If you’re reading this site, odds are you’ve heard (or said yourself) how comics and superhero comics aren’t synonyms, how sequential storytelling is a medium, not a genre, and how there’s a comic out there for everyone. Despite being aware of this, odds are you’ve passed by a critically acclaimed book because the genre isn’t your favorite. If you’ve been passing on “The Sixth Gun” because western’s aren’t your thing, hopefully this column will change your mind.
Written by Cullen Bunn
Illustrated by Brian HurttIn the passing shadow of the Civil War, defiant Confederate General Oleander Hume waits to be let loose, too evil and warped to die, too mad with bloodlust to let go of his black magic.
He hungers for his lost and most precious possession, an ancient weapon of foreboding doom. Having fallen into the hands of an innocent girl, this last and most powerful of six revolvers is the key to unlocking unstoppable power.
But before General Hume, with his wicked bride and four twisted horsemen, can summon an army of undead to claim what is his, in his path stands Drake Sinclair – a gunslinger playing with cards close to his chest.
However, Sinclair is no white knight and is himself on the hunt for the six guns…
176 pages / $19.99
From the start, it’s obvious this isn’t just a western. The setting adds extra flavor to the series, but isn’t vital to the plot (in this volume, anyway). The titular six guns have supernatural abilities, and other mystic elements are included from the opening scenes. The introduction of the protagonist, Sinclair, wastes no time showing this man isn’t a hero. His questionable methods, guilt about his checkered past, and fight skills would be right at home in any modern noir. The two villains are both downright creepy, like they’ve been plucked from a horror story. This varied mix of ingredients come together in a way which feels natural and fresh – while not exactly rare, it’s still a special thing which deserves attention.
The plot of the volume sets itself up like a standard ‘gotta catch em all’ quest. There are six guns, and the protagonists have one of them. If this were a Marvel or DC book, it would probably take 3-6 issues for them to acquire each of the other five. Thankfully, Bunn skips this tired trope and dives right into the real meat of the adventure. There’s a dark history to the guns which even General Hume, the villain who originally dispersed them, seems unaware. The hints and foreshadowing in this volume will inspire trust in Bunn to deliver you to a satisfyingly solid finale, whenever it may come.
Bunn’s high-quality work isn’t limited to the plot. His character work is astonishing. It’s ironic most writers will tell you to “Show, don’t tell”, but won’t actually show you how it’s done. Bunn does. He assumes you’ll notice when characters lie without having them say to themselves “Man, I sure do like to lie!” A large part of this stems from his trust in Hurtt to deliver emotions without exposition.
Speaking of Hurtt, the man can draw. His art is distinctive without crossing the border into being stylized. Each character is easily identifiable, making it easy for you to keep track of the large cast. The action scenes are full of life, but so are the quieter moments. This is due in no small part to his attention to backgrounds, lighting, and colors. You’ll notice this especially when they’re in the woods in chapter five when the sunlight shines down between the leaves.
When it comes times for the battling, Hurtt pulls no punches. He puts as much detail into characters’ and creatures’ first appearances as he does when they’re in the background of crowd. No person, place, thing, or element of the weather is ever neglected in any of his panels. This lack of shortcuts works to really keep you in the story. You’ll never need to read a group of panels twice to decipher what happens in them. You will want to go back and look at them closer later, of course. In addition to telling a story, they’re also very pretty pictures.
In terms of extras, this book practically has a negative amount of them. Cover galleries are practically a standard in collections anymore, but they’re left out here. Portions of them are miniaturized for the chapter breaks, but that’s all. There’s also an ad for the next installment, fun creator bios, and a house ad for other Oni books. While stingy, it’s hard to argue with the value. The single issues are four dollars each, so this volume is priced to give you six issues for the cost of five. Why would you pass that up?
Final Verdict: 9 Buy it. Love it. Tell a friend.