The Sixth Gun: Crossroads (#7 – 11) – Cullen Bunn

3 out of 5

Chuuuuuurrrnn!

Replacing one gun-hunting villain (General Hume) for another (some New Orleans spooks), the second Sixth Gun arc definitely establishes some absolute characters and concepts of importance – perpetual thorn Kirby first appears; more history of the guns is explained – but it ends up feeling like a lot of bluster acting as a cover for exposition.  Fittingly, it features our crew bedding down in a hotel for its five issues – i.e. stopping in one place – while Drake wanders out into the swamps to find out if he can divest himself of the guns, Gord does some research, and Becky asserts herself.  The replacement villain is very much a distraction, giving Hurtt some amazing illustration fodder (these were actually the issues when I sat up and really appreciated his layout sensibilities) but not the same kind of stalking, looming threat Hume’s crew provided, with one of its “final forms” inadvertently silly looking.  While we’re waiting for the underwhelming dramatics to play out, though, Bunn does manage to execute a killer 11th hour twist, and colorist Bill Crabtree seems to settle more fully into his role in the last couple of issues, supporting Hurtt’s work instead of flattening it.

Necessary narration stuff, but the arc would’ve been stronger without Bunn feeling like he had to insert a requisite action element; relaxing into his characters and story would’ve offered plenty of interest on its own.