Tag Archives: fer sifuentes-sujo

Cyclops #1 Takes a Bit to Get to a Great Horror Concept

Cyclops #1

Scott Summers is a mutant who is always in near-total control of his powers and his emotions. But what happens when he’s separated from the X-Men, lost in a mountain wilderness without the visor that keeps his devastating powers in check? And will he be able to stay alive when Donald Pierce and his cyborgs, the Reavers, are hunting him? It’s a tale of the X-Men’s leader at his most savage core! Cyclops #1 kicks things off with a normal superhero beginning but ends things with the start of survival horror.

Written by Alex Paknadel, Cyclops has a great concept going for it. Cyclops losing his visor isn’t necessarily a new concept. But, the idea of him being alone in the woods and being hunted without it, does feel original and different. Cyclops #1 kicks things off with a typical X-Men comic. The team is on the offensive and after Cyclops heads out when summoned by someone from his past. But, on his way back he crashes in a forest and his visor is damaged. That last bit is interesting and what I came to see, which leads to the negative, it takes a long time to get to that bit.

Cyclops #1 is a lot of setup, and who knows how much is really needed. The battle in the beginning, his meeting a friend from the past, some feels superfluous and other bits feel like they’re just means to an end. No matter, if we can get the latter part of the comic for the rest of the series, we’re in for a treat.

Paknadel goes the underpinning horror route. There’s the idea of a blind person being hunted in a forest that’s scary enough. But, the comic’s use of the Reavers creates something more with body horror that adds to the vibe of the comic. While the Reavers’ inclusion is a bit convenient, it’s still a solid addition that creates an adversary that’s familiar and can be dangerous.

Part of the horror is in thanks to the art by Roge Antonio. With color by Fer Sifuentes-Sujo and lettering by Joe Caramagna, the comic begins to really shine visually when the Reavers are introduced. While it looks solid up to that point, the cyborg aspect creates visuals that are uneasy and the new group isn’t as clean polished as the Reavers of the past. It adds up to what feels like slasher horror with the undead killer stalking its prey.

Cyclops #1 is a good debut with a solid ending. It builds its rather calm, safe, and somewhat mundane aspects to all hell breaking loose nicely. It’s a simple concept that should be a lot of fun and deliver an X comic that stands out and feels unique from the bunch.

Story: Alex Paknadel Art: Roge Antonio
Color: Fer Sifuentes-Sujo Letterer: Joe Caramagna
Story: 8.0 Art: 8.25 Overall: 8.0 Recommendation: Buy

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

X-Men #24 Spotlights 3K after the Age of Revelation

X-Men #24

Bring on the bad guys! In the wake of the Age of Revelation, the gene-terrorist group 3K has been revitalized. But will their internal schemes undo them? X-Men #24 puts the spotlight on the villains after the events of the “Age of Revelation.”

While I read the first few issues of the latest X-Men run, I quickly dropped off. It wasn’t bad but it also didn’t hook me like it did when I was a regular reader. So, when it comes to groups like 3K, I’m fairly in the dark as to their history and motivations. But, X-Men #24 delivers enough you don’t need to know any of that. After the previous issue focused on Cyclops’ return to the present after being flung into the future, X-Men #24 focuses on the impact of the event for 3K.

Writer Jed MacKay delivers an interesting issue that shows a group of villains in disarray and sniping at each other as leadership vacuum is present. In just one issue, you get a sense of personalities and motivations, but most importantly the conflict within the group. This is one that will be its own undoing with attacks on each other as they each try to take control. You don’t get the full history, but the issue catches readers up and then charts a path forward.

The art by Tony Daniel is good with interesting character designs and some nice action as the situation plays out. With ink by Mark Morales, color by Fer Sifuentes-Sujo, and lettering by Clayton Cowles, this isn’t an issue of flash, full page spreads, and memorable art. It plays out more like a focused play with a few sets and mainly about characters interacting with each other.

X-Men #24 is good in that it catches up readers, reflects on the recent event, and then moves the story forward. It shows off a group of villains that are flawed and interesting in their dysfunction. They don’t come off as major threats though, overall they feel like the villains who are constantly defeated due to some minor detail they missed. Still, the issue answers some questions and sets things up for what’s to come.

Story: Jed MacKay Art: Tony Daniel
Ink: Mark Morales Color: Fer Sifuentes-Sujo Letterer: Clayton Cowles
Story: 7.75 Art: 7.75 Overall: 7.75 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

X-Men #23 fills in the gaps as to what happened to Cyclops in the Present

X-Men #23

One X-Man of the present has been stranded in the Age of Revelation, fighting against impossible odds in the world of tomorrow. But while they’ve been there, what has their future counterpart been doing in their body in the present? X-Men #23 fills in a gap in the “Age of Revelation” storyline and sets up the next storyline “Shadows of Tomorrow.”

Written by Jed MacKay, X-Men #23 is an interesting comic. It is sort of an epilogue to the recent “Age of Revelation” event, but also leads into what comes next. It answers some questions readers might have had that weren’t answered during the event.

In “Age of Revelation” the consciousness of Cyclops got pulled into the future into his body while his future consciousness was put into his younger body. We know what happened to the “future self” version but this reveals what happened in the present and checks off one burning question… why didn’t they just try to kill Doug Ramsey aka Revelation?

We see how things played out and yes, future Cyclops attempts to kill Ramsey and clearly fails but that sets up strife within the group and also teases, maybe the “Age of Revelation” isn’t a guaranteed future?

Though it’s subtle, MacKay gives an out with future Cyclops remarking how things were slightly different and not how he remembered it. It could mean that he just misremembered or it means that this past is different and might not lead to his future. It’s a two page interaction and moment, but is a key one going forward that hopefully will be revisited when things revert back.

The art by Tony Daniel is solid as expected. There’s some great pages and panels and while the action is solid, it’s a simple moment between Magneto and Cyclops that stands out. With ink by Mark Morales, color by Fer Sifuentes-Sujo, and lettering by Clayton Cowles, the comic looks great with a visual feel of tension and chaos. The characters look solid and Daniel really emphasizes the emotional aspects to MacKay’s story.

X-Men #23 is a comic that’s key for those all in on the “Age of Revelation” storyline and what comes next with “Shadows of Tomorrow.” It answers some questions but also sets up some key aspects for what’s to come. This is more for the die-hards already invested in the story but those who want to jump on might want to start here too.

Story: Jed MacKay Art: Tony Daniel
Ink: Mark Morales Color: Fer Sifuentes-Sujo Letterer: Clayton Cowles
Story: 8.0 Art: 8.0 Overall: 8.0 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Comix ExperienceZeus ComicsKindle

Omega Kids #1 is one of the stronger debuts in the line of Age of Revelation comics

KID OMEGA’S ALL GROWN UP! X YEARS LATER, Quentin Quire protects the dream of mutant supremacy and independence as head of the Revelation Territories’ spy network. But when a conspiracy threatens the mutant utopia, Quire and his psychic students will have to distinguish friend from foe. Has Quentin got what it takes to carry the dream forward, or will the next generation replace the former revolutionary?

Story: Tony Fleecs
Art: Andres Genolet
Color: Fer Sifuentes-Sujo
Letterer: Travis Lanham

Get your copy now! To find a comic shop near you, visit http://www.comicshoplocator.com or call 1-888-comicbook or digitally and online with the links below.

Zeus Comics
Kindle


This post contains affiliate links, which means that if you click on one of the product links and make a purchase, we’ll receive a percentage of the sale. Graphic Policy does purchase items from this site. Making purchases through these links helps support the site

X-Men #22 leads into the Age of Revelation

X-Men #22

With ZER*O on his heels, Doug Ramsey, A.K.A. REVELATION, arrives in Alaska for the X-Men’s help! Beset on all sides, the X-Men could use a powerful new ally – but Revelation is not just an old friend, he’s the Heir of Apocalypse! And what new age could such an alliance usher in…? X-Men #22 leads into the “Age of Revelation” not with a bang, but…

Written by Jed Mackay, X-Men #22 is what I’d call a “bridge issue.” It’s point is to wrap up some plot lines and a previous arc while kicking off what’s to come next. “Age of Revelation” is the next major X-Men event, changing of series much like the beloved classic “Age of Apocalypse.” But, unlike that event, this new age doesn’t begin with a bang but instead a bit of a whimper.

It’s been a bit since I’ve read an X comic, but with the big event coming, I wanted to dive in and see what the prelude had to say. It wraps things up, apparently Cyclops was in jail after a fight, the X team went and killed some folks, and they’re figuring out what to do with bad mutants. While that minor drama is all dealt with, the end of the comic is what really matters as Doug Ramsey shows up seeking an alliance. Doug is a character with the ability to decipher language and be able to weave words as well. And, unknown if he uses his abilities or not, he’s able to weasel his way into the X-Men seeking to be a part of them again. With it all is an ominous tone, one anyone can see, but beyond a few current X-Men, the group seems to want to welcome Doug back with welcome arms, even though they know he’s the heir to Apocalypse.

It’s all a rather odd moment, the team being so willing to accept Doug back without much of a hesitation or really much of a grilling. It’s not like there’s some long discussion or grilling of what his vision and plan is. It’s very much lets forge a new path, but of course leaving that completely up in the air. For a team that has had so much happened in recent years, the complete acceptance feels odd and rather rushed. Some debate and having Doug obfuscate his answers would have felt a bit more natural and made a bit more sense.

The art by C.F. Villa is solid. The characters all look good though everyone looks like they’re a bit too serious at this point in their lives. Fer Sifuentes-Sujo‘s color is great and lettering by Clayton Cowles is solid as well. Where the art gets interesting is how Doug Ramsey is depicted. He’s no longer the rather small and somewhat weak looking member of the team but not is rather grown up, somewhat built, overall a rather imposing individual. He looks like a leader and someone that could eventually take over. It’s a glam up that’s been the works for a while but here is very evident, with even some members of the X-Men commenting on it.

X-Men #22 is a fine comic that wraps up what was and leads into what’s coming. It doesn’t have any shocks, but does a good job of setting an ominous tone when Ramsey eventually shows of. As a prelude, it doesn’t add much to the story, there’s no surprises really. The only one really is the team being so willing and so easily letting a snake into their den.

Story: Jed Mackay Art: C.F. Villa
Color: Fer Sifuentes-Sujo Letterer: Clayton Cowles
Story: 7.25 Art: 7.75 Overall: 7.5 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Exclusive Preview: Psylocke #9

Psylocke #9

(W) Alyssa Wong (A) Vincenzo Carratu
(C) Fer Sifuentes-Sujo (L) Ariana Maher
(CA) Mahmud A. Asrar (VCA) Benjamin Su
Rated T+
In Shops: Jul 23, 2025
SRP: $3.99

RETRO VISION VARIANT BY BENJAMIN SU Psylocke has found the home of the man who trained her and rebuilt her into a weapon. Can she face what lives within those walls? And what devious creature is watching them from afar?

Psylocke #9

Sam Wilson: Captain America #1 is an interesting concept but rough execution

Sam Wilson: Captain America #1

When Captain America attends a birthday party for Isaiah Bradley, he catches wind of a new tech venture that sounds too good to be true: magnificent floating platforms in the sky, where the disenfranchised can apply for land grants and establish their own farms. But after Sam discovers the organization’s dark underbelly, he’ll have to tangle with its head of security: Red Hulk! Sam Wilson: Captain America #1 raises some interesting topics and pokes at real world issues but the overall execution is a bumpy ride.

There’s a lot I like about Sam Wilson: Captain America #1. At its core is the discussion of broken promises, racism within the system, and generational trauma. Its themes are solid. But, the execution of the discussion either comes across like a hammer to the head or just generally misses the mark in its details.

Written by Greg Pak and Evan Narcisse, Sam Wilson: Captain America #1 kicks off with Sam and his cousin heading to a cookout and celebration for Isaiah Bradley. It’s a who’s who of African American superheroes. Even when they’re relaxing they apparently have to wear their uniforms. And this highlights the storytelling bumps. It’s clearly a celebration and acknowledgement of Black Marvel superheroes but it all feels surface level. Blade is included, though in his own series he’s been a hermit and admitted to removing himself due to his recent actions. It could have been an amazing opportunity to talk about the good and bad of the depictions of the characters and there’s a little of that but there’s a lack of depth. And, we needed jokes about Steve Rogers being at the picnic. His inclusion is completely unnecessary as presented.

From there, Sam is whisked away to a floating city by his cousin, a project that promises equity and to make up for the sins of the past, all run by the clearly corrupt corporation Eaglestar. This is where some of that hammer to the head comes in. There’s a literal mention of “40 acres and a mule” which has interesting historical context and has since become a bit of a rallying cry, but here it feels like its bluntly shoehorned in. Some subtlety with winks and nods of a reference might have gone much further. But, the idea of a floating city that is built on a sort of reparations is an interesting concept. It also is clearly too good to be true and that becomes obvious far too quickly. Narcisse and Pak could have made it more interesting by stretching things out a bit until the second issue teasing what’s to come.

The art by Eder Messias and Valentine De Landro is just as rough as the storytelling. The opening scene involves a vampire attack and Sam Wilson’s introduction just does not look good. Lense flair is used in odd spots and overall the character design is just not good. You recognize everyone but faces look distorted at times. There’s also odd choices in character designs on the floating city, especially with average citizens. Overalls and large hats apparently are musts for anyone depicted farming.

Sam Wilson: Captain America #1 is an interesting concept and there’s something there but this first issue is a rough one. There’s too much to groan about to overlook the flaws and appreciate what it’s trying to do. Too much bad distracts from the underlying good.

Story: Greg Pak, Evan Narcisse Art: Eder Messias, Valentine De Landro
Color: Fer Sifuentes-Sujo Letterer: Joe Caramagna
Story: 6.75 Art: 7.0 Overall: 6.75 Recommendation: Pass

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Psylocke #1 sets Kwannon off to find herself and face her past… and kick ass

Psylocke #1

Trained to be an assassin since birth, Kwannon chose to be an X-Man. But there are still some jobs too dirty for the X-Men. And some paths have to be walked alone. When the mission is brutal, Psylocke unsheathes her blades to punish those who prey on mutants. Exploding out of the pages of X-Men, Psylocke heads into the underbelly of the Marvel Universe, carving out her own place in a world that would rather see her under control! Psylocke #1 explores the tortured past of the character while delivering some kick-ass violence.

Written by Alyssa Wong, Psylocke #1 sets the character off on her own path for a bit, breaking her away from the current X-Men team for her own mission. With a bit of help, she’s been helping those in need for a bit of cash, or outright just kicking ass. This debut issue has her investigating A.I.M. and a claim they’ve made even more powerful Mutant Growth Hormone.

And that’s where the comic seems to really succeed. Wong does an excellent job of making Psylocke #1 both one for long time fans as well as easy to dive in for new readers. It builds off of what has come before as well as exploring the character’s complicated past.

All of the convoluted stuff with Betsy Braddock is generally to the side, and instead Wong focuses on Psylocke’s upbringing by the Hand and her training to become a killer. She questions if that’s all she is and can be and if there’s anything else. You get the sense that she’s sad and conflicted because she’s very good at what she does.

The art by Vincenzo Carratù is pretty solid. With color by Fer Sifuentes-Sujo and lettering by Ariana Maher, the comic is of course drenched in purple while depicting the assassin looking sexy, but not objectified, and bouncing around to kick some ass. She’s shown as strong and vulnerable in the visuals and you get a solid sense of the emotional rollercoaster she’s going through with her facial expressions and body language. The tragedy is all there visually.

Psylocke #1 is an entertaining debut. It delivers action as well as soaks in the drama. But, what’s most impressive is it takes a character whose past is so complicated and makes the issue one anyone can dive into by focusing in on what matters.

Story: Alyssa Wong Art: Vincenzo Carratù
Color: Fer Sifuentes-Sujo Letterer: Ariana Maher
Story: 7.75 Art: 7.75 Overall: 7.75 Recommendation: Read

Marvel provided Graphic Policy with a FREE copy for review


Purchase: Zeus ComicsKindle

Blood Hunt #5 delivers an epic battle and sets up new status quos

Blood Hunt #5

Doctor Strange is presented with a dread bargain to gain a chance to save the world. The Avengers ride into a battle they cannot win. The dead battle the undead across the globe. Will it be enough? Will the world be saved, and how will it be changed if it is? The teaser text for Blood Hunt #5 promised a dramatic shift for the future of the Marvel Universe and it delivers!

When it comes to events, Blood Hunt has delivered with every issue. The main series has been focused, each issue delivered surprises, and the art has been fantastic. Blood Hunt #5 is no exception to any of that. The event series ends on a high note wrapping up to most satisfying Marvel event in quite some time.

Written by Jed MacKay, Blood Hunt #5 has the Avengers fighting the possessed Blade and his Blood Coven while Doctor Strange wrestles with making a deal with the devil that is Doctor Doom. Both storylines deliver a titanic experience with memorable moments and shocking surprises.

When it comes to the Avengers’ battle, the fight is rough and feels like a losing proposition. The Blood Coven feel like they can actually stand up to the Avengers and the fight shows that off with brutal results and moments where readers aren’t sure which way things are going. MacKay also delivers rousing moments that root into the inspiration that the Avengers are supposed to be. It’s a battle that feels like a monumental task and one the Avengers can’t win on their own.

Across the world, Strange is struggling himself, he has to decide how much to trust Doctor Doom who has said he needs to be made the Sorcerer Supreme to cast his spell and end the vampire threat. This actually delivers some quandaries as to how much Doom can be trusted and how far everyone needs to go. With the Avengers team, a debate rages as well as to what should be done and if their actions will hurt innocent individuals who will be hurt.

Of course the Avengers win… but at what cost? The comic ends with not one, but two status quo changing aspects, both having been spoiled by Marvel and teased. Doctor Doom at the end is now the Sorcerer Supreme and wants to further use his new powers to help fix the world. The remaining vampires themselves are changed too, no longer needing to be creatures of the night. Both are interesting and a nice ending and change from the never ending teases we’d get in comic events of the past.

The art by Pepe Larraz continues to be amazing. With color by Marte Gracia and Fer Sifuentes-Sujo and lettering by Cory Petit, the action is fierce. The visuals feel like a big budget film with multiple memorable moments and panels. There’s a lot of big, over the top action, but Larraz and the team are also able to focus in on some emotional moments that give the event some heart as well. The story is focused but grand as well and the art matches that.

Blood Hunt #5 is a fantastic finale to an event that has stood out. It has kept things interesting and surprising with every issue, keeping readers on their toes. The fallout from it should be intriguing and hopefully going forward, we get more events like this.

Story: Jed MacKay Art: Pepe Larraz
Color: Marte Gracia, Fer Sifuentes-Sujo Letterer: Cory Petit
Story: 8.5 Art: 8.5 Overall: 8.5 Recommendation: Buy

Marvel provided Graphic Policy with a FREE copy for review

Purchase: TFAWZeus ComicsKindle

Deadpool Role-Plays the Marvel Universe is a great idea and start for the comic/ttrpg combo release

The first comic-sized, one-shot adventure for the MARVEL MULTIVERSE ROLE-PLAYING GAME is here! Play as Deadpool and his team – or use your own characters – in a fourth-wall breaking adventure right out of Marvel’s comics! Includes a comic story lead-in by Cullen Bunn (DEADPOOL KILLS THE MARVEL UNIVERSE), an RPG adventure and new character profiles!

Story: Cullen Bunn
Art: Paco Diaz, Michael Shelfer, Phillip Sevy
Color: Carlos Lopez, Fer Sifuentes-Sojo
Character Profiles/RPG Consultant: Marty Forbeck

Get your copy now! To find a comic shop near you, visit http://www.comicshoplocator.com or call 1-888-comicbook or digitally and online with the links below.

Bookshop
Amazon


This post contains affiliate links, which means that if you click on one of the product links and make a purchase, we’ll receive a percentage of the sale. Graphic Policy/Board Game Today does purchase items from this site. Making purchases through these links helps support the site

« Older Entries