Locke & Key, Volume 2: Head Games Joe Hill & Gabriel Rodriguez 5/5 |
First Sentence "When you said, "Let's go study down by the creek," I didn't think you really meant "Let's go study."" |
Publisher's Description: New York Times bestselling writer Joe Hill and artist Gabriel Rodriguez, the creators behind the acclaimed Locke & Key: Welcome to Lovecraft, return with the next chapter in the ongoing tale, Head Games. Following a shocking death that dredges up memories of their father's murder, Kinsey and Tyler Locke are thrown into choppy emotional waters, and turn to their new friend, Zack Wells, for support, little suspecting Zack's dark secret. Meanwhile, six-year-old Bode Locke tries to puzzle out the secret of the head key, and Uncle Duncan is jarred into the past by a disturbingly familiar face. Open your mind - the head games are just getting started |
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Dear Reader, After reading the first volume of Locke & Key, I wanted more! I reviewed the first one, which you can find here. I found this volume to be a little less grotesque and a little more mind games (which is probably a little noticeable by the title of this one, Head Games). The story continues with the Locke Family after the tragedy that struck them. The first volume revolves around the tragedy and the family moving into Lovecraft, into the old house that has been owned by the Locke's for centuries. It also introduces us to the keys that do unusual things, this volume in particular has a key that does something quite disturbing. I don't want to give to much away for those of you that haven't picked up the first volume yet. So if you haven't read the first volume, beware the spoilers that you might read if you continue on. In Head Games, we start where Welcome to Lovecraft left off, Zack Wells making an appearance (claiming to be related to the gym teacher). However, we know the truth, Zack was released from the well by Bode in the last volume. We also know that using special keys he can change genders and a particular key in any door which will open to wherever he desires. The story actually revolves more around this new key that Bode finds, one that can be used to open your head (literally) and look inside. The key is inserted into the back of your neck and pops the top of your skull off . The wonderful art of the comic does an excellent job showing us this and Rodriguez (the artist) does an even better job of showing us what is inside a person's head. Brains and Goo? Nope, all our hopes, dreams, fears and more. I enjoyed this volume even more than the first one. I loved the idea of being able to pluck out memories or put information into your head. Joe Hill really touched upon all the questions that you could think of, what would happen if you did take something out? What happens if you shove in a book about cooking? Would you become a master chef? It really opened up the possibilities of the story. I found this even more horrific than some of the other keys, screwing with peoples memories is no joke. I couldn't even begin to fathom why someone would willingly WANT to mess with their head. This is something Kinsey does right away, with taking out her fear and the ability to cry. We don't see too much repercussion from this yet, but I believe this will be addressed in volume 3. Speaking of, I just downloaded it... thank you Joe Hill for getting me addicted, now enjoy my money. I just know this comic series will make a huge dent in my pocket, will it do the same for you? Happy Reading, AmberBug |
Sunday, September 29, 2013
Locke & Key, Volume 2: Head Games
Labels:
2009,
5,
amberbug,
comic,
Gabriel Rodriguez,
head games,
horror,
Joe hill,
keys,
locke and key,
lovecraft,
review
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