The medieval knights who have been through everything finally met their maker and it’s time travel. Writer Max Landis has written an exciting story with surprises all along the way, but how is the 7th installment? Is it good?
Green Valley #7 (Image Comics)
So what’s it about? The official summary reads:
“WANTED: DOUGLAS CHRISTY” The Knights of Kelodia ride as one! Crush evil wherever it stands! To hell with dragons! To hell with wizards! Freedom for Green Valley!
Why does this book matter?
Aside from the great plotting and interesting premise, Giuseppe Camuncoli has been drawing lights out character drama. The dialogue is also on point, capturing each of the characters well.
Fine, you have my attention. What’s good about it?
Max Landis, you clever bastard.
This issue opens with Bertwald informing his friends of what he saw after he was zapped by the wizard–aka a criminal from the future–and how he knows he can beat the bastard. The first five pages are devoted to this, with excellent pacing due to Camuncoli’s varying layouts. The pace ebbs and flows, with over fifteen panels on one of these pages to a mere five on another. Bertwald is incredibly excited to beat this bastard and by god the knights are ready to get their groove back!
Much of the rest of the issue involves their planned attack, which is exciting and filled with some crazy surprises. Landis does a good job giving these knights something to fight for and boy is there a surprise reason for a certain action. I’ll say no more to avoid spoilers, but there’s a major element that switches the gears of the series 10 fold and should make the last two issues quite exciting.
Jean-Francois Beaulieu’s colors should be noted as they’re incredibly eye catching at just the right times. Given the premise of this series balancing real world knights and super futuristic technology Beaulieu has a lot to juggle. Flesh tones look particularly nice too and given how small the panels get in this issue nothing ever looks sharp as a tac.
He’s got crazy eyes!
It can’t be perfect can it?
The plan that actually goes down is far less thought out as one might imagine. It’s the common trope of the heroes rushing in and narrowly making it through, but given all the hubbub to start the issue they certainly didn’t do much to think this plan through. Given where the plot needs to be though, it as always works out, more or less.
Is It Good?
An excellent third-to-last issue that rejiggers the plot in a way to make for an all new adventure from here on out. To say Max Landis is a madman is an understatement; this is exciting comics.
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