REVIEW: KNIGHTS OF X #1 has a genre identity all its own within the X-Line

By Rebecca Gault — Arguably, Marvel Comics’ version of Otherworld has always been nebulous at best; unsure of how to navigate the network of inspirations and mythologies it draws from whilst still offering an original take on said mythologies. Tini Howard has created some beautifully strong groundwork for that exact take. No longer something quite as nebulous, Otherworld is thrown into sharper detail in this opening issue than it has been in quite a while.

For those who are used to traditional cape comics set ups, Knights of X #1 may feel initially arcane in its set up and yet, all the pieces are familiar. Drawing more firmly on the fantasy genre than on superhero mythology - although the two are inextricably linked thematically - Knights of X is set up as a traditional Arthurian quest plotline. 



It’s a strong hook for the series. Leaning on the high fantasy elements of Otherworld offers something different from the other books on the X-line, giving Knights of X a strong genre identity that lets it stand on its own. Howard is clearly familiar with the genre conventions she’s utilizing here, threading the needle with Arthurian details and the sprawling, expansive feeling of a Tolkien-esque series. 

However, the character beats here are unmistakably carried across from Howard’s own run on Excalibur. In particular, the thorny, tentative alliance between Saturnyne and Betsy remains a high point, indicating that alliances do not always equal affection. Betsy’s search for her eponymous knights takes up the majority of this issue and, while it does feel like the necessary machinations for moving everyone into place, the fantasy tradition enables Howard to make this an engaging opening nonetheless. 

The art is sharp and stylistic, emphasizing key beats in a strong concerto. Quinn makes every member of the team visually distinct and well-characterized. A special shout-out has to go to his excellent work on Rachel, who is given a visual marker here that will hopefully become common in issues going forward considering how visually striking it makes her look. The panel of the gathered Knights of X is one that will likely remain with me for quite some time, given the excellent framing and composition.

Furthermore, Arciniega’s work on color sets Otherworld apart as a haze of gloom and dread under Merlyn’s rule. The knights being wreathed in golds and oranges from flame serve to set them apart from the deep dark of the Lunatic skies and the dark purples and greens of the magic around them, offering an easy to read visual language throughout. 

The final element that ties the issue together is Ariana Maher’s lettering. In framing the lettering in aged parchment boxes rather than traditional clean lines and leaning on stylized script, even the narration ties in perfectly to this visual language. You would be forgiven for thinking this could be read as a fantasy comic outside of the Marvel world, purely from the coherence in its language and in the sharp awareness of genre conventions. 

Yet, its ties to Krakoa and to the world of the X-Men do not hinder it. It’s certainly nice to have a book rooted in the world of the mutants without being entirely beholden to the narratives occurring outside of Otherworld. 

The Knights of X have been given a quest, one that brings back an artefact from X history, and one that indicates insurmountable danger. It is the perfect set up for sprawling fantasy romp and one that is in good hands with Howard. 

Overall: A strong opening with a distinct visual identity and powerful allusions to fantasy history throughout that indicates a wonderfully fantastical arc to follow these knights through. 9/10

REVIEW: Knights of X #1

Knights of X #1
Writer:
Tini Howard
Artist: Bob Quinn
Colorist: Erick Arciniega
Letterer: VC’s Ariana Maher
Publisher: Marvel Comics 
THE QUEST BEGINS HERE, WHERE MUTANTS ARE HATED AND FEARED ONCE AGAIN!
The gates to Otherworld are closed - and Captain Britain is trapped on the wrong side! Usurpers Merlyn and his right-hand man, King Arthur, are now in control of Lunatic Citadel. Furies the size of Sentinels raze villages to the ground in their hunt for the "witchbreed." Cut off from Krakoa, Betsy Braddock is Otherworld's only hero - and to save her people, Betsy must recruit a round table of her own. The Knights of X gather to restore the rightful order and rescue desperate mutants - but their quest is about to get so much bigger than that. This is the era of destiny...and the fate of Otherworld lies at the center of mutantkind's future. Don't miss this essential piece of the new Krakoa!
Price: $4.99 
Buy It Here: Digital

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Rebecca is a literature student by day, a freelance writer by night, and a comics fan always. She is a big fan of everything superheroic and horrific. Right now, she can be found on Twitter at @phoenixfcrce.