by Don MacPherson
MYTHSTALKERS #1
"Chapter 1: The Labyrinth, Part I of IV"

Neutral (4/10)

Mystalkers #1

Image Comics
Writer: Douglas Barre
Artist: Jiro
Colors: Robert Chong & Quantum FX
Letters: Quantum FX

Price: $2.95 US/$4.50 CAN

The idea behind Mythstalkers is simple. It's Marvel's "Monster Hunters" set outside of a super-hero universe. It's Scooby-Doo, if the Mystery Machine were a horse-drawn buggy and Anthony Hopkins and Bob Hoskins were members of the gang. There's plenty of potential in the concept here, and Barre offers up an accessible introduction to the characters and premise. But some awkward artwork, poor printing and some flat dialogue held the book back and left me cold. There are definitely some kinks to be worked out in this new title.

In 1893, Kenneth Valence has gathered a group of skilled experts in an unusual venture. Valence seeks answers as to the disappearance of his father decades before, and in an effort to arrive at them, Valence has reformed his father's Society of Cryptozoological Research. The young, welathy adventurer has recruited brilliant minds, skilled mercenaries and rogues to his cause, and after discovering a troll in Finland, they uncover new clues as an ancient mystery lying in wait in Greece. Meanwhile, forces conspire against Valence and his society, seeking to prevent him from following in his father's footsteps.

Jiro's style is clearly influenced by the more exaggerated, "Kewl" artists of the early 1990s... the Image founders, really. One can see McFarlane and Liefeld leanings in the art, as well as a touch of manga. The problem is that the more conventional approach, suited to super-hero genre comics, doesn't really work with the historical fiction of Mythstalkers. Hampering the visual side of the book was some poor reproduction, which one can clearly see in the hazy quality of much of the lettering. While the first few pages are crisp and clear, it seems jagged and off-kilter throughout the bulk of the book.

Barre introduces the characters and premise quite clearly, and I enjoy the context of the original Society that Valence is, in a way, pursuing here. The cast of characters is a colorful one, and represent a nice array of archetypes. But as dynamic as the characters and concepts are, they don't seem to be presented in an exciting light. The story just seems to pour itself out in a matter-of-fact manner, never really developing any tension or suspense.

The final page offers an unexpected twist, though, that really caught my attention and adds another dimension to the book: science fiction. I like the sharp contrast with the gothic adventure riff.


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