After the Hellfire Gala, several mutants went through the Krakoan gates. But where do they lead? Find out in Realm of X #1 by Marvel Comics!
REALM OF X #1 (OF 4)
Writer: Torunn Gronbekk
Artist: Diogenes Neves
Colorist: Rain Beredo
Letterer: Clayton Cowles
Editor: Lauren Amaro
Publisher: Marvel Comics
Cover Price: $4.99
Release Date: August 23rd, 2023
Previously in Realm of X: After the disastrous Hellfire Gala, Xavier forced mutants to walk through the nearest Krakoan gate to ensure their safety. Magik, Mirage, Dust, Curse, Mirage, and Typhoid Mary find themselves in a new world and a brand-new battle, with no idea how to return home.
Realm of X #1 begins from the perspective of Magik, who wakes up in a lush forest with a battle unfolding nearby. As she attempts to use her powers to assist, she realizes she’s unable to teleport. Her friends are seen fighting against an army, but distinguishing the good guys from the aggressors proves difficult. Opting to engage the attackers rather than the defenders, Dust employs her powers to rapidly and conclusively end the fight. They receive information from Trabin, the leader of House Muit, that they’ve arrived in Vanaheim and are fulfilling an old prophecy. Additionally, Curse is missing and causing trouble elsewhere.
Trabin guides them to safety and explains their conflict with the White Witch and her army. Their presence signifies the potential realization of ominous prophecies. During their conversation, they are ambushed by a flock of giant birds that abduct a child. Curse witnesses the incident and intervenes to rescue the child but harms herself. She receives unexpected solace from the White Witch herself, Opal Luna Saturnyne.
I genuinely appreciate many aspects of the characters introduced in Realm of X #1, including the intriguing inclusion of Saturnyne. The book adeptly incorporates a substantial amount of exposition in a digestible manner, and numerous characters experience captivating moments that could be further developed in later issues. Nevertheless, despite the technical proficiency evident in this work, I struggle to identify my motivation to care. My current engagement with X-Men comics largely stems from the Hellfire Gala event. When juxtaposed with the mutant genocide of Krakoa, the events depicted here seem relatively minor and unrelated. While undoubtedly a promising storyline, this comic is only tangentially related to the Fall of X event, creating a sense of dissonance. This observation doesn’t diminish the skill exhibited by the creative team; it simply underscores the challenging timing of its publication.
The artwork is skillfully executed, presenting a somewhat standard yet fitting appearance. Vanaheim distinctly exudes a fantastical ambiance, and I’ve observed a subtle shift in the art style and brushwork that aligns more closely with fantasy comics. This slight alteration is an intelligent, creative choice by the artist and colorist.
Realm of X #1 is undoubtedly well-crafted. If you’re seeking an X-Men comic that deviates from the events of the Fall of X, this is a commendable choice. Furthermore, this issue is appealing if you appreciate fantasy elements within the comic medium. However, for those anticipating insights into Orchis and the recovery of the Krakoa nation, this narrative is not for you. It’s conceivable that Saturnyne’s involvement could somehow tie into Orchis, forming a slight connection between the two stories. Given these considerations, Realm of X #1 garners a rating of 4 out of 5 stars.
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Realm of X #1 boasts a plethora of promising concepts but may feel overshadowed when positioned alongside other X-Men comics within the context of the Fall of X event.
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