The group learns there is another among them who is not telling the truth as we discover the final untold story of childhood adventure. What really happened to Dakota during his time in Fictopolis, and how does it all tie into the mysterious, unseen force who seems to have set up all of the adventures? Truths are discovered and perceptions shattered as we dive into final chapter of THE SEQUELS #4, available on Comixology May 29!
Writer: Norm Harper
Art: Val Halvorson & Bobby Timony
Letters: Oceano Ransford
Flatted: Deanna Poppe
Cover: Don Aguillo
Publisher: Fanbase Press
Release Date: May 29th, 2019
Cover Price: .99 Cents
Previously in THE SEQUELS: A group of adults have discovered the life-changing adventures they had as children may have been part of a larger conspiracy. This means that Avery saving the robot OLLIE, Gwen saving the good alien from evil aliens, Scratch saving his town from monsters, and Dakota saving all of imagination may have been part of some larger plan. After discovering things ultimately ended much differently then what when their adventures were over, they now see a common thread. However, with one of their number dead from an alien weapon blast to the chest, will they be able to uncover the truth?
MUCH LIKE THE ROAD, THE STORY GOES EVER ON
After being killed by aliens while attempting to save Gwen from their weapons fire, Avery finds himself waking up on an operating table in the dungeon laboratory of Dr. Frankenstein. It seems that as a child, Scratch did not as much save his town from the monsters, as to get himself killed. This forced the monsters to resurrect him using Dr. Frankenstein’s technology. You see, the monsters only invaded because they were asked to, just as they were asked to make sure Scratch was seen as a hero at the end. With this information, they begin to place all the pieces of the puzzle together. It’s Gwen who says it, how they are all connected, how a regular kid should have never been able to stand up to a huge corporation, or save an alien, or defeat a horde of monsters; it all had to have been arranged for them to win. The question is, why? Since everyone else’s story is known Gwen thinks the answer may be found in Dakota’s adventure to save imagination.
It is then Dakota finally confesses: his adventure never had a happy ending. After defeating multiple challenges, he finally went up against the big bad of his tale and ran. He used the wishing stone to return home having never actually saved imagination. Nevertheless, he kept an eye out and made himself the watcher for any sign of imagination diminishing. He never found it. New books came out, new inventions, new movies, the world kept turning and his inaction in saving the Orb of Imagination seemed to have zero effect. As the only anomaly in their comparative stories, Gwen grabs the magical storybook, opens it, and the group is whisked away to Fictopolis.
When they arrive Dakota reveals another piece of information which would have proven useful prior to opening the book. To travel to Fictopolis, you only need to open the book. To leave Fictopolis, the Protagonist must complete their Narrative. By opening the book with no Narrative, they may not be able to leave. The group visits the Mayor of Fictopolis, who explains there are not many quests available. The Orb is safe, and there is not anything else pressing to be done. Maybe their narrative does not involve completing a quest. Since Dakota ran before he defeated his antagonist, The Fearmonger, it is decided that is the only major plot thread left to explore, so the group suits up and sets out to defeat him. Before the tale is told, they will discover no only the conspiracy, but the identity of the mysterious stranger who brought them all together in the first place, and maybe learn something about themselves as well.
KNOW WHEN TO HOLD ‘EM, KNOW WHEN TO …
I’ve been following this book since issue one, and to be honest, that is not something I usually do when it comes to reviews. My reviewing philosophy usually falls along the lines of being as diverse as possible and not focusing too much one title. However, this is a series I think deserves some light and a little extra exposure. Writer Norm Harper (Rikki, The Naughty List) has woven a tale which has grown over it’s run. The premise is so simple it might be overlooked: what happens to the hero when the story is finished? By using the phenomenon of family adventures movies of the ’80s, which usually focused on a kid, and bizarre circumstance, and a wild adventure, he has opened doors that many had thought closed. He shows that while the past may be great, it also can be a burden.
The artwork for this issue remains a pleasure to view. Val Halvorson and Bobby Timony (The Night Owls, The Simpsons) have given us a consistent look throughout the series, and this issue is no exception. The panel design is simple but well done, the artwork is inviting, and there are some nice sequences to be found. I look forward to seeing more from both of them.
BOTTOM LINE: SATISFYING
This series has been great fun to see unfold and this final issue gives us a satisfying ending. Much like the ending of a John Hughes film, Harper gives us closure for the characters, while leaving just that little glimmer of light shining through the door for a possibility of more. Overall this has been a great story. It has been coming out digitally on Comixology, but there are plans to have it published as a print collection in July, and I look forward to seeing that. If you are curious, realize that for almost less than the price of most print comics, you can pick up all four issues and have a complete and satisfying story. It’s a refreshing story which makes for a good time.
THE SEQUELS #4 is another entertaining installment of a great story. It will satisfy and entertain you as well as shine a light on the things that you should hold dear and eventually let go.
The Sequels #4
A truly gratifying issue to cap off a wonderfully told story. I can practically hear Simple Minds playing as the credits roll.