Colleen Madden has created a handful of picture books, but this is her first graphic novel and, although the plot falters in a few places, it’s overall a spooky delight.
Shelley Frankenstein, a little girl with exuberant black curls who generally sports a white lab coat, loves all things spooky and scary; from bad haircuts to creepy noises under the bed. She’s determined to emulate her ancestor and create a truly terrifying monster. After all, she’s got a whole castle and the inspiration of the historic monsters who live in on the grounds, including Frankenstein’s Monster, his Bride, and the Werewolf.
There’s just one problem; her parents, dressed in classic Edwardian garb for a family meal, refuse to allow her out at night to pillage graveyards. They’re more interested in veggie bacon than in her ambitions! With the help of Iggy, her blond-haired, rosy-cheeked little brother, she scours the castle for leftover toys she can use to recreate her ancestor’s fearsome experiments.
Unfortunately, far from being scared, her little schoolmates (dressed in costumes varying from sweaters and leggings to lederhosen) adore her creations. The cronkey! The boagiraffe! Each one is more adorable than before and Shelley is losing her cool when she tries one more time and makes… Cowpiggy. This time, she’s sure she’s discovered the secret to bringing to life a truly terrifying creation.
Unfortunately, Cowpiggy doesn’t live up to her expectations, so she takes her to be trained by the monsters in the apartments beneath the castle. When Cowpiggy emerges, she’s truly fearsome – but is that what Shelley really wants? It will take an encounter with a wise women and her horde of bunnies, a blizzard, and some thoughtful guidance from her parents before Shelley figures out how to continue the legacy of the Frankensteins.
Madden’s art is adorable, with plump-cheeked children, cozy striped sweaters, and hordes of darling bunnies. Readers will giggle at Shelley’s continued failure to make a spooky monster as each creation appears, more adorable and cute than the last. Shelley’s face is emotive, from her diabolical eyebrows, to her sadness as she realizes what it’s really like to be truly scared and alone. Cowpiggy, of course, is adorable, even when she’s being mean, with the body of a pig and the spots and stubby horns of a cow. The udders of the original “Lady Marigold” cow toy neatly disappear in the monster-making process, and when she’s not brainwashed into monstrousness, Cowpiggy bounces around the scene spreading smiles and little hearts everywhere she goes.
There are plenty of callouts from the original story, including Cowpiggy’s exile into the snow, after she follows her creator’s directive and scares the kindergarteners, as well as minor bits of wordplay and humor, like the glowing red eyes of “Creepy Jenny.” The plot does get a bit convoluted towards the end, especially when the old lady and her bunny horde are introduced. The message that nobody likes to be truly scared is confusing, although most kids will easily pick up on how Shelley has been violating boundaries and needs to be more respectful of others’ feelings.
While not perfect, this is a delightful series opener for young readers who enjoy a mildly spooky romp without being really scared. Hand to fans of Franny K. Stein or Junior Monster Scouts and other humorously scary beginning chapter books and graphic novels.
Shelley Frankenstein!: Cowpiggy, Book One By Colleen Madden Top Shelf, 2023 ISBN: 9781603095228
NFNT Age Recommendation: Easy Readers (5-9), Middle Grade (7-11)
Being reborn as a genius in a new world, Kanata can’t wait until the day she is able to choose her profession. Everyone expects her to choose the Saint option and is surprised when she chooses Beast Tamer instead.
Almost no one wants this profession due their statistics being lowered and most monsters won’t form contracts with you unless you can defeat them in your weakened state. This does nothing to deter Kanata because she grew up in isolation and never had the chance to come into contact with fluffy critters. She longed to feel their fur for herself, so when she was reincarnated, she was blessed with the luck, strength, and vitality she lacked in her previous life.
The first thing Kanata does after choosing to become a beast master is wander into the woods to find a fluffy creature to tame. She finds a small fluffy cat being attacked by two large bird monsters that had previously given full adventurer parties issue when passing through the woods. Kanata defeats them easily and forms a contract with the cat, who proclaims he is the Demon King Zaggiel under a terrible curse. The next step for Kanata is to join the Adventurers’ Guild and find more fluffy companions.
Although the manga market is flooded with isekai stories, where the main character is reborn in a fantasy world, there are still lots of readers who enjoy finding new spins on the classic trope. In this series, the main character is specifically interested in petting all the fluffy creatures she can find because she was denied that in her previous life of hospitals and isolation. It’s an interesting take on a trope that usually focuses on the main character’s power level because Kanata doesn’t care about that at all. Just the fluff!
The illustrator does a fantastic job creating all the action and emotion that moves the story along. There are two small scenes that might be of concern to parents and librarians. Namely a bath scene where the main character is covered in key areas with steam clouds, which isn’t meant to be sexy. The second scene is a bit more concerning as it depicts theoretical implied rape. It is only one panel and the act is not described in detail, but it might cause issues. For these reasons, I would place this in your adult graphic novel collection or upper teen/new adult. Otherwise, fans of isekai and humorous adventure will enjoy this series opener.
Saint? No! I’m Just a Passing Beast Tamer! The Invincible Saint and the Quest for Fluff Vol. 01 By Inumajin Art by Falmaro Hollendonner Yen Press, 2023 ISBN: 9781975362492
Publisher Age Rating: Teen
NFNT Age Recommendation: Adult (18+), Older Teen (16-18)
Life on the Isle of Man is peaceful and quiet, and it is driving Kay Farragher mad! An aspiring songwriter and singer, Kay dreams of a world beyond her rural village and caring for her ailing grandmother. She dreams of a life on stage and audiences outside of the pub where she works.
The problem with dreams, however, is that sometimes they become nightmares.
A chance encounter with a young girl named Mona on Halloween Night gives Kay more than she bargained for. Mona claims to have come from a world of eternal twilight, straight from the faerie stories Kay’s grandmother believes in. Soon Kay finds herself neck-deep in that world, where a horseshoe is a weapon, a hero of legend seeks the bride he was promised, and the scoundrels of two worlds seek to scheme their way out of their own dark bargains.
I had high expectations heading into Cold Iron. Apart from a fondness for Celtic mythology and horror tales involving faeries, I am a big fan of Andy Diggle’s writing and have been since his highly underrated run on Hellblazer. I was not disappointed.
Two things distinguish Cold Iron from similar stories. One is the setting, which draws upon the unique mythology of the Isle of Man, rather than the more familiar Irish Leprechauns or the Selkies of Scotland’s Orkney Islands. The other is the lead character Kay, who is developed far beyond being the typical strong female protagonist that takes center stage in many modern horror stories.
Kay is a conflicted character, being both a dreamer and a realist. She delights in entertaining children with spooky tales and songs at Halloween, but she doesn’t believe in the myths her grandmother accepts as gospel. She longs to see the world, but wants to maintain the family farm, even as she rebels against the idea of a comfortable life working in a fish and chips shop and marrying her on-again/off-again boyfriend. These details make Kay seem more sympathetic and more real, grounding the fantastic elements of the story.
The artwork by Nick Brokenshire, with colors by Triona Farrell and letters by Simon Bowland, manages a similar balancing act. Brokenshire proves equally adept at capturing the static beauty of the Isle of Man and in depicting the weird horror of the faerie realm. Farrell uses different contrasting palettes for both worlds, with the vibrancy of the twilight realm offering a firm divide against the stark reality of Kay’s life. Bowland also uses distinctive fonts for the Fair Folk, to subtly hint at their alien nature.
Dark Horse Comics rated this volume as appropriate for ages 12 and up. I think that might be a fair assessment of the story, which has nothing more objectionable than a bit of violence and a few curse words. The artist notes in the back of the book, however, feature some sketches of naked fairies that are a bit extreme for a T-rating. I would shelve this volume in the older teen or adult section just to be safe and since I think the story is more likely to appeal to older audiences, who can appreciate the full horror Mona finds in the future.
Cold Iron By Andy Diggle Art by Nick Brokenshire, Triona Farrell, Simon Bowland, Tom Muller Dark Horse, 2023 ISBN: 9781506730875
Publisher Age Rating: 12+
NFNT Age Recommendation: Adult (18+), Older Teen (16-18) Creator Representation: British, Irish, Scottish, Character Representation: British,
Teenage Mutant Ninja Turtles is a franchise that has many different meanings depending on your generation. For some, it was a dark comedy, parodying the sudden obsession with ninjas that infused comic book culture in the 1980s. For others, it was a silly syndicated cartoon, with a lot of awesome action figures.
There was a host of animated series, live-action movies and more comics which followed. All different timelines, but with generally the same characters. No matter what incarnation of TMNT you follow, Leonardo leads, Donatello builds machines, Raphael is cool but rude, and Michaelangelo is a party dude.
I had heard that IDW’s new TMNT comics were a fair attempt to put a more mature spin on the concept. Yet I had not read any of the recent series until Teenage Mutant Ninja Turtles: The Armageddon Game – Opening Moves. Having read it, I can say that what I heard was true, but this may be the most awkward entry point into the series I could have possibly chosen.
The Armageddon Game – Opening Moves is an anthology collecting six different stories from across IDW’s TMNT series. The only common link between them is that they all connect to the character of the Rat King. Rather than being some sewer-dweller with the power to control rats, this Rat King is a chaos god and part of a pantheon of deities who have played games with humanity since the dawn of time.
With his siblings growing tired of the game, the Rat King has decided to kick things up a notch by manipulating various players into bringing about the end of the world. Hence the title “Armageddon Game”. This is a solid set up for a fantasy story. Unfortunately, this explanation does not come until the book is nearly half over!
Before that, we get a prelude showing Rat King reveling in a destroyed New York City, a reprint of Teenage Mutant Ninja Turtles #84 (where the turtles show up to rescue some kidnapped children from Rat King) and the 2020 TMNT Annual. This story features Rat King taunting a recently resurrected and redeemed Shredder, who is determined to live a life of honor after somehow escaping Hell. This sets up the final two chapters, collectively known as “Opening Moves”, in which Shredder and his lover, the goddess Kitsune, explore the dreams of Rat King’s followers.
To describe this as convoluted would be putting it mildly. While I believe this anthology prints its chapters in order of release, the prelude feels like a non-sequitur. The story with the Turtles is good, but only serves to confuse things when it ends with Baxter Stockman deciding to run for Mayor and the next chapter opening with a description of how his reign has made life harder for Mutants in Manhattan. The writing isn’t bad, but it would save the reader a lot of trouble if it opened with the 2021 Annual story where Rat King introduces himself and the cast to the readers.
The artwork is similarly conflicted. There is a different art team on each chapter of this book. All of them are good artists, but there’s no real sense of visual unity to the story. This is often the case with anthology collections, but it is more vexing here where the book seems to be trying to relate a history, only to wind up jumping around in time.
IDW does not rate their comics, but I believe this volume to be on par with a T for 13 and up audience. There is plentiful action and adventure anf a few curse words, but no nudity or sexual content. The larger problems is that TMNT fans looking for a fun story will be more confused than amused by The Armageddon Game.
Teenage Mutant Ninja Turtles: The Armageddon Game – Opening Moves By Tom Waltz, Bobby Curnow, Kevin Eastman, Art by Pablo Tunica, Dave Watcher, Adam Gorham, Casey Maloney IDW, 2023 ISBN: 9781684059737
NFNT Age Recommendation: Older Teen (16-18), Teen (13-16)
Death is a natural part of life, and in fiction, death (or at least the personification of death) will often have a starring role. Sometimes, death isn’t just one person but an enterprise dedicated to getting souls to their final resting place, and that is the case in the universe of Grim, Vol. 1 and Vol 2. Written by Stephanie Phillips and illustrated by Flaviano, Grim is a journey through an imaginative, visually vibrant afterlife on a road paved with well-worn tropes.
At the dark heart of Grim is a reaper named Jessica Harrow. Most reapers are culled from humans who have died, but Jessica does not actually remember how she died or even what her life was before she became a reaper. As she begins to delve into her past, she soon finds herself hunted by her fellow reapers, but her reward is not going to be a peaceful journey to the great beyond.
Readers of dark fantasy and of the “chosen one” trope will find Jessica’s storyline familiar. She is apparently the only one who is capable of fixing what is broken in the natural order because of who or what she is. Vol. 1 has the moment when what Jessica thought she knew is upended, while Vol. 2 showcases her trying to stay one step ahead of the reapers pursuing her. While this basic element of the story is nothing new, Phillips does present some ideas that give it a fresh and vibrant coat of paint. Those familiar with Joseph Campbell and his hero’s journey might recognize Jessica’s companions and fellow reapers. Sardonic rocker Eddie provides the comic relief, while Marcel, the obvious straight man, serves as the group’s stalwart, brooding rock. What really stands out, however, is how Phillips reinterprets some notable entities like the Fates, making them colorful drag queens instead of cloaked hags..
They travel through a world that is beautifully rendered by Flaviano. The afterlife Jessica and her friends move through is full of shadowy stone arches and austere Gothic spires, scenery that is both alien and familiar. Even the scythes, the reaper’s traditional weapon, is given a visual upgrade that makes it look like it’s part of an ‘90s action figure’s accessories. Even the very pedestrian city of Las Vegas is bright and vibrant, a depiction befitting a city that is known for being a brightly colored jewel in a desert.
Grim doesn’t necessarily tell a new story, but it tells its very familiar story well. Fans of this book might have already enjoyed works by Patricia Briggs and Sarah J. Maas, or even YA fiction like that of Suzanne Collins. Its depiction of the afterlife puts it in dark fantasy territory, but Grim overall has the bones of a fantasy adventure.
Grim Vol. 1 and 2 By Stephanie Phillips Art by Flaviano BOOM! Studios, 2023 Vol. 1 ISBN: 9781684158829 Vol. 2 ISBN: 9781684159055
Publisher Age Rating: 16 years and up NFNT Age Recommendation: Adult (18+), Older Teen (16-18)
The bold cartooning knight is back, and she’s ready for her biggest adventure yet! She wants to travel to new and fantastic worlds—but first, she’ll have to draw them. Her horse, Edward, is no help at all; he can’t seem to draw anything but food. When the knight gets frustrated and yells at him, Edward leaves. Well, she doesn’t need him, anyway! She’ll draw her own fabulous worlds! She just has to figure out how.
Luckily, the Magical Cartooning Elf is here to help. He shows the knight some tricks for drawing worlds, like how to use a horizon line and how to show distance and scale by overlapping objects. When the Elf leaves to help other budding cartoonists, the knight starts drawing world after world: islands, cities, alien planets, and more. But each one is missing the one thing she really wants: Edward. How can she get him back?
Readers of the Adventures in Cartooning series will enjoy learning about world-building with the impetuous knight and the Magical Cartooning Elf. The Elf explains some helpful basic techniques for drawing settings, while the knight demonstrates brainstorming methods to help fill out those settings. For example: “I started jotting down all the things that make a city a city… I had to look at pictures to remind myself of everything!”
Then, of course, there’s the story. (After all, this is Adventures in Cartooning, not Instructions in Cartooning.) The tips and tricks all fit into the tale of an impatient knight realizing that even the wildest adventures aren’t much fun without her best friend.
The characters are drawn using simple shapes, and the worlds start that way, too. Beginning cartoonists may share the knight’s frustration at having to practice and learn to draw more complex elements, and will be encouraged by the book’s assurance that even simple shapes can create complex worlds—and if you start with the basics, your skills will grow as you go. Readers can enjoy this book on its own or along with others in the series, some of which cover other elements of cartooning, like drawing characters, speech bubbles, and more.
Adventures in Cartooning, Vol. 3: Create a World By James Sturm, Andrew Arnold, Alexis Frederick-Frost Macmillan First Second, 2023 ISBN: 9781250839411
Publisher Age Rating: 6-10
NFNT Age Recommendation: Easy Readers (5-9), Middle Grade (7-11)
Soothe your spirit with Melanie Gillman’s (they/them) lovingly rendered Other Ever Afters: New Queer Fairy Tales. I first became acquainted with artist and author Gillman with their webcomic-turned-print series As the Crow Flies. I was enchanted by their colored pencil artwork and queer-themed storytelling. They channeled those same elements into this collection of seven original fairy tales, complete with table of contents, introduction, and conclusion.
The stories spotlight LGBTQIA+ characters with a total emphasis on women and nonbinary/transgender protagonists (frequently not specified). Main characters are people of color in 4 of the 7 stories. Instead of tired fantasy tropes, Gillman offers themes such as agency, community, acceptance, romance, and self-reflection, all wrapped up with queerness. The tales still have all the furnishings of the fantasy genre—knights, princesses, magical creatures, quests—with a new, refreshing flavor. The stories are all so strong that I can’t pick a favorite. Maybe “Goose Girl,” in which a princess learns important lessons from the titular peasant and does the unexpected; or possibly “Sweet Rock,” in which we find out what happens to the girls who are annually sacrificed to the giantess. Another contender for favorite story is “The Fish Wife,” where a mermaid and a plain, lonely woman fall in love and make sacrifices for each other.
Gillman’s art is soft, rich, and colorful. They convey emotion and detail beautifully without overwhelming the reader with minutiae. The large, clear lettering is easy to read. The immersive nature scenes are exactly what you’d imagine a fantasy setting to look like. The artwork and story mesh together perfectly. Aspiring artists, take note.
This gentle and cozy collection fits in with the current boom of queer-centered modern fantasy books (think The Prince and the Dressmaker;The Deep & DarkBlue;The Princess and the Grilled Cheese Sandwich;Magical Boy). Add it to your library’s young adult comics collection. This book definitely deserves a spot on your shelf.
Other Ever Afters New Queer Fairy Tales By Melanie Gillman Penguin Random House Graphic, 2022 ISBN: 9780593303184
Publisher Age Rating: 12-17 NFNT Age Recommendation: Older Teen (16-18), Teen (13-16)
Creator Representation: Queer, Nonbinary Character Representation: Lesbian, Queer, Nonbinary, Trans
Told in an episodic way, Coral’s story is like that of other teenage girls—except she’s a sea sprite and her best friends are a siren and a dryad. Coral has a lot of responsibilities she must balance between helping her mom sew dresses at her shop to teaching tourists how to surf at the local resort. One day, Coral is surfing in a little cove that rarely sees visitors when a fire ifrit named Nick Inferno washes up on the beach. Quite literally! It turns out he is trying to learn how to surf, but had a mishap and was just floating in the ocean until he was pushed ashore in Coral’s cove.
Coral develops a crush on Nick after talking to him, but he’s not from the area and she doesn’t know if she’ll ever see him again. In the meantime, Coral meets the new dryad assigned to revitalize the area’s nature and helps her learn about social interactions, including the very important reason for always wearing clothes—boys. Coral also bestows the name Lillyana to her new friend. Other slice-of-life and humorous moments are included in the narrative to flesh out the first volume.
My favorite part of this graphic novel is the color palette. The pastels and preference for cool colors in the storytelling and creating the characters evokes calm emotions and pleasant feelings. It also helped the characters with warm color schemes stand out when introduced.
At first, the story felt very episodic with little connecting plot; however, after the first couple of chapters, things start coming together. A mystery about Coral is introduced, misunderstandings abound, and relationships develop at a believable pace. The book also ends with a massive cliffhanger, so be prepared for readers to want the second volume as soon as possible! This is a great addition to any collection that has preteen or teen readers.
Coral’s Reef, Vol. 01 By David Lumsdon Art by Shiei Hollendonner Seven Seas, 2023 ISBN: 9781645059790
Publisher Age Rating: 8-12 NFNT Age Recommendation: Teen (13-16), Tween (10-13)
Things in the Basement, written and illustrated by Ben Hatke, is a heroic journey through the depths of a basement on a quest to find a lost sock. Milo is in a new house. Well, the house isn’t new. It is old and filled with mysteries and adventure, and Milo is ready to explore in the shadow of moving boxes. However, while busy with twin infant sisters, Milo’s mother needs help finding a lost pink sock, made by his Tia Maria for his sister Lucy. He has been called for a quest, and heroes must answer the call.
Milo ventures into the basement, reluctantly peering into shadows and around corners, until he finds the sock in the mouth of a rat. When the rat disappears into a wall, Milo must follow. In his quest to find the rat and the sock, Milo uncovers unknown depths to his basement, monsters, mountains of socks, and some friends along the way.
The story is a classic hero’s journey into the underworld from the point of view of a child. It is abundantly clear that Hatke respects that point of view, and I think because of that many children will find themselves in Milo and in the story. The plot follows a child-like logic without being demeaning or using it as a punchline. The levels of the basement underworld unfold in the way pretend play with an adventurous child does, with something akin to the “yes, and…” improvisational structure. Turn the corner, embrace the unknown, and move forward bravely. Above all else, a sock must be found.
I always appreciate stories of children who waste little or no time in confusion when falling into a new magical world. There is no need to put up a pretense that this isn’t the exact type of world a boy like Milo could imagine for his basement. He befriends a large eyeball with tentacles instead of a body and a skull that talks in simple images, because why would he not. They were perfectly friendly, and as we all know, heroes need support on their quests.
Hatke’s illustrations perfectly blend the strange, dark, and unusual with enough whimsy to ease the imaginations of his young readers. Most of the book pages have monotone color palettes ranging from sepias to some blue and green. There are occasional pops of intense color for menacing green ooze and Lucy’s lost pink sock. The palette evokes the feeling of epic adventures. It also gives room for the strange details of each basement level to remain in the background, available for those interested in looking with a closer eye, but without taking attention from the story at hand.
Milo is Latino with brown skin, but overall his illustration lacks detail. He has a mop of tousled hair that obscures his eyes. The absence of great detail leaves room for children who want to see their face on Milo’s. Without eyes, we follow Milo’s emotion through his posture and movements. Hatke also has to be similarly creative with other important side characters, such as the skull and the eye, or a shepherd with a bell for a face. For young readers to have empathy for the strange and unknown, there must be some level of familiarity. Hatke accomplishes this balance of making the strange familiar through the character’s emotions, often without the ability to rely on facial expressions. It is a tightrope to walk as an illustrator, but one that Hatke clearly masters.
Things in the Basement made me smile, laugh, and feel all sorts of warm fuzzy feelings. It includes themes of friendship and kindness, but isn’t overtly didactic, and is funny without mocking. It’s a journey with child-sized epic proportions. I highly recommend it for elementary and other graphic novel collections for young and middle grade readers. I truly think children will love this story, along with those of us adults who appreciate authors who understand childhood.
Things in the Basement By Ben Hatke Macmillan First Second, 2023 ISBN: 9781250836618
Publisher Age Rating: 6-9 Series ISBNs and Order Related media:
A strange curse seems to have settled over Bridgetown. If the misfortune of dead crops and housepets wasn’t enough to prove it, a fearsome dragon terrorizing townsfolk from the skies certainly adds more fuel to the fire. Fortunately, the braggadocious knight Sir Kelton arrives on the scene, vowing to vanquish the reptilian menace while leaving behind his bookish squire for his own safety. And yet, Squire notices something off about town, as stories about the dragon’s destruction constantly conflict and bright yellow eyes appear to follow him from the dark. Secrets and mysteries pile on the longer Sir Kelton is away, until it all falls to Squire to save the day. Can this bookworm truly be a match for the dragon or will he find himself burned in the process?
Scott Chantler’s Squire & Knight is a story that sides with the clever and inquisitive folk that are more comfortable asking questions than impulsively rushing into danger. Chantler establishes this dichotomy immediately, setting up Sir Kelton’s brash, arrogant man-of-action disposition against Squire’s more reflective, soft spoken, and analytical demeanor. It’s an odd couple pairing that is familiar, yet still adds a good dose of comedy to their shared scenes. I have been enjoying the uptick in comics having characters use nonviolent means to solve a problem, whether that is through their intellect, ability to delegate and negotiate, or exceptional critical thinking. To my and certainly other brainiacs’ delight, this story is no different. Though Sir Kelton is quick to cast off Squire’s knowledge, claiming that books have no place in slaying dragons, it is ultimately Squire’s investigations and deductions that fare better than the traditional hack and slash nature of knights. While having the basis of a typical quest narrative, Chantler subverts the expected as rationality strikes truer than any blade.
The author cites T.H. White’s The Sword in the Stone as a major influence for the graphic novel, which is definitely apparent from the character types and designs, bringing to mind those of the Disney adaptation. There are qualities of Sir Kay and Wart in the titular characters, though the story develops them in a way that makes them completely their own. Squire may be shy and reserved, though he is also curious, courageous, and clever. Sir Kelton, well, he’s your standard knight of valor looking for glory and fame, but that only makes it all the more hilarious when he gets in way over his head with the dragon. Even the dragon brings a lot of sharp wit to the story, his dry humor a great addition to the comedic elements of the story. Also, he looks really cool, and really that’s all what anyone wants out of a comic with a dragon in it.
There is a nostalgic charm about Chantler’s style, from its thick outlines to the use of muted oranges, yellows, grays, and blacks, the colors contributing a distinct medieval aesthetic. Orange is especially prominent, being perhaps the brightest and most lively hue, especially in contrast to the comic’s opaque blacks, which make nighttime scenes a little more ominous, not knowing what could be hiding in the dark. The presence of a lantern becomes even more precious, illuminating the shadows with a comforting, reassuring light. Along with color playing a large role in establishing mood and tone, Chantler utilizes a diverse array of paneling techniques to convey elements such as the passage of time and energy of the scene. Slower, reflective moments have consistent paneling, whereas more action or plot based scenes use panels of varying size and layout, keeping the pace moving and instantly grabbing the attention of the reader. In turn, each page manages to be captivating and atmospheric, as we are thrust alongside Squire to a place where things aren’t as they seem, especially when everyone is telling a different story.
Squire & Knight is the start of a series that is bound to become a favorite of young fantasy readers with a love for simple, but fun quests, cunning heroes, and a touch of mystery to their adventures. Lovable characters, a great sense of humor, and an engaging art style make this title appeal to a broad age range, though the publisher has given a recommended age range of readers 8-12. Given the accessibility of the story with its dynamic layout, as well as its lighter tone, this would be the most ideal audience for this title. Librarians and educators looking to acquire humorous fantasy graphic novels that play with the typical messages of the genre should consider purchasing this title.
Squire & Knight By Scott Chantler Macmillan First Second, 2023 ISBN: 9781250249340
Publisher Age Rating: 8-12 NFNT Age Recommendation: Middle Grade (7-11), Tween (10-13)