Our world has not always been this way. And our world may be different yet. Becky Montcrief embarks on a Ghost Dance to witness what the terrifying, reality-shaping power of the Six Guns have wrought… and what they might yet bring about. But she is pursued by a band of fierce Skinwalkers, and in order to survive these supernatural hunters, she must fight side-by-side with the most unexpected of allies—the four horsemen of General Oliander Bedford Hume!
Cullen grew up in rural North Carolina, but now lives in the St. Louis area with his wife Cindy and his son Jackson. His noir/horror comic (and first collaboration with Brian Hurtt), The Damned, was published in 2007 by Oni Press. The follow-up, The Damned: Prodigal Sons, was released in 2008. In addition to The Sixth Gun, his current projects include Crooked Hills, a middle reader horror prose series from Evileye Books; The Tooth, an original graphic novel from Oni Press; and various work for Marvel and DC. Somewhere along the way, Cullen founded Undaunted Press and edited the critically acclaimed small press horror magazine, Whispers from the Shattered Forum.
All writers must pay their dues, and Cullen has worked various odd jobs, including Alien Autopsy Specialist, Rodeo Clown, Professional Wrestler Manager, and Sasquatch Wrangler.
And, yes, he has fought for his life against mountain lions and he did perform on stage as the World's Youngest Hypnotist. Buy him a drink sometime, and he'll tell you all about it.
This just keeps getting better and better. I am really enjoying Becky's journey and this volume was all about her. She has used the gun in ways she wasn't ready for, and now she's ill. It's not a physical malady though, so she has to do a spirit walk with a shaman. Drake has a fever so he's pretty much out of commission for this book. We have a new foe, the Grey Witch, General Hume's mother. I don't like to think of what she might have in store for our heroes, but I definitely enjoyed her thoroughly at the end of the story. I've been waiting a long time for that special something to happen, so it brought me glee. I normally don't read the in between volumes, unless I genuinely love the story, but this is one series I plan to. I have already ordered the next 3 books, and I can't wait!
Becky falls sick after using the gun to attack Missy Hume. Now she must take a spirit quest to heal herself. Meanwhile, Missy Hume is sending Skinwalkers to attack Becky in the spirit realm. Becky sees many possible futures of using the gun to recreate the world and some of the past times the world was remade. There are a lot fantastic moments in these worlds, Bunn did a bang-up job fleshing these out. Gord and some of the rest of the crew go after the Skinwalkers and we get some killer action sequences, fighting in the midst of a storm. It also looks like we are picking up a couple of Native Americans as part of the crew now. Another brilliant chapter from Bunn and Hurtt.
Another great arc. At the end of the last volume, Becky used her gun to do something she’s never done before and it was pretty badass. However, it had affected her. Part of her in still here in the main world but part of her is in the spirit world, the world she sees when she uses the guns powers. At the camp, some shamans put her on the winding path. A path in that world that she has to follow on her own to make it back to our world. What she goes through there is pretty wild. She sees a bunch of different realities where people have used the six guns to open the seal and remake the world as they want. What a journey. The last thing she saw was wild. Man, this series is such a blast. So glad I’m finally reading it.
Becky goes on a spirit journey and discover the reality changing powers of the Six Guns, she also gets to see what the future could be like if she decided to change the world to a world after her liking. But she isn’t alone in her spirit journey, skinwalkers are after her, and her friends has to find the skinwalkers in the real world to save her.
I felt that the story in this volume isn't as strong as the previous 5 volumes. It was good but not in the same class. It had some good parts; I especially liked the ending, when she has the final vision, of how the future might look, it shows the power of the Guns and how destructive they could be if they are used to change the world.
Collapsing after her spiritual attack on the widow Hume, Becky must go on a perilous vision quest to reclaim part of herself. On her journey, minus a spirit guide, she witnesses the various incarnations of the Six Guns through time and the possibilities of what the world might be should all Six be reunited. But demonic Skinwalkers sent by the widow Hume pursue her in the spirit realm and it’s up to Gord, Asher, Kirby and some new friends to help Becky out by destroying the earthly hosts of the Skinwalkers. Even Becky finds herself teaming up with the unlikeliest of allies to survive.
Like the last volume, Ghost Dance feels like more filler as the new baddies teased at the end of Vol 5 remain off the page and in the shadowy background and half the cast remain static, but unlike the last volume, Ghost Dance is a much more entertaining read – so much so that you don’t mind the feeling that the story is continuing to slow.
Becky’s time-traveling adventure is interesting as the weird Six go from being axes wielded by primitive man to knights’ swords to the six-shooters of the old west, and Gord and co.’s attack on the black magic Indian cult was exciting. The overall plot of the series doesn’t advance much though with more hints that Becky is some kind of force for evil than good, and the Six Guns’ full power remains partially shrouded.
Brian Hurtt’s art continues to impress – the Sixth Gun is nothing if not a gorgeous comic – and the dramatic stormy night battle scene was particularly eye-catching. Cullen Bunn’s writing is also of his usual high standard with Kirby developing more into a likeable character, despite his backstabbing inclinations, and the twist at the end is pretty unexpected.
Ghost Dance is an irresistibly fun adventure in the Sixth Gun series that fans will thoroughly enjoy – I sure did!
Volume 6 dials back on the insanity of the previous volume, but not by much.
Becky, having overused the powers of the Six Guns, has lost part of herself in the spirit world. She has to undertake a perilous journey to reclaim this lost part or risk never waking up. Trapped on the Ghost Path, bereft of her spirit guide and hunted by skinwalkers, she finds herself travelling untold worlds of might-have-been, creations of the Six Guns ability to destroy the world and remake it in the image of the weapons holder.
Some of these worlds are fascinating, and we get to see what happens when the Six Weapons are used to remake the world. In a medieval world complete with dragons, the weapons are broadswords. In a world where General Hume won, Becky is able to use her link to his weapon to pick it up and use it against the skinwalkers, along with Hume's own cadre of weapon holders. Finally, in a world that a version o Becky created, she is back on her farm, her father is still alive and she is married to Kirby Hale and has two children. This is probably the most interesting world, as it elaborates on last volumes revelation about her true nature. It also seems that Drake may well turn against her in the future because of this, which is an ominous development.
In the real world, her companions have to track down the skinwalkers who are helping Missy Hume to track and kill her in the spirit world, and destroy their bodies in order to protect Becky during her quest. This they succeed in doing with the help of their new allies, two Indians and the spirit of a powerful shaman trapped within his own shrunken head. (I am deliberately using the term Indian here, as this is a wild west story and that is how they would have been described).
In the epilogue, Missy Hume finally gets her comeuppance at the hands of her mother-in-law, which leaves her weapon in the hands of a new antagonist. It seems that the climax to the story cannot be too far off, as the weapons are being drawn closer together.
Another fine installment of this series, and I hope it lasts longer than I think it will.
This entire review has been hidden because of spoilers.
This is more like a 4.5 Star rating, but I"m feeling generous - - - especially since Cullen Bunn continues the creative world-building by adding some Native American lore and introducing some intriguing new characters. This is the most mystical of volumes yet, and really does a bang-up job of showcasing different realities and possibilities all based on the use and/or abuse of the Six Guns, along with a little history of them. Brian Hurtt's depiction of scenery and atmosphere really enhances the story. The action/battle scenes are gorgeous. Colors pop as always through the great palette choices of Bill Crabtree. They are a dynamic team and I'm all in for the remaining volumes, especially since things ramp up to a new level based on what happens here.
This is a good solid volume. The majority of it focuses on Becky's spirit journey in which she sees possible future worlds that the guns could create. It was interesting to see Native American lore added to the series.
Although the main storyline of The Sixth Gun doesn't advance much in this book, I wouldn't exactly call it treading water, either. Becky has overused the gun, and is sent on a vision quest to make herself whole again. She sees the six weapons through time, in other forms. For her and for readers, it makes their nature and use much clearer than it had been. We also get a better handle on their new adversary, and some hints at where the story may go. And there's a fantastic, night-time battle scene that's fantastically drawn by Hurtt. But I really hope that Bunn is working towards a tightly planned ending, because I just don't think that the premise can sustain an indefinite series.
I dug this very slightly less than the others. Not sure why. Had some great scenes but made little sense, somehow. Still a great series.
One thing I became aware of is the way violence is handled in this series. It's got some meat to it but it's not explicit. This makes it a little classier, imo. For example, there's a scene where this demon woman is performing some sort of ritual on a corpse, and you don't see much but the next panel has a pestle and mortar in it, containing an eyeball and a tongue. Combined with the clean, cartoonish style this made me recoil and chuckle at the same time, which is a tricky thing to balance.
(4 of 5 for the fast and furious race to the catharsis of this story) This book naturally continues in the story in all the great aspects. The only thing I didn't like was the dream world. That was just too much, and it was drawn and depicted the same way as the real world. I would expect some distinction, this way it felt a bit... weird. They at least could host some other artist, like in "history flashbacks" with Crook.
Definitely a "last stop before things go to hell" kind of volume, where characters are given breathing room before they head into what (could be) their final battle to protect the six before their destruction. It was good, but not great.
"The Ghost Dance" is well written, exciting, and well drawn. Also - the coloring is great. I think that is often overlooked - but throughout the series - there has always been an excellent palette that has strengthened every mood and enhanced all the action. Good work all around.
There are some books that always stick in the back of your mind and seem to pop up in unexpected moments. Sixth Gun is absolutely one of those.
Maybe that’s because I haven’t really experienced anything like Sixth Gun before or since, from powerhouse duo Cullen Bunn (Moon Knight, Magneto) and Brian Hurtt (Gotham Central, Queen & Country). It’s just a freaking awesome mix of western, fantasy, horror and even a little romance. And even though it’s been over a year and a half since I picked up one of the books, it’s never really left me. (It was just hard to pick up for some personal connections to who I was reading it with before.)
I was afraid that it had been too long between books five and six, but everything was summarized pretty quickly.
For those of you who aren’t familiar, Sixth Gun is about six weapons, each with their own special powers. The weapons have changed and evolved depending on the era (axes, swords, and in this present time, guns), and when collected, they have the power to end the world – and their wielders can reshape it in whatever form they please. The book follows our heroes Duke Sinclair – with a troubling past intertwined with the guns – and Becky Montcrief, who unintentionally became the owner of the sixth gun – as they race to collect the guns before some truly nefarious beings.
In book six, the haunted Becky is forced to go on a spirit walk of sorts in order to better understand her mysterious illness. But it’s no ordinary vision quest, as she begins to travel to different worlds the gun shaped – or might shape, depending on whose hands the guns fall into. The rest of the gang is forced to contend with the widow Hume and her associates, who seek to both kill Becky in the spirit realm with the aid of some Skinwalkers, and who also want to regain control of the other guns. Even Becky finds that, considering the circumstances, she must team up with some very unlikely allies to survive.
This is a thoroughly enjoyable installment in this series, though new readers must start at the first volume. The book has a higher fantasy element than the others, as Becky travels between different eras and possibilities, and has some science fiction-esque flavor as well, when Becky is faced with how she would remake the world. It really digs into Becky’s character (though one particular character in that world surprised me) and I appreciate that she has clearly changed from the events that occurred – that kind of development can stagnate a couple books in. We also have some surprising familiar faces that return, both in our regular reality as well as the different alternate ones Becky visits.
Bunn continues to make all the characters relevant in some form or another (though Asher felt a bit more like a tank this arc) and it’s easy to get invested, even in the villains – it’s easy to love to hate them. Finally I was very intrigued by Becky’s spirit guide – it gave me serious Neil Gaiman’s Sandman vibes – and I really wanted it to return. (Even if it was just an offscreen “Stupid girl.”) But, I suppose the vision quest was something Becky had to do alone.
The horror element contains some light gore and creepy visuals thanks to Brian Hurtt, but nothing that would give you nightmares (and I have a very low bar for horror), but also some really freaking cool moments, particularly that involving Nidawi and a Mjolnir-reminiscent shrunken head! Speaking of whom, I absolutely love Nidawi. She is completely fearless and there is a tragic shortage of Native American characters in comic books. Her arc with Nahuel is a little predictable, but I still ship it.
And yet the core of the book continues to be the relationship and unlikely connection between Becky and Duke, even when they’re in other realms. This was a very, very cool moment in the book that I won’t spoil for you. Like Nidawi and Nahuel, there is still a strong will-they-won’t-they vibe coming from these two, or maybe it’s just me.
Brian Hurtt and Bill Crabtree continues to impress as an artistic team. The dark grays and browns during an epic nighttime fight scene somehow still make a nighttime fight scene utterly compelling, with some great monsters and combat moments. (And of course, the dynamics within our crew are very much a part of that.) And the dark color scheme allows for bright splashes of red – Becky’s dress, the symbols on the guns, monster bats’ eyes, and of course, blood. Lots of blood! Hurtt’s expressive characters feel like they’re pulled right from a storyboard (how is this NOT in development to become a TV show or film trilogy??) and I really appreciate how the female characters aren’t sexualized at all…aside from Kirby, of course. (He is easily the character I care about the least, and would like for him to be with NO woman by the end, thank you very much.)
Sometimes Bunn’s omniscient narrative can get a little flowery, and it’s nice that the narrator states which gun has which power every time it’s used (“The Second of the Six spreads the very flames of Perdition”). When I was reading Sixth Gun more regularly, I almost had all six guns and their powers memorized, (really a fun thing to brag about at parties,) but it has a really nice feeling of repetition, and it also gives a sense of status to each of them. In writing this I just realized that the guns aren’t too dissimilar from the Infinity Stones in the Marvel Universe. Each have their own powers....hugely destructive powers from anyone who wields one, or more than one....universe-ending implications if you gather them all...and they're each sentient, too. Hmm.
I would imagine for someone reading the series at a regular pace, this probably felt like filler – and in all honesty, it kind of was. Aside from some hints that Becky is more than what she seems, and perhaps the guns are too, nothing concretely moves forward - though there was a surprise development at the end. Regardless, for me, it was stepping back into the wild, wonderful world of Sixth Gun. I can’t wait to finish the series (though I’m sad it has an ending), and this is the kind of series I would absolutely invest in purchasing as a deluxe hardcover.
Please check out more of my reviews on my blog, Reading Art!
After six volumes, I’ve more than come around to Brian Hurtt’s artwork. I found it too cartoony at first, but now I think it’s fantastic, and a fantastic fit for this series. Volume six sees Becky worn out from using the sixth gun, going on a vision quest to heal herself. She observes the weapons throughout history, gaining knowledge of their usage and purpose (this is welcome insight for us readers, too). Hurtt visualizes each era wonderfully, from prehistory to medieval fantasy. I think his action scenes are where he really shines, and there are plenty of those in this book, both during Becky’s quest and Gord and co.’s nighttime excursion. The way he draws rain is very impressive.
Elsewhere, this is a compelling character study for Becky, especially during the final issue. Actually, Bunn gives lots of characters attention in this volume, including Kirby and newcomers Nidawi and Nahuel. This series is nothing if not well-balanced in its characterization.
Wow! Granted, it's been awhile since I read the first few volumes... But this might be the best yet. Goes heavy on the supernatural and horror elements, with some great setpieces to boot. All held up by great, revelatory plot beats.
Even though it's less than 200 pages, this is the first volume of any series that I've powered through so quickly. Can't wait to start in on Vol. 7!
Can we talk about Brian Hurtt? His work has grown exponentially over the course of Sixth Gun, with volume six boasting his most impressive designs, layouts, and technical ability yet. I am so impressed at how good this book consistently looks, and how effortlessly Hurtt matches tone and style to each new, diverse location.
Anyway.
Are we approaching end-game guys? 'cause that felt like end-game approachal. Becky goes off on a spirit quest (with some of the coolest looking Native-Americans you've ever seen), and what could have been an easy and meandering filler plot, turns into some of the most lore-heavy, informative narrative yet. Volume six is full of comic-booky-multiversal-goodness, and a whole heap of character development for Becky Montcrief. Shit just gets crazier with each volume, and damned is Bunn and Hurtt haven't earned all that crazy-cred.
4.7. This series does the same thing to me again and again-I go from ok, I guess I'll read this to an excited fan by the end. Thrilling and weird in the best ways (monster design!), these creators know how to tell a broad story with enough surprises and action in each volume to keep the reader coming back. The alternate gunverses are great stories to themselves, which unfortunately there isn't enough time to explore fully, but let's just say they all had some fine twists and excellent plotting. Good work.
A serviceable continuation of the series in which the incredible power of the six guns are made clearer and some interesting alternate realities are visited. New allies and adversaries also make themselves known, implicating an escalation in the stakes for the next volume.
3 Questionable Spirit Guides for The Sixth Gun, Vol 6: Ghost Dance.
Like the previous TPB, this felt like an aside, or something that could have been accomplished while still pushing the main story. I enjoyed this more than the previous volume, but still hope these side trips have a payoff.
This series just gets better and better. More questions get asked than answered. The big questions get new light cast on them and Bunn & Hurtt keep working their magic.
4.25. What the last arc started with multiple planes of existence, this trade took up and ran with at full speed. Becky travels through time following or chasing/being chased by the 6 guns.
Drake's group is joined by a Native American war band. They are brought to the natives' camp where Fournier and the chiefs try to heal Becky. Since using the new power she now has one foot in the spirit world and it's tearing her apart. The Skinwalkers sent by Missy are making her progression on the Winding Way difficult. The chiefs understand the threat and send Drake's group to find the Skinwalkers in the real world. They are joined by Nahuel and Nidawi, the latter being the spirit of Screaming Crow, an old, powerful spirit.
In the spirit world Becky will travel to different realities shaped by the ones who obtained the Six and used their power to forge the world to their liking. From prehistoric times, to a flying dragon-infested Middle Age, to a world where Hume lived and even to one whe she created her own utopia, Becky will be changed by her experience on the Winding Way.
La serie sigue con su imparable línea ascendente con un nuevo tomo en el que Becky debe sobrevivir en el mundo de los espíritus y conoce otros mundos que pudieron haber sido, además de nuevas piezas en el puzzle que son las Seis. También se va mostrando que Drake pudo haber usado las Seis anteriormente y que no todo lo que sabemos puede ser verdad. Imparable el progreso también de nuestro personaje principal, Becky Montcrief, un gran ejemplo de mujer fuerte, y que deberá ser más fuerte ante la amenaza que se desvela en las últimas páginas del tomo. Una serie imprescindible.
Some interesting developments in Bunn and Hurtt's next Sixth Gun book. The main focus is on Becky and her trying to understand what to do with the sixth gun. It was cool to see her spiritual journey but it drug on too long. The more interesting moves were with the antagonists. Should change the status quo considerably. Overall, I think the book feels like its being made for trades instead of just writing for the series.
In the aftermath with her duel with Missy Hume, Becky has fallen ill. "Ghost Dance" is a recounting of Becky's vision quest to heal herself, all whilst dodging the Skinwalkers being sent after her by Missy Hume herself. It's an entertaining ride with some intriguing bits of foreshadowing by Cullen Bunn, and splendid artwork as usual from Brian Hurtt.
8/10 Otro buen volumen de la serie, esta vez con unos curiosos cambios de escenario, gracias al viaje espiritual de la protagonista, y a la búsqueda emprendida de sus compañeros. Emocionante y muy entretenido.
This was a big step up from Volume five and really moved the story forward. Hated to see the demise of one of my favourite bad guys in the series, but looking forward to seeing what happens with the new baddie that takes their place.
Well, a whole lotta bad shook down, but that's the way things go with ancient prophecies about remaking the world. Loved the sudden severity of the Ghost Dance and how it worked within the larger tempo of a western adventure. Good way to get the reader unsure about Becky the same way Drake is. You gotta root for her, but that doesn't mean you have to put down your gun(s).