A living game has taken root in Manhattan, transforming parts of the city into a dark fantasy world. Doctor Strange and his Secret Defenders have managed to insert themselves into the narrative, but they're not alone... Can Strange and company learn the rules and rescue those trapped within, or is it back to the Dark Ages for the Big Apple?
Rated T+
Naturally, the pacing was a bit too fast given an entire arc was told between this issue and last month's, but the concept is such a hoot, it doesn't even matter. Read Full Review
Ferry delivers some great art in the issue. The visuals are fun, vibrant and filled with great details. Read Full Review
Doctor Strange #14 is another fun adventure for Stephen and amps readers up for upcoming events. Read Full Review
Doctor Strange #14 concludes the story of Cobolorum as Stephen and his allies face the game's evil dungeon master, Baron Mordo. Unfortunately, Baron Mordo is far from a serious threat or an entertaining villain here. He's more like a bad Saturday morning cartoon villain. On top of that, the comic's resolution feels a little rushed to wrap up the current story, so that it can tie-in to the upcoming Blood Hunt event. Thankfully, the art was good and Strange's solution for handling Cobolorum after the battle was quite empathetic. Read Full Review
Doctor Strange #14 brings the faux-D&D adventure to a close with flashy visuals, dragon fights, and a clever resolution to the battle. That said, Doctor Strange makes several questionable choices that seem out of character, and at least two of the Secret Defenders are useless in the final analysis. Read Full Review
Plot
Doctor Strange enters the game COBOLORUM and while facing the Dragon that symbolizes the Coloborum entity, he sends his team made up of Black Cat, Hunter's Moon and Taskmaster to take the game manual from Baron Mordo.
The comic is narrated as a fantasy role-playing game, however Mordo manages to manipulate Hunter's Moon and Taskmaster, but forgets the thief...Black Cat.
Taskmaster delivers the best comedy dialogue.
This comic closes with all the children freed from the game, as well as Mordo locked in the Crypt of Shadows with Bats.
Strange gives the manual to General Strange to help Coloborum get out of this confinement, however something terrible is about to happen... something dark ta more
This was a bit too goofy for me and a tad too much cutesy humor like you would get in a Leah Williams book. I'm beginning to think MacKay is spreading himself too thin.
the ending was a bit dissapoitning. Lets hope Blood Hunt is good.