Secrets are revealed as Senator Barnaby's plan to start a nuclear war continue to grow closer to reality. You may never look at spaghetti the same ever again after reading this issue.
100 %
A Great 80's-Style Espionage Thrill Ride
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In an era of government shutdowns, conspiracies coverups, and scandals galore it can be difficult to know who to trust. However, Barnaby and evil triplet George are the living embodiment of these corruptions. The only people standing between them and nuclear war are John, Nate, and Collen. In DIE!DIE!DIE! # 6, written by Robert Kirkman, Scott M. Gimple and with art by Chris Burnham and Nathan Fairbairn, sides are taken, secrets are discovered, and origins are revealed. Will Barnaby win? Only time will tell.

The Saga Continues

The story continues as George (the bad sibling) secretly helps to create a nuclear war for Senator Barnaby. Barnaby is part of a secret cabal within the U.S. government. The cabal uses target assassinations to influence world matters. Unfortunately, sometimes those influences are for personal gain. This is exactly what Barnaby is currently working towards. Moreover, working in and around this cabal are three identical brothers: Paul (the good one), George (the bad one), and John (the chaotic neutral-ish one)

Die!Die!Die! #6
Image courtesy of Image Comics

Leading up to issue six, we also learn that Paul was seemingly killed by his brother, George. As a result, George has been posing as Paul in an effort to infiltrate and gain government information. This is all to help start a nuclear war for Senator Barnaby. By contrast, we have John working with Nate and Connie Lipshitz (no relation?). However, they know that Paul has actually been replaced with George. Because of this, it will be interesting to see the outcome of John, Connie, and Nate knowing George’s secret.

First Arc Overview

DIE!DIE!DIE! #6 continues the anarchy, betrayal, and violence that brings the first arc to a close. Kirkman and Gimple manage to cram a lot of story into this issue. It doesn’t just open with an interesting origin story on Barnaby. This issue also shows how he wasn’t always the backstabbing scumbag we’ve come to know and hate. Kirkman also uses his exceptional character depth and solid dialogue to show how Barnaby has grown into a power-hungry monster.

Die!Die!Die! #6
Image courtesy of Image Comics

Easily, this book reads like a cross between an 80’s style action flick (think Arnold Schwarzenegger’s COMMANDO) and a Quentin Tarantino movie. Notably, The story does a fantastic job at juggling multiple different events that are happening at the same time. Not to mention, Kirkman and Gimple do an incredible job balancing two backstories and keep a consistent focus on the main plot without confusing the reader.

However, the best thing about the series is how well the overall story works. In all honesty, the plot is easy to follow and any excuse to watch a government spy thriller with an assorted array of violence has my vote. It’s the perfect embodiment of action, gore, and interesting dialogue. It’s also interesting how Kirkman and Gimple found a way to make a really violent comic with such a light tone. Despite the comic being centered on government issues, it finds a way to stay humorous and unorthodox.

The Burnham & Fairbairn Touch

Artist Chris Burnham’s creative genius is on full display in every issue, and this issue is no exception. For example, Burnham’s amazing character detail and action scenes really help drive the story forward. The best part about his gritty style of chaos artistry is that every panel of destruction serves a visual purpose. By the same token, he doesn’t just draw pointless explosions or gunfire. In other words, his work always fits in with whatever’s going on with the story and characters.

Die!Die!Die! #6
Image courtesy of Image Comics

Additionally, Burnham does an amazing job at adding detail distinctions between each of the characters, especially the triplets. Namely, each sibling has his own look and attitude. In addition, Fairbairn also does a dynamic job with the colors. Fairbairn’s use of pastel colors is a brilliant choice to help distinguish subtle shifts within panels.

End of an Arc

Overall, DIE!DIE!DIE! #6 was an impressive issue that ends with a decent cliffhanger. Kirkman’s strong dialogue and Burnham’s art continue to get better and better with each issue. Fairbairn’s colors help keep a consistent balance between panels and give tip-top detail to characters. It will be cool to see how they dial up the creativity going into the second arc of the story. This is another strong Kirkman story you’ll want to add to your collection.

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