Wild’s End is one of those comics that you want to become a regular series, but then the whole thing is just working so perfectly well as a mini- series that you don’t want to spoil it. To think that next month is the end of this comic just plain sucks. The comic rocks but this sucks. But anyway, I have always said that the issue before the last usually builds up. It builds action, character suspense, and resolution. So let’s start with the last and work our way back. I have no idea how this story is going to resolve. We haven’t even solved anything, as of yet. We know these robots came from space, but the characters don’t know this for certain. Also it seems like there is only one alien chasing the group, but I was under the impression that there are multiple ships landed everywhere. So I think that the comic may just end with no real questions answered. I can’t tell yet if this work well with the plot or just kinda piss me off. But maybe we will get more answers. Who knows. What I do know is that with so many deaths happening from these ships, Clive and his gang, being the only ones who seem to be doing something, have got to get a plan set and blow this alien up.
Now for the character suspense. This issue is a strange in that when you just thought this group was making some real connections, they sort of distance themselves. Maybe so they don’t get too attached or maybe because the ultimate goal of survival is more important than getting to know each other. It is interesting. But by far the best addition to this gang is Fawkes. I really have enjoyed his hillbilly antics. Plus he sort of becomes Clive’s partner which helps the group. I still think Susan is cool too, and I love how at the end of this issue the writers added her journal notes.
And the last, probably best thing, was the increase in action with this issue. Although I don’t mind the dull moments in this comic, Dan Abnett hit us with some action right when we needed some. Plus the action has to come before the big closing. When we last left, the gang just arrived in a new town. They hide out, but it is too late for one the townspeople. Alph is pretty beat up about it, but he soldiers on. They decide to go down the river to find a new town. They don’t really have a plan but being chased by an alien at least gives you part of your plan; run. I don’t know why the gang keeps ending up in the wrong places though. They just keep repeating the same mistakes as before. Then on top of everything else, they have been looking for a phone this whole time. They seem to always want to stop for a phone. Who cares? A phone is not going to protect you from this thing, and you certainly can’t protect your town with giving them a warning. The aliens are coming and this is where the action picks up for us.
By the end of this issue though, it seems that in the heat of the action, Clive may have finally come up with a plan. I hope it works. We don’t know what it is and it could only be temporary, but I hope we finally get some questions answered while getting these guys out of their world. So get caught up and don’t miss what has been a great ride with Wild’s End.
Score: 4/5
Writer: Dan Abnett Artist: I.N.J. Culbard Publisher: BOOM! Studios Price: $3.99 Release Date: 1/14/15 Format: Mini-Series; Print/Digital