before introducing a new threat within the opening page, and it is one with some rather foreboding implications, especially if one pays attention to the chorus and the ominous name mentioned therein – Cthulhu. H.P. Lovecraft has always had a rather sinister connotation linked with his horror fiction, and while the chant may not raise any suspicion for the uninitiated, those familiar with the Great Old Ones may recognize this phrase coming from the first short story by this accomplished author, fittingly titled The Call of Cthulhu, with it chillingly translating as ”In his house at R’lyeh dead Cthulhu waits dreaming.” Questioning if Franchini could even consider allowing such eldritch creatures to enter the Grimm Universe, it makes us ponder what sort of twisted nightmares would be possible, and yet at the same time, if these foul monstrosities were permitted to enter the realms, one has to wonder who or what could stand in their way.

As these sinister inklings continue to linger in the ethereal mist, it is wildly amusing to have our usually restrained heroines Skye and Sam frustrated by something as normal as a video game, even to make up a panicked excuse as this can be considered training, and yet it is the surprising appearance of established characters the Three Musketeers now entering Arcane Acre which makes this new story arc promising, even if they have field experience utilizing their powers. For those who have read the namesake series and watched their exploits against Merlin and other murderous foes, it makes one wonder how much more these young adults can learn, with Winter’s agility and speed, Diego’s unstoppable strength, and Carmen’s unmatched swordswomanship, and yet one could argue their prior exploits were clumsy since the only training they had was with the corrupt sorcerer, with none taking the new challenge of being heroes seriously until the end of the title. To have Shang contact them and establish ties allows the trio to effectively learn how to better themselves, leading into this story and the resulting field trip to recruit a new instructor for the facility, with the expected outcome producing an unruly new ally and surprising foes which link the beginning and closing of this unique if somewhat troublesome story arc.

With the oppressive fallout of the last story still fresh in our minds, it is not surprising this arc also starts with a somber tone, allowing artist Babisu Kourtis’s heavy linework to menacingly create an immediately sobering atmosphere where we can almost hear the waves crash upon the rocky shore, all as Jorge Cortes’ amazing colors eclipses the tension of the situation with a stunning moonscape that pulls the tides, even as we hesitantly are urged forward into the haunting cave. Yet it is within what should be an innocuous cavern that boldly emanates the source of darkness, with a gathering of ebony robed figures immediately bringing to mind a sinister temperament, amplified by dwindling torchlight, even as deliberately obscured and worn faces weathered by delicate wrinkles and shadowed cheekbones heighten the tension, all as nuanced features of a seemingly inconsequential rocky background echoes the worry of the group. But it is the pleased smile upon feminine lips which eerily signals what is to come, with the sickening moss green skin and morbid bat wings of multi-eyed nightgaunts leaving no doubt that trouble has arrived, gaping mouths filled with dripping fangs and an overwhelming clawed hand grasping the arrogance of humans, resulting in their foolishness frozen in time as lifeless eyes recall lingering regrets.

As we are left with this horrifying memory, it is clever how Kourtis utilizes this same captivating line technique to emphasize Skye’s fury during her opening appearance, allowing Cortes to gently shadow under her eyes, plus around her cheekbones and neck, all in an effort to magnify growing rage, only for the camera to pull out and permit the audience to chuckle upon seeing the true dilemma which plagues the Guardian, frustration at a video game. The reader cannot but to continue to giggle at Mathers’ tension, made especially relatable if they have been in the same situation, and yet as Sam attempts to talk some sense into her colleague, one cannot but laugh to see her friend continue to struggle, even going so far as to stick out her tongue to concentrate, making the scene ever more comical and unbelievable once the blonde beauty joins in the resentment. It is sadly disappointing once Shang interrupts, looking down like a disapproving parent catching his children at something they shouldn’t be doing when guests are in the house, with both alluring women knowing they are in trouble and looking for any excuse to lessen the punishment. Even that disapproval is fleeting once we see a rare smile upon the headmaster as he introduces their new students, the Three Musketeers, but this unfamiliar group makes the audience uncertain they are the right people, with amusingly proper school uniforms reminiscent of another magical institution, their signature outfits and feathered cavalier hats missing, allowing us to realize their inclusion to Arcane Acre will be a new departure for both the faculty and educated audience who understand the potential these promising students hold for future adventures.

It is unexpected to see a new influence strenuously grip a surprised audience within the opening of this unusual story arc, and while the educated in Lovecraftian lore may tentatively anticipate what the Great Old Ones may have hidden within the eldritch darkness, at the same time, it is troubling that those same expectations may become too much of a burden while sweeping away the familiarity of the Grimm Universe. Even with sensation illustrations that thoroughly embody the gritty nightmares of the opening and amazingly morose colors that magnify the darkness of unearthly horrors, those same enthralling artistic techniques still manage not to forget the humanity of the story, reflecting uncertainty hidden in the shadows even as we become unsettled by growing danger. But as we witness the epic battle against unknown foes, one has to wonder if the opening and closing conflicts might be related, aside from the same horrid monsters ruthlessly attacking, to witness a mysterious woman in the midst of both situations makes us wonder if she is hiding more than she wishes to reveal, leaving the Guardian and Musketeers struggling to find the truth within lingering uncertainty.

Grade: A-

Age Rating: T (for Teens)
Released By: Zenescope
Release Date: August 31, 2022
MSRP: $3.99

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